Video Game Perils
Brian Yi
California State University of Northridge
Professor Kathryn Christolear
English 306OL
April 29, 2015
Table of Contents
Table of contents----------------------------------------------------------------------------------------------2
Purpose of Proposal-------------------------------------------------------------------------------------------3
Addiction Forms-----------------------------------------------------------------------------------------------3
Physical Problems---------------------------------------------------------------------------------------------5
Social Problems------------------------------------------------------------------------------------------------7
Solution
---------------------------------------------------------------------------------------------------------8
References----------------------------------------------------------------------------------------------------10
TO: Headmaster Paisley
FROM: Brian Yi
RE: Video Game Early Exposure
DATE: April 27, 2015
PURPOSE
To propose development solutions to the concerns of video gaming exposed at an early age. The early stage of development is a critical point in life that can have a significant impact on the way an adolescent carries themselves throughout their life. The knowledge that is absorbed will carry on and be applied to obligations whether it is concerning career, education, or general responsibilities. I am suggesting that in educational institutions at the adolescent level in elementary schools needs to coordinate and introduce a program that will teach young scholars to be responsible with video game usage. This would ensure that as they develop they will know what to prioritize and value their obligations more. Burdens such as loneliness, anxiety, poor hygiene, will be addressed that come with abuse of something will decrease.
ADDICTION FORMS
Addiction comes in many shapes and forms that can broadly appeal to various sorts of people. It occurs merely by the abuse of substances or behavioral activities that can interfere with an individual’s daily routine or life. Individuals seem to have the misconception of the recreational use of these forms that turns into an obligation. The criteria of individuals can be quite complex in that there are many variations considering the age, ethnicity, gender, environment, etc. Here are just some forms of potentially addictive substances that the majority of people who are substance abusers find to have in common in at least one criteria; alcohol, cocaine, nicotine, heroine, and caffeine. These substances may not share the same chemicals, but what they do have in common is increasing the levels of dopamine. Dopamine is a neurotransmitter within the human brain that sends out reward signals to the nerve system. To achieve increased levels of dopamine, substances would be needed to be physically ingested directly in order to feel the full effects that they ...
Gaming Addiction is not different from any other types of addiction that are present in human nature nowadays. Such type of addiction is not unstoppable and these are so many ways to prevent its negative effects. In order to save its victims from misery and lack of discipline in life, a support group must be hired immediately; although some individuals who are not yet suffering from its worst effects can handle it by themselves without the assistance of the authorities.
Playing computer games for long periods can have both positive and negative effects. Positively, it can help improve decision-making skills by giving the brain a workout and training it for multitasking. However, extensive computer use can also lead to health problems like obesity from lack of exercise, as well as eye strain and poor academic and physical performance from loss of focus. Parents must educate children to balance gaming with other activities to avoid negative consequences and allow them to enjoy all aspects of life.
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
Video games can provide both advantages and disadvantages for learning. The advantages include improving problem solving, cognitive skills, language, math skills, decision making abilities, and allowing social connections. However, disadvantages include the risk of addiction if not restricted properly, exposure to violent or inappropriate content that could desensitize players or promote negative behaviors, putting an unhealthy emphasis on gaming over responsibilities, and vulnerability to online predators for children playing with unknown others. Overall, video games require parental involvement and supervision to help children experience the benefits while avoiding the risks.
The document discusses arguments for and against how video games affect people's minds and behavior. It explores whether violent video games can increase aggressive behavior in players or lead to real-world violence. While some research has found links between violent game play and aggression, other studies have found no evidence that video games directly cause criminal behavior. The document also examines how video games can impact people psychologically, such as by stimulating the brain's reward system and potentially leading to addictive behaviors around in-game purchases like loot boxes. However, video games are also being used positively in some medical applications to help patients better manage their healthcare.
The document discusses the video game industry and debates around video games. It notes that the industry has surpassed the music and film industries in revenue. It outlines common arguments that video games can increase violent and criminal behavior in players or that they have no impact and should not be restricted. Researchers have found some links between violent games and aggression but no definitive links to long-term criminal behavior. Later, the document discusses how video games can positively impact players by satisfying basic psychological needs and releasing dopamine during gameplay in ways that could be addictive for some players, especially around loot boxes and microtransactions. Governments have started regulating some gaming mechanics that resemble gambling. Overall, the effects of video games remain debated with no consensus.
Within this module, you will learn will discover information about how digital technologies can be addictive. Examples of technostress, situations and factors that can contribute to each mental state. You will also have the opportunity to explore your own preferences and needs in the digital work environment and become familiarised with the right to disconnect.
This document provides instructions for a case study assignment on video game addiction. Students are asked to choose a game released in the last 5 years and discuss its terminology, audio design, genre characteristics, graphics, and engines. They must also include a paragraph quoting an article on video game addiction. Sources for the addiction section and a sample paragraph are provided.
Gaming Addiction is not different from any other types of addiction that are present in human nature nowadays. Such type of addiction is not unstoppable and these are so many ways to prevent its negative effects. In order to save its victims from misery and lack of discipline in life, a support group must be hired immediately; although some individuals who are not yet suffering from its worst effects can handle it by themselves without the assistance of the authorities.
Playing computer games for long periods can have both positive and negative effects. Positively, it can help improve decision-making skills by giving the brain a workout and training it for multitasking. However, extensive computer use can also lead to health problems like obesity from lack of exercise, as well as eye strain and poor academic and physical performance from loss of focus. Parents must educate children to balance gaming with other activities to avoid negative consequences and allow them to enjoy all aspects of life.
This document discusses the social impacts of gaming addiction. It notes that gaming addiction can lead to isolation from socializing and prioritizing gaming over important real-life activities. While some argue gaming addiction is similar to drug addiction, it has not been recognized as an official disorder due to lack of research. Gaming can benefit society through applications in education and job training, but excessive gaming can negatively impact social skills and mental health through lack of sleep, mood swings, and neglect of responsibilities. More research is still needed to fully understand the impacts and potential recognition of gaming addiction as a disorder.
Video games can provide both advantages and disadvantages for learning. The advantages include improving problem solving, cognitive skills, language, math skills, decision making abilities, and allowing social connections. However, disadvantages include the risk of addiction if not restricted properly, exposure to violent or inappropriate content that could desensitize players or promote negative behaviors, putting an unhealthy emphasis on gaming over responsibilities, and vulnerability to online predators for children playing with unknown others. Overall, video games require parental involvement and supervision to help children experience the benefits while avoiding the risks.
The document discusses arguments for and against how video games affect people's minds and behavior. It explores whether violent video games can increase aggressive behavior in players or lead to real-world violence. While some research has found links between violent game play and aggression, other studies have found no evidence that video games directly cause criminal behavior. The document also examines how video games can impact people psychologically, such as by stimulating the brain's reward system and potentially leading to addictive behaviors around in-game purchases like loot boxes. However, video games are also being used positively in some medical applications to help patients better manage their healthcare.
The document discusses the video game industry and debates around video games. It notes that the industry has surpassed the music and film industries in revenue. It outlines common arguments that video games can increase violent and criminal behavior in players or that they have no impact and should not be restricted. Researchers have found some links between violent games and aggression but no definitive links to long-term criminal behavior. Later, the document discusses how video games can positively impact players by satisfying basic psychological needs and releasing dopamine during gameplay in ways that could be addictive for some players, especially around loot boxes and microtransactions. Governments have started regulating some gaming mechanics that resemble gambling. Overall, the effects of video games remain debated with no consensus.
Within this module, you will learn will discover information about how digital technologies can be addictive. Examples of technostress, situations and factors that can contribute to each mental state. You will also have the opportunity to explore your own preferences and needs in the digital work environment and become familiarised with the right to disconnect.
This document provides instructions for a case study assignment on video game addiction. Students are asked to choose a game released in the last 5 years and discuss its terminology, audio design, genre characteristics, graphics, and engines. They must also include a paragraph quoting an article on video game addiction. Sources for the addiction section and a sample paragraph are provided.
The document provides information about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" showing the impacts of excessive phone use on mental health and school performance. It would cut between a student revising and one scrolling on their phone, then show the latter struggling in an exam. The video aims to open eyes to phones' effects on health, education and goals.
The document provides details about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" comparing the impacts of high vs low phone use, showing exam stress. It will cut between scenes of a revising student and one constantly on their phone. Facts will pop up to further explain impacts. The goal is to open teens' and parents' eyes to the negative effects of excessive phone use on mental health, education, and life goals.
Page 1 why gaming is good for youthe common opDIPESH30
The document is a draft of a persuasive speech arguing that gaming is good for you. It discusses how gaming provides social, emotional, and cognitive benefits such as improved creativity, multitasking, and attention. Research shows gamers cope better with stress and gaming can strengthen family bonds. While some games have violent content, research does not show a link between gaming and real-world violence. Overall, gaming should be viewed as a valid recreational activity rather than a waste of time when enjoyed in moderation.
How is digital media affecting us at a neurological level? How is this in turn impacting how consumers process advertising messages and how can brands respond? Core Media Strategy Division explores some emerging themes.
1) The document outlines a personal project about computer game addiction among teenagers. The student aims to raise awareness of this issue and analyze their own gaming habits.
2) Goals include educating peers on addiction risks, surveying classmates' computer use, creating an informative booklet, and reducing their own play time.
3) Research will involve defining addiction, collecting statistics, surveying classmates, and summarizing sources to develop the booklet by January. The student will also track their gaming hours to reflect on progress.
1) The document discusses a personal project about computer game addiction among teenagers. The student aims to raise awareness of this issue and analyze their own gaming habits.
2) Through surveys and research, the student will examine game usage among their peers and create an informative booklet on overcoming addiction.
3) A goal is to reduce their own playing time and reflect on progress made in controlling their computer use. The project relates to health education by addressing behaviors, treatment, and adolescent development.
Good Essay Introductory Paragraph. Online assignment writing service.Lori Flasch
The document provides a summary of events occurring in NYC over the weekend of August 19-20, 2017. It describes several outdoor and cultural events happening around the city, including Summer Streets which closes off streets for pedestrian and bike use, an all-night donut bike ride, various outdoor movie screenings, the Battery Dance Festival, fireworks at Coney Island, and a blues music festival. The summary encourages readers to check out these fun events celebrating summer in New York City.
Technology creates social isolation and neurosisGehring92
This document discusses how technology can lead to social isolation and neurosis. It argues that while technology allows for efficient communication, overreliance on online relationships substitutes real social interaction. When parenting with technology or using devices as distraction, it disrupts healthy development and physical relationships. Constant technology use trains people to seek false realities and self-justify excessive internet use, leading to social isolation when taken too far. Moderation of technology is important to maintain well-being.
How To Write A Reflection Paper In 7 Easy Steps - EdBeth Hall
Classical conditioning involves involuntary responses to stimuli, while operant conditioning involves voluntary behaviors that are reinforced or punished. In classical conditioning, organisms learn associations between stimuli, while in operant conditioning organisms learn via consequences of their own behaviors. Operant conditioning focuses on active behaviors operating within an environment and consequences influencing future behaviors, whereas classical conditioning deals more with passive emotional responses.
The Internet and various other forms of technology are here to stay. They make our lives easier in many ways, but they can be addictive and, at times, cause more harm than good. Dr. Mike Brooks reviewed some of the positive and negative effects of technology and discussed the importance of finding a balanced life in our increasingly tech-dependent society to the 9th grade students at Lake Travis High School in Austin, Texas on April 27, 2010.
Social impact of technology zack clendinningzackclen
The document discusses the social impacts of emerging technologies such as video games, social media, communication devices, and virtual reality. It argues that these technologies can potentially cause social isolation and neurosis by replacing face-to-face interaction and human connection with interaction through screens. While technologies have benefits like keeping people connected, the document warns they may disconnect people from the real world if overused and could become addictive. As virtual reality further advances to create realistic virtual worlds, it is posed as a technology that could fully remove people from physical reality and society.
Top 5 Technologies for Creating Health Habitsfaerystrangeme
The document discusses 5 tools that use technology to help create healthy habits:
1. Notes and reminders apps like OhDon'tForget.com that allow setting text reminders.
2. Community websites like SparkPeople.com that connect people with shared goals and provide rewards.
3. Games like WiiFit that combine exercise with digital entertainment.
4. Mobile apps like ProactiveSleep that provide triggers and activities in one convenient place.
5. Customization sites like Zazzle.com that allow creating physical reminders.
The tools aim to make healthy activities more engaging and accessible through triggers, communities, and integration with digital habits.
The document discusses 5 tools that use technology to help create healthy habits:
1. Notes and reminders apps like OhDon'tForget.com that allow setting text reminders.
2. Community websites like SparkPeople.com that connect people with shared goals and provide rewards.
3. Games like WiiFit that combine exercise with digital entertainment.
4. Mobile apps like ProactiveSleep that provide triggers and activities in one convenient place.
5. Customization sites like Zazzle.com that allow creating physical reminders.
Technology has brought convenience but has also led to a decline in physical activity as people prefer staying home to watch TV, play games, and surf the internet. This sedentary lifestyle especially among youth needs to be addressed. Habits formed during childhood often continue into adulthood, so children and teens need messages promoting healthier food choices and regular physical activity. Using media and technology, global awareness can be raised to disseminate information about nutrition and exercise. This can also teach youth how to understand food labels and assess advertising claims about food. When social media and technology are used appropriately, they can motivate individuals to achieve fitness goals through diet and exercise.
This document discusses creating a high-quality video on a technology that impacts health. It identifies analyzing how technologies affect health both positively and negatively as the problem. The design brief explains the video will educate globally on a technology's health uses and the assessment criteria. It analyzes how the project relates to the health and social education area of interaction. The document considers choices of technology to focus on, selecting electronic cigarettes. It provides tips for high-quality video production, including careful lighting setup and using a script.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology for medical applications as well as some of the negative health effects of exposure to gamma radiation.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology for medical applications as well as some of the potential negative health effects of exposure to gamma radiation.
This document discusses planning for a school project to create an informative video about how health depends on a specific technology. It identifies analyzing the question and various technologies as the first steps. The design brief explains that the video will educate people worldwide about the technology's positive health impacts and how it can help people. Key aspects for a high-quality video are discussed, including proper lighting techniques, writing a script, and researching the chosen technology in depth to explain how it works and relates to health.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology through medical applications as well as some of the negative health effects of exposure to gamma radiation.
The document provides information about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" showing the impacts of excessive phone use on mental health and school performance. It would cut between a student revising and one scrolling on their phone, then show the latter struggling in an exam. The video aims to open eyes to phones' effects on health, education and goals.
The document provides details about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" comparing the impacts of high vs low phone use, showing exam stress. It will cut between scenes of a revising student and one constantly on their phone. Facts will pop up to further explain impacts. The goal is to open teens' and parents' eyes to the negative effects of excessive phone use on mental health, education, and life goals.
Page 1 why gaming is good for youthe common opDIPESH30
The document is a draft of a persuasive speech arguing that gaming is good for you. It discusses how gaming provides social, emotional, and cognitive benefits such as improved creativity, multitasking, and attention. Research shows gamers cope better with stress and gaming can strengthen family bonds. While some games have violent content, research does not show a link between gaming and real-world violence. Overall, gaming should be viewed as a valid recreational activity rather than a waste of time when enjoyed in moderation.
How is digital media affecting us at a neurological level? How is this in turn impacting how consumers process advertising messages and how can brands respond? Core Media Strategy Division explores some emerging themes.
1) The document outlines a personal project about computer game addiction among teenagers. The student aims to raise awareness of this issue and analyze their own gaming habits.
2) Goals include educating peers on addiction risks, surveying classmates' computer use, creating an informative booklet, and reducing their own play time.
3) Research will involve defining addiction, collecting statistics, surveying classmates, and summarizing sources to develop the booklet by January. The student will also track their gaming hours to reflect on progress.
1) The document discusses a personal project about computer game addiction among teenagers. The student aims to raise awareness of this issue and analyze their own gaming habits.
2) Through surveys and research, the student will examine game usage among their peers and create an informative booklet on overcoming addiction.
3) A goal is to reduce their own playing time and reflect on progress made in controlling their computer use. The project relates to health education by addressing behaviors, treatment, and adolescent development.
Good Essay Introductory Paragraph. Online assignment writing service.Lori Flasch
The document provides a summary of events occurring in NYC over the weekend of August 19-20, 2017. It describes several outdoor and cultural events happening around the city, including Summer Streets which closes off streets for pedestrian and bike use, an all-night donut bike ride, various outdoor movie screenings, the Battery Dance Festival, fireworks at Coney Island, and a blues music festival. The summary encourages readers to check out these fun events celebrating summer in New York City.
Technology creates social isolation and neurosisGehring92
This document discusses how technology can lead to social isolation and neurosis. It argues that while technology allows for efficient communication, overreliance on online relationships substitutes real social interaction. When parenting with technology or using devices as distraction, it disrupts healthy development and physical relationships. Constant technology use trains people to seek false realities and self-justify excessive internet use, leading to social isolation when taken too far. Moderation of technology is important to maintain well-being.
How To Write A Reflection Paper In 7 Easy Steps - EdBeth Hall
Classical conditioning involves involuntary responses to stimuli, while operant conditioning involves voluntary behaviors that are reinforced or punished. In classical conditioning, organisms learn associations between stimuli, while in operant conditioning organisms learn via consequences of their own behaviors. Operant conditioning focuses on active behaviors operating within an environment and consequences influencing future behaviors, whereas classical conditioning deals more with passive emotional responses.
The Internet and various other forms of technology are here to stay. They make our lives easier in many ways, but they can be addictive and, at times, cause more harm than good. Dr. Mike Brooks reviewed some of the positive and negative effects of technology and discussed the importance of finding a balanced life in our increasingly tech-dependent society to the 9th grade students at Lake Travis High School in Austin, Texas on April 27, 2010.
Social impact of technology zack clendinningzackclen
The document discusses the social impacts of emerging technologies such as video games, social media, communication devices, and virtual reality. It argues that these technologies can potentially cause social isolation and neurosis by replacing face-to-face interaction and human connection with interaction through screens. While technologies have benefits like keeping people connected, the document warns they may disconnect people from the real world if overused and could become addictive. As virtual reality further advances to create realistic virtual worlds, it is posed as a technology that could fully remove people from physical reality and society.
Top 5 Technologies for Creating Health Habitsfaerystrangeme
The document discusses 5 tools that use technology to help create healthy habits:
1. Notes and reminders apps like OhDon'tForget.com that allow setting text reminders.
2. Community websites like SparkPeople.com that connect people with shared goals and provide rewards.
3. Games like WiiFit that combine exercise with digital entertainment.
4. Mobile apps like ProactiveSleep that provide triggers and activities in one convenient place.
5. Customization sites like Zazzle.com that allow creating physical reminders.
The tools aim to make healthy activities more engaging and accessible through triggers, communities, and integration with digital habits.
The document discusses 5 tools that use technology to help create healthy habits:
1. Notes and reminders apps like OhDon'tForget.com that allow setting text reminders.
2. Community websites like SparkPeople.com that connect people with shared goals and provide rewards.
3. Games like WiiFit that combine exercise with digital entertainment.
4. Mobile apps like ProactiveSleep that provide triggers and activities in one convenient place.
5. Customization sites like Zazzle.com that allow creating physical reminders.
Technology has brought convenience but has also led to a decline in physical activity as people prefer staying home to watch TV, play games, and surf the internet. This sedentary lifestyle especially among youth needs to be addressed. Habits formed during childhood often continue into adulthood, so children and teens need messages promoting healthier food choices and regular physical activity. Using media and technology, global awareness can be raised to disseminate information about nutrition and exercise. This can also teach youth how to understand food labels and assess advertising claims about food. When social media and technology are used appropriately, they can motivate individuals to achieve fitness goals through diet and exercise.
This document discusses creating a high-quality video on a technology that impacts health. It identifies analyzing how technologies affect health both positively and negatively as the problem. The design brief explains the video will educate globally on a technology's health uses and the assessment criteria. It analyzes how the project relates to the health and social education area of interaction. The document considers choices of technology to focus on, selecting electronic cigarettes. It provides tips for high-quality video production, including careful lighting setup and using a script.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology for medical applications as well as some of the negative health effects of exposure to gamma radiation.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology for medical applications as well as some of the potential negative health effects of exposure to gamma radiation.
This document discusses planning for a school project to create an informative video about how health depends on a specific technology. It identifies analyzing the question and various technologies as the first steps. The design brief explains that the video will educate people worldwide about the technology's positive health impacts and how it can help people. Key aspects for a high-quality video are discussed, including proper lighting techniques, writing a script, and researching the chosen technology in depth to explain how it works and relates to health.
This document discusses the technology of gamma rays. It explains that gamma rays were discovered in 1900 by Paul Villard and named in 1903 by Ernest Rutherford. Gamma rays are the most energetic form of electromagnetic radiation and can penetrate most materials. While gamma rays can cause health risks like DNA damage and cancer from radiation exposure, they also have beneficial medical uses like sterilizing equipment and treating some cancers. The document outlines both the positive impacts of gamma ray technology through medical applications as well as some of the negative health effects of exposure to gamma radiation.
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International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Pengantar Penggunaan Flutter - Dart programming language1.pptx
Video Game PerilsBrian Yi California State University of North.docx
1. Video Game Perils
Brian Yi
California State University of Northridge
Professor Kathryn Christolear
English 306OL
April 29, 2015
Table of Contents
Table of contents-------------------------------------------------------
---------------------------------------2
Purpose of Proposal---------------------------------------------------
----------------------------------------3
Addiction Forms-------------------------------------------------------
3. TO: Headmaster Paisley
FROM: Brian Yi
RE: Video Game Early Exposure
DATE: April 27, 2015
PURPOSE
To propose development solutions to the concerns of video
gaming exposed at an early age. The early stage of development
is a critical point in life that can have a significant impact on
the way an adolescent carries themselves throughout their life.
The knowledge that is absorbed will carry on and be applied to
obligations whether it is concerning career, education, or
general responsibilities. I am suggesting that in educational
institutions at the adolescent level in elementary schools needs
to coordinate and introduce a program that will teach young
scholars to be responsible with video game usage. This would
ensure that as they develop they will know what to prioritize
and value their obligations more. Burdens such as loneliness,
4. anxiety, poor hygiene, will be addressed that come with abuse
of something will decrease.
ADDICTION FORMS
Addiction comes in many shapes and forms that can broadly
appeal to various sorts of people. It occurs merely by the abuse
of substances or behavioral activities that can interfere with an
individual’s daily routine or life. Individuals seem to have the
misconception of the recreational use of these forms that turns
into an obligation. The criteria of individuals can be quite
complex in that there are many variations considering the age,
ethnicity, gender, environment, etc. Here are just some forms of
potentially addictive substances that the majority of people who
are substance abusers find to have in common in at least one
criteria; alcohol, cocaine, nicotine, heroine, and caffeine. These
substances may not share the same chemicals, but what they do
have in common is increasing the levels of dopamine. Dopamine
is a neurotransmitter within the human brain that sends out
reward signals to the nerve system. To achieve increased levels
of dopamine, substances would be needed to be physically
ingested directly in order to feel the full effects that they are
capable of providing. The downside of what may provide
pleasant effects also come with a baggage of side-effects. These
side-effects can be irritability, dependent, restlessness, etc. The
effects can interconnect with each other where one is the result
of the other. For instance, being deprived of sleep can cause
5. someone to be more sensitive to exposure that would easily
trigger irritable behavior.
These side-effects can be seen through active forms of
addictions as well. Some actively based forms of addiction are;
gambling, shopping, eating, and video gaming. These each
require time invested to receive the psychological benefits. The
intake of more time spent divulged in these particular activities,
then the more rewarding effects they would become. Tolerance
as a result would increase to receive the same satisfaction that
was experienced when the individual first became aware of the
gratifying effects. Almost everything requires balance to
receive the benefits and by doing so will minimize the negatives
that come along with it. Having the ability to balance and set
moderations require discipline in one-self’s sense of control.
There are some who are able to manage it efficiently, whereas
some who are more susceptible to struggle. Although, the
particular activity or substance is not the focus in itself of the
attraction of addiction, but it is the sense of relief that it
provides; essentially releasing built up stress by the
involvement of such forms of addiction. People have
dependencies and indulge in a distractor to temporarily forget
about their troubles and hardships. The short run of such
temporary solutions can be fine when not frequently applied. In
the long run, the positive effects that once were, could turn for
the worst.
6. The main focus of this report is to address the source of
addiction that has a great concern the world of video gaming
introduced at an early age. Technology is continuously
advancing with the benefits of time, from the invention of the
Conestoga wagon by James Logan during the 18th century or
even dating farther back to 3.4 million years ago of the
development of stone hand-tools by hominins. This clearly
shows as time progresses so does the efficiency of said
technological advancements. Currently, the western world is
overwhelmed by digital gadgets surrounding the livelihoods that
find can found so dazzling and incredibly accessible. The world
is run by digital products that cannot operate without it. Digital
products are found everywhere. From schools to businesses that
need it to maintain their daily operations. The world has become
so dependent on them that they are the primary source for the
way an institution functions. There is of course benefits that
digitalized equipment bring, but when they are introduced there
needs to be an emphasis on using the technology responsibly.
Especially at the age of an adolescent who is learning at a rapid
rate from the behaviors and actions of others. There needs to be
strict regulations on the use of digital technology that is being
introduced to them. They helped make things run faster and
more efficiently with calculation that may take hours done
manually when they could just be done automatically. This is
why teachers as well as parents have the responsibility to
7. carefully introduce it to a developing age. Once taught, it is
extremely difficult to shake their learned behavior. They will
carry on living the way they learned throughout their lives. It
will become a standard for how their behaviors can lead to time
management, prioritizing, socializing, etc. If not treated with
care it will just become another thing the individual needs to
overcome with all the other life obstacles that will be
introduced along the way or if not make it more difficult. This
is where it is most crucial to how great the impact might be as a
result of the exposure in the hands of an adolescent. The
development age will have a significant impact to how they
would act and progress throughout their lives. If it not managed
properly it can become detrimental and will become a burden to
be carried. This burden is something that will distract and delay
the development an individual could have experienced without
the knowledge of the thing.
Video games display a whole new world that can look very
fictional or a mirror image construct of reality. The graphics
and specifications that are continuously optimized are able to
meet realistic visuals that can be captivating. There are many
categories that are part of the gaming world and to each their
own that can relate to and have an interest in a particular genre
of video games. The fundamentals of video games consist of
objectives that requires time, effort, and commitment to
accomplish the appointed tasks. The objectives are set in a way
8. where it is possibly to achieve, but only through trial and error
and at the end is usually waiting with a reward. An abundant
amount of games are available on a software named Steam that
are heavily involved in rewards. There are features called
achievements that set forth tasks that a player can complete to
have it on record for others to view. These rewards can provide
in game content or just a sense of self-accomplishment. It is a
solution to cope with the burdens and painstaking events that
individuals have to deal with in the real world. It is an escape
from reality to give a fresh breath from the mistreatments that
can be overwhelming and consuming. Feeling bad is what
produces this habit of addiction; to get away from the hard
reality that people need to face. At least in the virtual world,
they are someone to be looked up to especially in a multiplayer
game where others can recognize the skills that an individual
has acquired from the efforts they have invested into the game.
This is admirable and feels gratifying to know that others have
some form of respect even though the respect would not produce
more long-term rewards. If people had a choice they would want
to be treated well at all times. But obviously this is not the case
and the escape of reality offers them that form of unreasonable
pleasantry.
PROBLEMS
Physical Problems
Physical problems an individual can face by the heavy
9. involvement of video games comes with a list. Obesity can be
one of them. Since video games require a sufficient time spent
to progress it is reasonable to foresee that the habits the
individual partakes in will attempt to accommodate and not
interfere with the capabilities of their progression. The time
spent on the majority of the popular video games released
requires little to no effort of body movement. This incentivizes
the individual to stay in one fixed position, which is
comfortable and just requires more mental interaction than
physical. The diet intake can be mismanaged as well by the
types of food that are readily available for someone who does
not want to allocate their time away from gaming, so it is most
convenient to find a source that is quick and easy to keep them
going. These sources could be soda, fast food, microwavable,
energy drinks, instant coffee, candy, take out, delivery. The
type of food that is indigested can determine the state of
mentality and physical form the individual would develop. Here
is a table list of the positives and negatives of physical
activities.
Positives of Physical Activities
· Increase your chances of living longer
· Feel better about yourself
· Decrease your chances of becoming depressed
· Sleep well at night
· Move around more easily
10. · Have stronger muscles and bones
· Stay at or get to a healthy weight
· Be with friends or meet new people
· Enjoy yourself and have fun
Negatives of Absence of Physical Activities
· Get heart disease
· Get type 2 diabetes
· Have high blood pressure
· Have high blood cholesterol
· Have a stroke
· Carpal Tunnel Syndrome
· Migraines
· Sleep Disturbances
· Backaches
· Eating Irregularities
· Poor Personal Hygiene
(USDA)
Sleep deprivation is a big concern when it comes to video
gaming. The time that is spent playing video games can be
erratic when unsupervised. The nightly sessions of hours of
gaming that provides endless rewards in sight but to no avail
11. providing any important benefits for the real world.
Consequences of Sleep Deprivation
· Decreased Performance and Alertness: Sleep deprivation
induces significant reductions in performance and alertness.
Reducing your nighttime sleep by as little as one and a half
hours for just one night could result in a reduction of daytime
alertness by as much as 32%.
· Memory and Cognitive Impairment: Decreased alertness and
excessive daytime sleepiness impair your memory and your
cognitive ability – your ability to think and process information.
· StressRelationships: Disruption of a bed partner’s sleep due to
a sleep disorder may cause significant problems for the
relationship (for example, separate bedrooms, conflicts,
moodiness, etc.).
· Poor Quality of Life: You might, for example, be unable to
participate in certain activities that require sustained attention,
like going to the movies, seeing your child in a school play, or
watching a favorite TV show.
· Occupational Injury: Excessive sleepiness also contributes to a
greater than twofold higher risk of sustaining an occupational
injury.
· Automobile Injury: The National Highway Traffic Safety
Administration (NHTSA) estimates conservatively that each
year drowsy driving is responsible for at least 100,000
12. automobile crashes, 71,000 injuries, and 1,550 fatalities.
(Breus, Michael J.)
Physical activity can deter video gamers to be more responsible
for their health and the way they lead their lives. Here are
various activities that the USDA has suggested for an individual
to be more physically active.
Moderate Physical Activities
· Walking briskly (about 3 ½ miles per hour)
· Bicycling (less than 10 miles per hour)
· General gardening (raking, trimming shrubs)
· Dancing
· Golf (walking and carrying clubs)
· Water aerobics
· Canoeing
· Tennis (doubles)
Vigorous Physical Activities
· Running/jogging (5 miles per hour)
· Walking very fast (4 ½ miles per hour)
· Bicycling (more than 10 miles per hour)
· Heavy yard work, such as chopping wood
· Swimming (freestyle laps)
13. · Aerobics
· Basketball (competitive)
· Tennis (singles)
(USDA)
Social Problems
The immersion of video games is so captivating that it can harm
how an individual socializes in the real world. Video games
create a world that consists of a concrete goal and makes it
possible for the player to obtain and notice the end results.
These rewards are made to be easily spotted and provide a
means of achieving. The results are almost given
instantaneously from the effort that has been given into it.
These results incentivize the player to keep playing more to get
more rewards after each play-through. According to an article
by 9news, psychologists have devised some points concerning
the reasons of playing video games.
Reasons to Invest Time in Video Games
· A series of tasks that are easy to learn but difficult to master.
· An elaborate and exciting storyline.
· Characters with whom players can empathize.
· The ability to create personalized avatars for game characters.
· The manipulation of time during game play (for example,
changing from day to night or dark to light).
14. · Carefully designed relationships between game characters.
· Random games of chance mixed into the overall game play
(such as the opportunity to win a new feature).
· A constant and regular series of rewards (for example, you
earn a new badge or feature after you play for a certain amount
of time).
· Opportunities to interact socially with others through the
game.
· Repetitive tasks that have no defined endpoint.
(Wachtel, Max)
This can arise a problem where in the real world is not so much
similar. The real world does not often grant immediate results
and would be quire ridiculous to do so. There is more
uncertainty to how everything plays out as opposed to virtual
reality. Internet video games is a great attribute to the way
people socialize today. Technology has made it possible to
communicate via internet through various sources of
communication. The socializing is presented through
multiplayer gaming that connects people all over the world to
play together. People can communicate through voice or text
communicative features. This seems like a step in the right
direction but it can overtake how an individual functions.
Having been exposed to virtual connections can disconnect the
15. person from reality. The instantaneous rewards that require
effort but with minimal time can seem so much more comforting
then what is expected in the real world. Everything takes longer
from graduating with a degree, getting a promotion, having a
long lasting relationship are just some examples that push
people away to something that requires little time and effort and
an abundance amount of rewards. The statistics are
automatically recorded and can be reviewed on a daily basis. In
the real world, it is not as concrete and calculating through the
behaviors and interactions happening. “Up to 90 percent of
American youngsters play video games and as many as 15
percent of them — more than 5 million kids — may be addicted,
according to data cited in the AMA council’s report”, (Tanner,
Lindser).
Addiction Warning Signs
· Playing for increasing amounts of time
· Thinking about gaming during other activities
· Gaming to escape from real-life problems, anxiety,
or depression
· Lying to friends and family to conceal gaming
· Feeling irritable when trying to cut down on gaming
Video games can negatively affect a student’s education when
16. they are drawn into what the games provide. The concentration
and focus is not being efficiently applied to their studies when
distractions come into play. Video gamers can attest to this of
their priorities being misconstrued. They know that their duty
towards their education is important to them and have a big
weight pulling them down to accomplish what they viscerally
find most significant.
SOLUTION
There are physical programs that are taught to show the
importance of being physically active and the benefits that it
can bring forth in the long-term. Drug awareness programs such
as D.A.R.E are also being implemented to help deter students
from abusing these sources. Another cause for concern should
be about the use of technology or more specifically video
games. As an adolescent, a child is not demanded to take on
much responsibilities and during this time is where the child
develops and grows. The experiences that have been learned
from older generations are passed on to the younger ones and
time changes. This time has changes to a digital environment
that needs to be taught to be treated with responsibility. The
programs need to start in elementary studies to ensure that the
students are going to respect the use of video games. The
program can be an hour lecture about the use of video games.
The point of this program is to address the problems that can
arise from video games at an early age so that it will not be
17. appear through their maturing state that will hamper their duties
and responsibilities as mature individuals.
18. References
Bellum, Sarah. "Video Game Addiction-Is It Real?" NIDA for
Teens. National Institute on Drug Abuse, 9 Apr. 2014. Web. 25
Apr. 2015. From
http://teens.drugabuse.gov/blog/post/video-game-addiction-is-
it-real
Breus, Michael J. "Chronic Sleep Deprivation and Health
Effects." WebMD. WebMD, n.d. Web. 06 May 2015. From
http://www.webmd.com/sleep-disorders/features/important-
sleep-habits
Kuss, Daria J. "Internet Gaming Addiction: Current
Perspectives." Psychology Research and Behavior Management.
Dove Medical Press, 14 Nov. 2013. Web. 25 Apr. 2015. From
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
19. Newton, Phil. "What Is Dopamine?" Psychology Today. Sussex,
26 Apr. 2009. Web. 29 Apr. 2015. From
https://www.psychologytoday.com/blog/mouse-
man/200904/what-is-dopamine
"Result Filters." National Center for Biotechnology
Information. U.S. National Library of Medicine, 1 Aug. 2002.
Web. 29 Apr. 2015. From
http://www.ncbi.nlm.nih.gov/pubmed/12151508
Sherry Rauh WebMD. "Video Game Addiction." WebMD.
WebMD, n.d. Web. 25 Apr. 2015. From
http://www.webmd.com/mental-health/addiction/features/video-
game-addiction-no-fun?page=2
Sutter, John D. "5 Warning Signs of Gaming Addiction -
CNN.com." CNN. Cable News Network, 6 Aug. 2012. Web. 25
Apr. 2015. From
http://www.cnn.com/2012/08/05/tech/gaming-gadgets/gaming-
addiction-warning-signs/
Tanner, Lindser. "Is Video-game Addiction a Mental
Disorder?" Msnbc.com. Associated Press, 22 June 2007. Web.
25 Apr. 2015. From
20. http://www.nbcnews.com/id/19354827/ns/technology_and_scien
ce-games/t/video-game-addiction-mental-
disorder/#.VUE_XvlVhBd
USDA. "Why Is Physical Activity Important?" Why Is Physical
Activity Important?USDA, n.d. Web. 29 Apr. 2015. From
http://choosemyplate.gov/physical-activity/why.html
Wachtel, Max. "Video Game Addiction a Real Problem for
Many." 9News. KUSA, 1 May 2014. Web. 06 May 2015. From
http://www.9news.com/story/tech/personal-
tech/stories/2014/05/01/video-game-addiction/8556321/
Yi 10
A researcher plans a study in which a crucial step is offering
participants a food reward. It is important that the three food
rewards be equal in appeal. Thus, a pre-study was designed in
which participants were asked which of the rewards they
preferred. Of the 60 participants, 16 preferred cupcakes, 26
preferred candy bars, and 18 favored dried apricots. Do these
scores suggest that the different foods are differentially
21. preferred by people in general? (Use the .05 significance level.)
a.Use the five steps of hypothesis testing.
b.Sketch the distribution involved.
c.Explain your findings.
2.A high school principal wanted to know if the racial makeup
of her teachers mirrored that of the student body. The student
body broke down into 47% White, 28% Latino, 15% African
American, and 10% other. Of the 65 teachers, 42 were White, 4
were Latino, 15 were African American, and 4 were Other. Do
these results suggest that the racial makeup of the faculty
members is different from that of the students? (Use the .05
significance level.)
Use the five steps of hypothesis testing and explain your
findings.
3.Please make up and discuss research examples corresponding
to the various techniques introduced throughout this course.
Describe a plausible study for each of the following statistical
procedures, indicating how it would apply and what results you
would predict. Also include information about the number of
participants you would assess and how you would go about
estimating effect size and statistical power (when relevant).
a.correlation
22. b.multiple regression
c.t test for independent means
d.t test for dependent means
e.ANOVA
f.chi square for goodness of fit
g.chi-square test for independence
1
Training Food Services Employees
Running Head: Training Food Services Employees in Assembly
Lines
23. Alex Bernal
Training Food Services Employees in Assembly Lines
California State University of Northridge
Professor Kathryn Christolear
May 6, 2015
24. Table of Contents
Table of
contents………………………………………………………………
…..2
Background…………………………………………………………
………….…..3
The
Problem………………………………………………………………
…….….3
The