Monday, September 30, 2019

What Are The Most Important Issues Discussed In The EU-Russia Dialogue

In your opinion, what are the most important issues discussed in the EU-Russia dialogue, and why? How can the problems in the relations be solved? Experts believe that today Brussels and Moscow go through worst times in the history of bilateral relations. On the one hand, both sides are interested in collaboration, development of joint projects and strengthening of friendly ties. But on the other hand it’s really hard to come to a mutually agreeable solution, because of strained relations between Russia and individual EU member states and unwillingness to listen to each other. The most contentious issues for both sides are:visa-free arrangements; violation of human rights; economic and energy cooperation.Discussions about first issue last long and one can’t say when they will come to the end. EU concerns about it are understandable, because in the case of visa-free regime a lot of immigrants from former USSR will captivate Europe. And not only them, but also criminals w ill come there. As to second problem, there is contradictory point of view. On the one hand, Russia is independent state with own laws and rules and nobody can intervene in its affairs.But also we shouldn’t forget that Russia signed lots of conventions and treaties, dedicated to different aspects of human rights, and it has to adhere them. The last one is very important for both sides. Statistics say that more than half of Russian foreign trade accrues to European Union. At the same time Russia is the partner number three for EU economy. And the problem of energy supplies is still actual. Solutions:To tell the truth, problems between EU and Russia can’t be solved in one moment. It will take a lot of time, energy, lots of mutual agreements before they will be able to settle their problem. Also from my point of view, both sides should forget about egoism and try to understand that now when whole world is globalised and interdependent the most precious skill for all state s is to make concessions.

Sunday, September 29, 2019

Paradise Lost Essay

While contrasting the attitudes, and results of Jesus in the Bible, with the attitudes and results of Satan in the book Paradise Lost I discovered many comparing themes. The attitudes of Jesus that we find in the Bible are great examples for us all on how to live our lives, compared to the attitudes of Satan, whose life we may not want to follow in an example. Always when we understand Jesus’ true character, we find that Satan’s true character is the exact opposite of His. Pride is the interest of one’s own selfish needs, desires and not showing interests in everyone else’s needs and desires. The evidence of Satan’s prideful attitude in Paradise Lost is very relevant in Milton’s epic. Satan displayed â€Å"obdurate pride,† translated as stubborn pride, in Paradise Lost. Satan was stubborn in his ways, and would not relent or give in to living the life style of Jesus Christ’s. The antonym for pride is humility. Humility is the actions and thoughts of being humble and modest. Humility was a character trait that Jesus exemplified perfectly. In John 13 we find an example of humility; Jesus knelt down and washed His own disciple’s feet. Jesus did all this with a grateful heart and attitude of humility. Without happiness one cannot experience joy. When Satan was cast to hell he developed a strong hatred towards God. Paradise Lost described Satan’s attitude of â€Å"steadfast hate,† toward God and men. In contrast, Matthew 5:44 states â€Å"†¦love your enemies and pray for those who persecute you.† Jesus modeled love daily in His life and also through His dying; He covered all our sins even though we were unworthy of His everlasting love. The final contrasting attitudes are rebellion, and obedience. In Paradise Lost Satan displayed the attitude of rebellion. This was seen when he said, â€Å"better to reign in hell, then serve in Heaven.† He was firmly stating that no matter what the circumstances he would no want to ever serve the Most High in His Kingdom.

Saturday, September 28, 2019

Media Release Article Example | Topics and Well Written Essays - 500 words

Media Release - Article Example The major aim of the action is to let the people speak out on the problem, so Warriors will be telling their stories and sharing their view of the problem with public in different cities of Australia. Two speakers, representatives of Pacific Climate Warriors, will deliver their speeches pointing how climate change affects their mundane life. A local campaigner will also tell about the work that is done and can be done by everyone at homes. The events will be held in a form of lecture but public will have an opportunity to engage in the discussion. The purpose of the speech is to attract more Australian dwellers to the movement and to the open acknowledgement of the problem. The speaking events, as the core of the action, will also include small performances representing local culture with the help of dance and singing. 350 international climate change movement represented by Pacific Warriors in this action has an influential and powerful message regarding negative consequences of the climate change, that needs to be delivered to the public. First of all, this action is symbolic for Pacific region inhabitants who will cooperate to acknowledge and voice the problem of climate change that threatens their environment. Secondly, As the 350 organization is not well known to an average Australian, this action is aimed to make it closer and provide people with clear and concise message regarding climate change. It will help them to understand whom to refer to for help and support regarding this environmental problem. Third, sharing personal people`s stories will bring the problem on the new reachable distance and will become visible on the highest level of authorities. As long as it concerns real people, climate change evokes more attention and actions worldwide. It is important that the inhabitants of Pa cific states will address to G20 leaders in order to ask for putting the problem to

Friday, September 27, 2019

Entrepreneurship Case Study Example | Topics and Well Written Essays - 2250 words

Entrepreneurship - Case Study Example Donella Parker, Steve Allen and Reg Price though common in terms of leaving the same company because of their personal frustrations at work had diversified skills to manage the new venture i.e. R Cubed had different profiles in terms of contrasting backgrounds and expertise they brought to the business. Steve had sales and marketing background with analytical abilities and the administrative domain; Reg was a total marketer having relationship oriented skills; whereas, Donella's prime asset was her expertise in research and which was also backed by a considerable amount of experience both in terms of number of years she worked and the client base she had established. The three started of with the 35 old clients and as a part of the financial strategy did not opt for long term debt to leverage profits instead focused on utilizing the bank overdraft facility which they learned from their past experiences. The three divided the work according to the functional proficiency that each possessed. Initially they limited themselves to serving the needs of the business themselves rather than hiring a large amount of the work force because they knew the pressures of growth would lead them to another hassle rather than focusing on their customers' needs well. An important part of business planning was that it was relatively shorter term and was done every four months; a benefit of this type of approach was to focus on the quick changes that were occurring the environment and affecting the business in any of its development. The business was designed and structured to be as customer friendly as possible by making use of available technology by guiding clients, making use of visual summaries, reports etc. The processes employed are quite transparent and employees at all time are welcome to analyze the processes and point out employees' strengths and weaknesses, visit the website for any polls that reflect and critically evaluate the company and the employee potential. The company rewards its employees that are very much compatible with the industry benchmarks and provides them with bonus shares for their above par performance. The evaluation criteria is set on the basis of value addition the employee has made to the company and towards the serving of the customer needs. The company's organogram was structured to foster efficiency and a climate to motivate the people working. As the company moves forward and faces the compounding pressures of growth in size and the changes in the environment, it has to reconsider its strategic direction and align itself with the environment; move into new areas by market development like moving into Australian market and also focus on product development such as moving from tactical level research to helping organizations with their strategic planning also as a part of its growth strategy. Its not only the pressure of business but what matter is successful rebalancing of the family and the business life too. Case 2: Otila Williams: Positive Career Solutions Otila Williams is into the recruitment business which she set up because she was value driven and was motivated by the fact

Thursday, September 26, 2019

Aircraft Carrier Research Paper Example | Topics and Well Written Essays - 1500 words

Aircraft Carrier - Research Paper Example This essay stresses that the navy uses the aircraft carriers in the sea, and this allows military aircrafts to land and take off on the flat decks of the warships. The decks store aircrafts, which are brought up using elevators. Aircrafts land safely, with the use of arresting cables, which have a hook attached on the aircraft. Aircraft carriers are accompanied by vessels such as destroyers, and they carry weapons of war such as missiles. They provide cover to other warships and can perform operations in waters outside the borders of a country freely. This paper makes a conclusion that aircraft carriers have advanced self-close defense system, designed to detect any possible external threats and attacks on the ship. The carriers have automated sensors and weapons that can be used fro combat during an attack from enemies. The self-close defenses system coordinates and identifies potential threat and executes necessary procedures during times of attack. Thus, the aircraft may not become obsolete owing to the defense system that allows for the detection and prevention of threat. The strategic significance of aircraft carriers may make them not to become obsolete in times of war. Advancements in the warships have made it strategic during times of war, as modern navies use it to project their powers. Flights have become a vital asset and machine during the war. Based on this, ships powered by nuclear powers that carry fighter jets and planes have been widely used during times of war. ... Several reasons explain why the carrier may not be obsolete. They have advanced Self-close defense system Aircraft carriers have advanced self-close defense system, designed to detect any possible external threats and attacks on the ship. The carriers have automated sensors and weapons that can be used fro combat during an attack from enemies. The self-close defenses system coordinates and identifies potential threat and executes necessary procedures during times of attack. Thus, the aircraft may not become obsolete owing to the defense system that allows for the detection and prevention of threat (Ireland, 2008). They are still a major investment for many countries According to Fontenoy (2006), many countries still carry out investments in the aircraft carriers, with budgetary allocations including in them a component of the warship. Since the carriers have been used for many years, most nations all over the world have come to trust the carriers. Therefore, many countries still inve st in them, because they have proven useful during war. The investment in these warships serves as an indication that they may not necessarily become obsolete. Investments in the warship may take place for including the future. The strategic significance is obvious and irreplaceable The strategic significance of aircraft carriers may make them not to become obsolete in times of war. Advancements in the warships have made it strategic during times of war, as modern navies use it to project their powers (Fontenoy, 2006). Flights have become a vital asset and machine during the war. Based on this, ships powered by nuclear powers that carry fighter jets and planes have been widely used during times of war. The carriers have the capability to carry many aircrafts; therefore, they have been

Wednesday, September 25, 2019

Abstracts On Major Religions Assignment Example | Topics and Well Written Essays - 500 words

Abstracts On Major Religions - Assignment Example It is important to be able to practice a religion, but if the religion rituals harm the world where others live as well, this can be sufficient reason for questioning. Some of the rituals being offered include clothing, ashes, and coconuts which is considered liter. The Hindus people believe that Ganges, a name given to the bay, takes away their sickness, pain, and suffering. It is hard to dispute their belief system but both parties need to come to an understanding since they are on territory that is different from the one they are used to; Gayana. They are in Queens New York. As of right now, the officials are at a dead end. Ganges is located on the banks of the bay in Queens New York, where the Hindu population is growing. It is hard to interfere when it comes to determining how the environment and the people should and should not be treated in the â€Å"name of the gods† but something has to be done in order to protect the wellbeing of all. Foreign and historical practices need to be conscientious of modern day reality. Pollution does not only harm the earth, but also the people, plants and animals in existence. The best way to bring this problem to light and to eventually fix it will be educate the people by giving them facts and statistics they can use that prove direct harm to themselves and those around them. Without this information, ritualistic offerings will continue to be a problem.

Tuesday, September 24, 2019

Menu Comparison Research Paper Example | Topics and Well Written Essays - 750 words

Menu Comparison - Research Paper Example Digital displays menus provide digital displays of food and beverages products offered by the restaurant. Online menus utilize the website illustrations of products offered by the restaurants (Goodale 58). This menu comparison paper illustrates the similarities and differences of menus of two popular restaurants in the San Francisco Bay Area. These restaurants are Saison Restaurant and Maruya restaurant. The Maruya restaurant is operated by Chefs Hide Suyeoshi and Masaki Sasaki. The chefs are both sushi chef trained in Tokyo. The operating philosophy of the chefs entails simplicity presentation of the sushi. In order to get the desired simplicity level, the chefs follow meticulous fish preparation steps. The restaurant also offers the sushi bar. The bar is modeled according to Tokyo style requirements. Maruya’s sushi bar is the most unique aspect in the entire San Francisco Bay Area. The sushi bar is made using 7 inches of the handcrafted Cyprus wood. The wine selection at the Maruya restaurant is carefully selected. Majority of wine products at the Maruya restaurant are French and Italian wines. The wines are used to compliment the fish. For customers who love sake, there are several sake products to choose from; from dry sake to full body sake. Saison restaurant sources each and every item used to make its food and beverage products, from the surrounding areas. Saison illustrates the abundant resources found in the San Francisco bay Area. Every morning, a new menu is developed according to the finest offerings from the network of farms, fisheries and ranches. Saison offers unique American style dining approach. This gives it a competitive advantage in the restaurant sector of San Francisco Bay Area. Therefore, customers get a satisfactory experience due to the unique products and services offered by the restaurant. There are several equipment and materials that are used in preparation and storage of menus. Paper menu is the

Monday, September 23, 2019

Discussion Week 5 Essay Example | Topics and Well Written Essays - 500 words

Discussion Week 5 - Essay Example They also tend to hold more than one view. Mindlessness on the other hand is an illusion people create for themselves that deceives then that they are in control of each and every situation which is not entirely the case. Mindlessness leads to an individual having a narrow self-image, they acquire learned helplessness and they often lose control leading to unintended cruelty. A social worker that is mindful is able to handle the challenges that come with their work. They are bale to for example convince patients about the importance of their health through appealing to their mindsets and using their innovation to assist them change their behavior for the better. By appealing to their minds, they will have led to a behavioral change (Langer, 2014). Social Workers are knowledgeable about human behavior across the life course. How does Life Course theory assist us in gaining, organizing and using this critical information? How is Life Course theory different from traditional life-span theories? Provide clear examples to distinguish theories. Life course theory discusses a variety of human concepts and do not limit themselves to only a particular course. They handle concepts such as the social changes, the structural contexts, and the historical as well as socioeconomic context of their lives over a period of time. These therefore means that in analyzing the behavior of people using this theory, the social workers will cut across different disciplines from history to biology, sociology, psychology and even economics as they all affect the human behavior throughout the course of their life. People are therefore able to compartmentalize the information they receive throughout their life and assist in being mindful of what they do and say. Traditional life span theories only focus on the developmental aspect of an individual’s life and hence they leave out other aspects that are important especially to the behavior of an

Sunday, September 22, 2019

Philosophy Coursework Example | Topics and Well Written Essays - 250 words

Philosophy - Coursework Example According to him, he had no malicious intent in instilling these thoughts of his and was only accused of having such due to the ignorance and envy of certain individuals. His point was that his ideas and actions should not be misconstrued as inappropriate but considered and respected. Analyzing deeper, one can see that the Apology was less concerned with forwarding any philosophical school of thoughts. Rather, it provides a portrait of an ideal philosopher. Socrates wanted the people to know, whether directly or indirectly, that the philosopher is an individual who uses reason and whose ideas are not bounded by theological or social restrictions. The philosopher challenges current thinking by carefully dissecting prevailing thoughts through the scalpel of logic and reason. He challenges them to go beyond the pretensions and restrictions of current human knowledge. Socrates, in spite of his discernible wisdom, confesses his own ignorance and in doing so, makes us realize that we should not be afraid to confess our own ignorance. Only by using so can we truly release our limited reasoning from the shackles of pretensions, obscurities and false

Saturday, September 21, 2019

Assignment Questions and Answers Essay Example for Free

Assignment Questions and Answers Essay b) Explain the importance of the mission statement, the vision and the goal of an organization A mission statement defines what an organization is, why it exists, its reason for being. It helps guide the actions of the organization, spell out its overall goal, provide a path, and guide decision-making. A vision statement is a description of a companys values and its long-term goals. It helps an organization prepare for the future. A goal is an observable and measurable end result having one or more objectives to be achieved within a more or less fixed timeframe. It helps motivate members by clarifying and communicating what the organization is striving to achieve. Both the mission and vision statement help the organization focus on what is really important. Although the organization knows what it is trying to do to improve your community, its easy to lose sight of this when dealing with the day-to-day hassles that plague all organizations. The mission and vision statements help members remember what is important as they go about doing your daily work. The mission and vision statements also let other individuals and organizations have a snapshot view of whom the organization is and what it wants to do. When the vision and mission statements are easily visible (for example, if they are on the letterhead of your stationary), people can learn about your organization without having to work hard for the information. c) Discuss why an organization would carry out an environmental analysis, GAP analysis and SWOT analysis An Environmental Analysis evaluates internal and external factors affecting an organizations performance, especially its marketing effort. Internal factors are referred to as the strengths and weaknesses of the organization. External factors are opportunities and threats presented by forces outside of the company. In general, this information is used by strategic planners in forecasting trends a year or more in advance. This method is distinct from surveillance, which focuses on a specific area or time. A common synonym for environmental analysis is SWOT analysis, an acronym for strengths, weaknesses, opportunities, and threats. Another equivalent term is environmental scanning, referring to the ongoing nature of evaluating trends. In this type of analysis, internal strengths may include a stable workforce, proprietary systems and methods, and other factors. Internal weaknesses may include labor-union problems, obsolete equipment, or aging facilities. External opportunities can include new-market creation, beneficial alliances, and positive trade agreements. External threats may be comprised in part of negative governmental regulations, international conflict, or natural disasters. Using environmental analysis, an organization can evaluate the operating environment and establish organizational goals. They determine whether or not the goals are obtainable with existing strategies. GAP Analysis is the process through which a company compares its actual performance to its expected performance to determine whether it is meeting expectations and using its resources effectively. Gap analysis seeks to answer the questions where are we? (current state) and where do we want to be? (target state). Conducting a gap analysis can help a organization re-examine its goals to determine whether it is on the right path to be able to accomplish them. An organization will list the factors that define its current state, outline the factors that are required to reach the target state, and then determine how to fill the gaps between the two states. QUESTION 3 Discuss the main factors that should be considered to effectively implement the organizations strategic plan Implementation effectiveness can be measured by how well the business meets the financial projections set out in the strategic plan. To achieve effective implementation, a business must ensure that any changes initiated by the strategic plan are reflected in areas such as budgeting, reward schemes and information systems. The overall goal is to integrate the results of strategic planning with daily, weekly and monthly routines. The goals articulated in the strategic plan should drive marketing and sales efforts, human resources practices and research and development. These goals become a central part of the business by guiding daily operational activities.

Friday, September 20, 2019

Violent Video Games And Aggression Defined Media Essay

Violent Video Games And Aggression Defined Media Essay Video games are a form of entertainment enjoyed by many adults and children on a daily basis. There are sports, dance, and mystery games that often provide hours of entertainment. However, there are also controversial violent video games that have made headlines and have been the subject of many protests. Numerous studies on whether these violent video games are associated with aggressive and hostile attitudes in children have been conducted, and the results are often mixed. One of the first violent video games was released in 1976 and was known as Death Race (Ferguson, Rueda, Cruz, Ferguson, Fritz Smith, 2008). The object of Death Race was to run over tiny gremlins, which looked similar to humans, with a car. The release of this video game caused an outrage and many protests against the game occurred. It was soon discovered that the games original working title was Pedestrian, and this only served to anger those who were against the game even more (Ferguson et al, 2008). Since the release of Death Race numerous other violent video games have been released such as Mortal Kombat and Grand Theft Auto. With the release of each new violent video game, the court cases that aim to prevent children from getting their hands on these games follow. In one such case, for example, an argument for opposing the sale of such games to children was held under the belief that the games are associated with aggression (Brown. v. Entertainment Merchant Association, 2010). In this particular case, Brown (2010) cited the research of Dr. Craig Anderson whose research claims to show a connection between violent video games and aggression in children. However, since it is highly difficult to prove that video games are actually the cause of aggression in children, the court threw them out (Brown v. Entertainment Merchant Association, 2010). The case was eventually decided stating that banning the sale of violent video games to minors was a violation of the first amendment. Since it is often difficult to provide evidence that video games are actually the cause aggressive attitudes in children, numerous research experiments have been conducted to showcase the correlation between violent video games and aggression. For example, a study conducted by Cooper and Mackie (1986) found that the girls who played an aggressive video game engaged in more aggressive free play. This study had children play either a high-violent game or a low-violent game for around 8 minutes (Tang, 2008,). Upon playing either of the games, one group of children were then asked questions about hypothetical situations, the behavior of other children, as well as punishments and rewards for said behavior. Another group was lead to a room with toys to play with for a few minutes. The girls who had played the violent video game often chose to play with the aggressive toy, in this case it was a Shogun samurai that spits, fists, and darts (Tang, 2008, para. 13). Results also found that both genders who were exposed to either video game had a longer punishment and reward system when asked questions about the good or bad behavior of other children (Cooper and Mackie, 1986). Again, this is only an example of correlation between the two variables of video games and aggression; it in no way proves that the video game was the cause of the aggression. Often there are no significant links to be found in the correlation between violent video games and aggression. A study conducted by Scott (1995) found no significant increases in aggression after participants played nonaggressive, moderately, and severely aggressive games. However, results found that there was a big change among the men who had played the nonaggressive game. These men showed a considerable amount of aggressive behavior overall after playing the nonaggressive game. This suggests that perhaps the degree of aggression one feels after playing a violent video game depends on the personality of the player. The men who had played the nonaggressive game were less aggressive both before and after playing than the men in the other two groups (Scott, 1995). Although the men who played the nonaggressive games did experience heightened aggression afterwards, it was generally less significant than the moderate and severe groups. The amount of aggression the men who had played the nonaggressive game did not compare to the amount aggressiveness the men who had played the moderately and severely aggressive games. Not to say that the latter group consisted of very aggressive men, there just wasnt a significant change. The men who had played the nonaggressive game were not very aggressive to begin with, and experienced a higher degree of aggression upon playing the game. Not that the men were extremely aggressive, the change was more significant in this group as compared to the other two groups. Another study conducted by Wiegman and Schie (1998) was interested in not only finding the effect of violent video games on aggression, but on pro-social behavior as well. This study focused on the amount of time spent playing video games each day. The study was based on Banduras (1961) social cognitive theory. The results for Wiegman and Schies (1998) first hypothesis were positive, it was found that those who played video games frequently displayed higher levels of aggression as compared to those who did not play as much. However, since the difference between moderate players and nonplayers was insignificant, the first hypothesis was no supported (Wiegman and Schie, 1998). Therefore, the results concluded that those who do play video games for a longer time do in fact display heightened aggression but the same could not be said for those who play those nonviolent games and no video games at all. A more recent study in 2005 was interested moving past the hypothesis that video games are associated with aggression in general, but took a closer look into whether specific characters trigger aggressive attitudes. Lachlan, Smith, and Tamborini (2005) wanted to decipher whether players who were similar to either good or bad characters would imitate the aggressive or nonaggressive attitudes of such characters. This specific study cited the social cognitive theory in which people are attracted to characters who remind them of themselves, therefore they are more likely to imitate the behavior of these characters (Lachlan et al, 2005). Later studies conducted by Levermore and Salisbury (2009) and Ferguson (2011) also cited Banduras (1961) social learning theory in attempting to understand the association between violent video games and aggression. Brand new violent video games are released every year, and adolescents continue to play them. Numerous studies have been conducted and will be conducted searching for a link between violent games and aggression. With new, sophisticated technology video games are becoming much more realistic. As of yet, there is no strong evidence that aggressive attitudes in youths are directly caused by violent video games. However, there is a continued effort to identify this direct link if it exists at all. Furthermore, various studies have only been able to prove an association between violent video games and aggression (see Lachlan et al, 2005, Scott 1995). The debate on how much of an impact violent video games have on aggressive attitudes in adolescents will continue for years to come. Statement of the Problem Violent video games are popular among children today, yet relatively little is known about how much of an association these games have with youth aggression. On one hand fierce opponents of violent video games argue that video games are definitely associated with aggression, even going so far to argue that violent video games are the cause of aggression in most children (see Carnagey Anderson, 2004). On the other hand, violent video game proponents argue that there is no such relationship between violent video games and aggression at all. With two extreme sides in the violent video game debate and the rising sales of violent video games, its important to know how much of an association, if any, these games have with aggression. Violent video games have been the subject of numerous lawsuits. These lawsuits range from banning the sale of violent video games to minors to developing a requirement for video game companies to include specific labels stating 18+ on violent games. In the case of Schwarzenegger versus Entertainment Merchants Association (EMA), the EMA sought to overturn a law which banned the sale of violent video games to children. The reasoning behind the law was the belief that violent video games increase the chance of violent and aggressive behavior in children, thus directly causing harm to minors (DeWeese Rumpf, 2010). Conversely, the EMA argued that banning the sale of violent video games to children violated the First Amendment by restricting free speech. The court ended up ruling in favor the EMA, stating that although there a correlation between violent video games and aggression, there was not enough evidence to prove that violent video games ultimately caused aggression (DeWeese Rumpf , 2010). Thus, banning the sale of violent video games was found to be a violation to childrens first amendment rights. Much of the evidence brought forward on the anti-video game side was very weak and could simply not prove causation between violent video games and aggression. On the side of the State of California Schwarzenegger, the research of Craig Anderson was brought forth citing a direct causal link between violent video games and real life (See Iowa State University, n.d.) . However, the rebuttal to the above statement was that in order to show that violent video games were the direct cause of aggression; a study would need to be conducted in which a minor would be isolated from all other forms of violence (see brief for Schwarzenegger Vs. EMA, 2010). A minor would need to be exposed only to violent video games in order to prove the direct causation between violent video games and aggression. Since no such study has ever been conducted, it is difficult to prove that video games are the direct cause of aggression. The first amendment rights of children could not be taken away when it could n ot be proven that video games were the cause of aggression. Therefore, a problem lies in determining just how strong of an association exists between violent video games and aggression in youths. In some cases, research points to a strong correlation between games and aggression while others find a weak association. For example, take the research of Anderson and Bushman (2001) who argue that violent video games, without a doubt, pose a threat to children. Note that the above research of Anderson and Bushman (2001) was used as evidence in attempting to prove that video games cause aggression in children in Schwarzenegger vs. EMA. However, a meta-analysis conducted by Ferguson (2007), which was not used as evidence in Schwarzenegger vs. EMA, found that violent video games have no relationship to aggressive behavior at all. As such Ferguson (2007) even argued that violent video games have been associated with positive reactions and prosocial behavior. As noted with two differing studies, its very important to determine whether or not violent vid eo games are associated with aggressive behavior. The work of two different researchers has led to differing results and thus, it is important to get a clear understanding on this relationship in order to avoid further confusion. With all the opposing views, debates, and court cases, researchers ought to be focusing simply on the relationship between violent video games and aggression. Researchers on both sides of the debates are eagerly trying to prove or disprove that the association exists or does not exist, with much of the information ending up as very ambiguous. Perhaps researchers ought to apply concepts such as Banduras (1961) Social Learning Theory and modeling in order to understand the relationship between the two Definition of Terms Aggression Hostile or destructive tendency or behavior (Oxford English Dictionary, 2012). Behavior The way in which one acts either alone or around others. Debate A discussion between two sides on an issue where both sides disagree. Entertainment Something affording pleasure, diversion, or amusement, especially a performance of some kind (Dictionary.com, 2012) E.M.A. (Entertainment Merchants Association) Protects right the right to sell and promote entertainment products (entermerch.org, 2012). E.S.R.B. (Entertainment Software Ratings Board) Assigns age and content ratings to video games and mobile applications (esrb.org, 2012). First Amendment An amendment to the U.S. constitution, ratified in 1791 as part of the Bill of Rights, prohibiting congress from interfering with freedom of religion, speech, assembly, or petition (Dictionary.com, 2012). Free Speech Being able to openly say anything one wishes without the fear of punishment either by authority or the government. Hostile Acting or behaving a negative or intimidating way toward an individual, animal, or property. Lawsuit A prosecution of a claim in a court of law (Oxford English Dictionary, 2012). Media Outlets such as television, newspapers, or magazines that provide information about current events and trends. Observational Learning The ability to acquire a new response as a result of observing a behavior model (Bandura, 1968, as cited in Carey, 2011). Parent The genetic or non-genetic Mother or Father of a child, a protector or a guardian (Dictionary.com, 2012). Politics The art or science concerned with guiding or influencing governmental policy (Merrium-Webster.com, 2012). Prosocial Behavior which is positive, helpful, and intended to promote social acceptance and friendship (Oxford English Dictionary, 2012). Social Cognitive Theory How a person views and respondss the ones social environment, the idea that individuals are more likely to imitate those who they identify and are familiar with (Chegg.com, 2012). Video Game An electronic game usually played on a gaming console or home computer. Video Game Addiction Excessive or compulsive use of computer and video games that interferes with daily life, to the point of isolation, neglecting of relationships, and extreme anger when unable to play video or computer games. (inspirationyouth.com, n.d.). Violence Physically causing harm or abuse to another individual, animal, or property. Youth a person who is young. Limitations of the Study Video games are a relatively new form of entertainment and today they are more popular than ever. Violent content has been found in video games since the late 70s. Violence is a recurring theme in some of the most popular video games today. These violent video games are often associated with aggression and hostility, while opponents of violent video games going so far to declare that these video games cause aggression. It is often a very political issue, with both sides arguing that either violent video games do have a relationship to aggression or that no such relationship exists. In some cases, researchers have even argued that violent video games are associated with positive behavior (Gentile et al., 2009). Most of the research available contains differing research from one another, with often confusing results. A limitation of this study is that much of the information concerning violent video games and aggression is often ambiguous, even vague in some cases. One article may argue that violent video games cause aggression while another argues that video games have no association with aggression at all. A lot of the research appears eager to prove or disprove that violent video games and aggression have an association, without emphasizing other factors that may play a part in this argument. For instance, Vessey and Lee (2000) have argued that exposure to violent video games not only leads to aggressive feelings in the short-term, but also contributes to juvenile delinquency in the longer term. In order to be certain that the sources are accurate and unbiased, extra research in to the author of the article and journal needs to be done. Also, extra attention should also be paid into the funding sources of where this research is coming from. Researchers ought to focus on the association and whe ther it is exists at all. Instead of being solely focused on proving or disproving, attention should be paid to observations, effects, and other factors that increase or decrease aggression upon playing violent video games. There are no longitudinal studies that measure children playing violent video games and aggression over time. Its difficult to determine if aggression in teenagers and adults can be associated with having played a large amount of violent video games while growing up, or other factors. Often studies associated with this topic may last only a few years, for example while a child is in high school. No such study has examined the relationship between violent video games and aggression in children from childhood to the teenager years. Longitudinal studies would provide an excellent amount of information on how much of an impact violent video game play has on aggression over time. Another limitation of this study is the fact that this topic is often a political issue. Politicians have their own opinions on this topic and often push for legislation outright banning the sale of violent video games to children. This is where the information starts to become ambiguous since most of the research is used as evidence in pushing this legislation and in the lawsuits that result. Most of the research that is used is heavily focused on proving whether or not violent video games ultimately cause aggression. Its very difficult to determine causation in this case, and researchers ought to focus on simply the association. Rather than trying prove whether something absolutely does or does not exist, focus on the association between the two and observe the effects. Theoretical Foundation The relationship between violent video games and aggression is one that researchers are still trying to understand. For this project, the relationship will be looked at through the use of the social cognitive theory and behavior modeling. In social cognitive theory, it is argued that behavior is the outcome of outside influences and choices made by oneself (Bandura, 1991). As such violent video games have been considered an outside influence, with children imitating the actions of an aggressive character. Bandura (1986) suggested that in social cognitive theory individuals will identify with and imitate characters that are liked and similar to themselves (cited in Lachlan, Smith, Tamborini, 2005). Children can recognize characters that are likeable, remind them of themselves, and in turn imitate the behavior of that character. In some cases a child will imitate the positive behavior of a character, while other times a child may imitate the aggressive behavior of a character. Determi ning whether or not a child will imitate the behavior a specific character depends on the gender, ethnicity, and social acceptance of a character (Lachlan et al, 2005). For example, a Caucasian boy will more likely imitate the behavior of a Caucasian male character over that of a Caucasian female character. Behavior modeling, also known as observational learning, is also another theory applied to this relationship. Albert Bandura (1961) conducted a bobo doll experiment in which children viewed a video of an individual violently hitting and yelling at a bobo doll with the children later being led in to a room with an identical bobo doll (Isom, 1998). After viewing the video, the children were immediately led to a first room filled with toys, the children were told not to touch any of the toy(Isom, 1998). Later the children were sent to a second room that was filled with attractive toys, however what had caught the majority of the childrens attention was the identical bobo doll that had been featured in the film. Around 88% of the children had violently hit the doll just as they had seen the model do in the video. (Isom, 1998). The theory of behavior modeling can be applied to understanding the effect of violent video games on aggression in children. Although it is difficult to prove caus ation between violent video games and aggression, a concept such as behavior modeling can provide insight in to aggressive actions upon playing violent games. Behavior modeling is a useful tool in understanding why children sometimes imitate the behavior of individuals who they view in movies, television, and video games. Albert Banduras (1961) social cognitive theory and the use of behavior modeling can help to greatly understand violent video games relation to aggression. Although much of the information regarding the two theories is based of work regarding television and movies, the same concepts have been applied to video games (i.e. Lachlan et al, 2005). It will be interesting to determine if the outcome changes when the theory is applied to violent video games. Literature Review Violent Video Games and Aggression Defined In 2011 violent video games sales have soared over the sales of nonviolent video games (Vgchartz.com, 2011). In 2011, violent titles such as Call of Duty: Modern Warfare 3, Battlefield 3, and Gears of War 3 all made the top 10 best selling games (Vgchartz.com). Violent video games are very popular on video game consoles as well as on computers. With access to online multiplayer, individuals can face off against other people from all over the world. No doubt, access to multiplayer contributes to violent video games popularity. It may seem as though the ability to partake in a video game with individuals from all over the world is a good idea, however that is not always the case. A search on the internet for video game raging can lead one to find dozens of videos of both teenagers and adults alike angrily yelling at their televisions. One is lead to wonder about the implications of these games and what long term consequences they may have. In some instances, video game addiction can occur, leading players to neglect all other responsibilities in order to dedicate as much time as possible to the game (Van Rooij et al, 2010). However, violent video games have not been associated with video game addiction alone. Often, violent video games are associated with increased aggression and hostility in adolescents. Its very difficult to prove that violent video games cause aggression. One would need to prove that aggression is directly caused by video games alone; as such no research has done this hefty task. Anderson Bushman (1998) argue that there are at least four active types of human aggression including physical, verbal, direct, and indirect. This paper will consider physical and verbal aggression in the context of violent video game play. Many research attempts to measure aggression have been conducted. Attempts include the use of electric shock to study the effects aggression and learning (Anderson Bushman, 1998) as well as the use of observational learning, more specifically Banduras (1961) Bobo doll experiment and the social learning theory. To continue, the release of one of the first violent video games Death Race did not go unnoticed; it sparked on outrage among consumers (Ferguson et al, 2008). Some consumers were so outraged that the video game was protested, some went so far as to pull Death Race machines out of arcades and subsequently burn them (Ferguson et al, 2008). Before the release of Death Race video game titles were rather tame, including hits such as Pac-man and Pong. Death Race was the first of its kind, but it wouldnt be the last. A long line of violent titles would follow which would include Mortal Kombat, Counter-Strike, Grand Theft Auto, and the popular Call of Duty series. Violent video game titles will continue to be released year after year, with much of the research about these video game titles resulting in mostly ambiguous information. Its important to gain a clear understanding of the effects of these video games on aggressive and hostile behavior. This paper will take a look in to the appearances violent video games have made in the news, including the link to the Columbine Shootings as well as the Virginia Tech shootings. This paper will also take a look in to the various court cases violent video games have been a part of, including Schwarzenegger vs. EMA as well as Brown vs. EMA. Various legislation from banning the sales of violent video games to minors to requiring an 18+ title will also be considered, as will the Entertainment Software Ratings Board and their reasoning behind rating various titles M for Mature. Last but not least, this paper will also focus upon various research efforts that have been put forth in order to understand the a ssociation between violent video games and aggression. Violent video games in the news Local News Stories Violent video games have made headlines numerous times. Whether news surrounds the release of the violent video game title or the consumers who play them, controversy isnt too hard to find. For instance, take the story of Daniel Petric who had planned to murder both of his parents because they would not allow him to play the shooting game Halo 3 (Ohio teenager, 2009). Petric proceeded to shoot both his parents in the head, his Father survived. Judge James Burge (2009) who had presided over this case stated that Petric had become so obsessed with this particular video game, he had come to believe that like many of the characters in the game, death was not real (as cited in Martinez, 2009). In the end, Petric was sentenced to 23 years in prison but could have faced life without parole. According the Judge Burges statements, Petric had falsely believed that his Mother would not have died when he shot her. Having become so addicted to the game, Petric believed that his Mother would continue to be alive. As in many video games when the character an individual is play dies, the character will simply come back to life a few seconds later as if nothing had happened. Halo 3 is such a game, it is a shooting based game and when the players character dies, the character will come back to life a few seconds later. Petric had become obsessed with this game, to the point where he was addicted. When his parents forbid him from playing the game, he reacted violently. One cannot argue that Petrics violent reaction was caused solely by the video game; however there is definitely an association between the two. For instance Judge Burge (2009) continued I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents, they would be dead f orever (as quoted in Ohio teenager, 2009). Petric may have been confusing fantasy with reality, thinking that his parents would not be dead forever but instead reappear as a live a few days later, just like in the video game. Similarly to Daniel Petric, take the case of Crystian Rivera who killed his baby sister after becoming frustrated with a video game. 13 year old Crystian Rivera was apparently playing a video game while his baby sister had fallen and began to cry, Rivera had gotten so frustrated with the video game that he picked up his 9-month old baby sister and shook her (Police: Frustrated, 2011). Rivera had reportedly said that he had become frustrated with the video game when the character whom he was play as was killed (Police: Frustrated, 2011). No doubt Rivera had experienced an extensive amount of frustration while playing this video game and acted aggressively towards his baby sister. It cant be said that the video game was the cause of the aggression, as other factors might have played a part. Consider the fact that Rivera was only 13 years old while watching a 9-month old. Some adults get frustrated watching a 9-month old and a distracted 13-year old may have experienced an unnecessary a mount of frustration when dealing with a crying child. Rivera would go on to be tried as a youthful offender because of his age (OKC Boy, 2012). Columbine Massacre These are just 2 of many local news stories that have a link to video games. However, video games have made appearances in national news stories as well. The Columbine Massacre took place on April 20th, 1999 in Littleon, Colorado. Students Dylan Klebold and Eric Harris entered proceeded to shoot at other students and staff. The two students had originally planned to murder hundreds of students with a variety of guns, knives, and bombs (Rosenberg, n.d.). Twelve students, one teacher, and the two shooters were dead by the time the massacre was finally over (Rosenberg, n.d.). There are many theories, ranging from depression and bullying, that have been used to decipher what may have prompted the two shooters to carry out this massacre (Mears, 2007). One popular theory is that the video games the two shooters played may have in some way contributed to the actual massacre. The two shooters were reportedly avid players of the first-person shooter video game Doom (Saldana, 2012). The two even made custom levels and characters to share with other Doom players over the internet (Mears, 2007). In the Doom video game players assume the part of a single soldier who roams corridors and shoots at different space creatures with a number of different weapons (Ward, 2001). Doom is very similar to many violent video games of today coinciding with a military theme. Jerald Block (2007) has argued that a sudden restriction from access to the computer and subsequently the video games may have triggered the Columbine shooting (as cited in Mears, 2007). For instance, parents of Harris and Klebold may have suddenly taken away access to the computer, which may have sparked extreme anger in both and eventually resulted in the school shooting. While researching this area Block (2007) had found evidence that computer use was restricted at home and at school for Harris and Klebold, while threats and violent grew more with each restriction (as cited in Mears, 2007). Both Harris and Klebold were obsessed with the Doom video game and reacted violently when it was restricted. It is important to note that Block (2007) feels that the content in the video games is not what prompted the shooting (as cited in Mears, 2007). Both the computer and video game Doom were outlets for Harris and Klebold, without these outlets they proceeded to unleash their aggression on the real world (Mears, 2007). The video game Doom was subject to much controversy as a result of the Columbine shooting. The video game was highly scrutinized and it was noted that the shooters in the school shootings of Paducah, KY and Springfield, OR were also avid players (Sternheimer, 2007). Since the Columbine shooting, a plethora of newspaper articles were released around the nation alleging that video games were the cause of the shootings (Sternheimer, 2007). Sternheimer (2007) argues that aggressive people have a high chance of buying violently content, but it is difficult to prove that violent content actually causes real life violence. It is difficult to prove causation in video games and real world violence, only that the two exist together (Sternheimer, 2007). Sternheimer (2007) states that many news articles concerning video games and violence ignore other factors that might have played a part in the shootings: News reports of the shootings that focus on video games ignore other research on the meanings that the audiences make from media culture. This may be because its qualitative findings are difficult to turn into simple quotatio

Thursday, September 19, 2019

Cyber Security Controls as a Public Good Essay -- Technology, Cyber Cr

Society today is plagued with crime that is difficult to combat, constantly changing, and has no borders; this type of crime is called cybercrime. The United States of America is attacked on a daily basis by cyber criminals both foreign and domestic. The crimes committed involve fraud, identity theft, theft of proprietary trade secrets, and even theft of national secrets. The 2009 Internet Crime Report indicates there were 336,655 received cybercrime complaints in 2009 and a total monetary loss of $559.7 million (â€Å"2009 Internet Crime Report,† 2009). Cybercrime affects everyone; therefore, individuals, corporations, and government entities are responsible for safeguarding information against these attacks. Clearly, a unified front must be established to combat this epidemic. A unification of individual citizens, corporations, and government entities must occur to prevent and deter cyber-attacks. A united front to fight cybercrime requires that a standard set of cybe r security controls be established for the public good, but who should be responsible for mandating those controls? Directing cyber security controls involves establishing laws, setting penalties for breaking laws, and creation of foreign policies regarding cybercrime with other nations. Since laws, penalties, and foreign policy are required, the responsibility for mandating security controls for the public good falls on the government. Before the government is allowed to require certain cyber security controls be put in place, the following questions must be answered: †¢ Is the government justified in mandating cyber security controls? †¢ Should individuals and corporations be responsible for protecting trade and national secrets through cyber security contr... ...lling through the cracks. Conclusion Situational awareness is a term that describes the ability to identify, process, and comprehend critical elements of information in at any given time (â€Å"Situational Awareness,† 1998). Individuals, corporations, and government entities must all think deeply about their situational awareness regarding cyber security and the controls necessary to keep information and infrastructures secure. There is no single group that is responsible for the protection of information, trade secrets, intellectual property, or national secrets. The security of the nation depends on everyone’s ability to foresee, deter, and react to cyber security incidents. There is a clear need for mandated cyber security controls so that individuals, corporations, and government entities all operate with the same beginning base of cyber security controls.

Wednesday, September 18, 2019

Kurt Vonneguts War Experiences and its Effects on the Barnhouse Effect :: essays papers

Kurt Vonneguts War Experiences and its Effects on the Barnhouse Effect Kurt Vonnegut's War Experiences how it contributes to my understanding of the "Barnhouse Effect" Kurt Vonnegut’s war experiences had a great impact on his life, which greatly contributes to the readers understanding of the "Barnhouse Effect." His war experiences are reflected quite vividly through his writing of the "Barnhouse Effect." This short story reflects "the human horrors during war, and the de-humanization of modern men and women, and the loss of humane values in a society dedicated to technological progress." (Modern Stories, p. 408) The Barnhouse Effect is a name that is created by the press. The press came up with this name from Professor Arthur Barnhouse’s character in the "Barnhouse Effect." They call the professor’s phenomenon the barnhouse effect. Professor Barnhouse, had come up with a different name for his phenomenon. He called it the "Dynamopsychian." "Dynamopsychian means force, and the power of the mind. In the story, the narrator explains, in more detail, how Professor Barnhouse relates his phenomenon to war. "As a weapon, then, Dynamopsychism has an impressive advantage over bacteria and atomic bombs, beyond the fact that it cost nothing to use: it enables the professor to single out critical individuals and objects instead of slaughtering whole populations in the process of maintaining international equilibrium." (p. 410). According to this quotation, Dynamopsychism is a very powerful weapon that only professor Barnhouse had. The professor had thoughts that would flash through his mind before they actually happened. His mind is a powerful weapon, which no one else possessed. In the story, Barnhouse says, "the same thought train had flashed through his mind just before he threw the dice." (p. 411). It was that thought train which aligned the professor’s brain cells into what had become the most powerful weapon on Earth. It began with a simple mental exercise during an army crap game, which soon escalates into a worldwide threat. At least, that’s what the FBI thinks when they raid the Professor’s office and put him under investigation. Professor Barnhouse is asked to use his new power as the ultimate national defense weapon. War hungry generals, Russian spies and the FBI get into the act as Professor Barnhouse shows what the real power of his mind actually is.

Tuesday, September 17, 2019

The Character of Pearl in Hawthornes The Scarlet Letter Essay

The Scarlet Letter:   Pearl  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚      Children are incredibly sensitive and can sense almost any emotion of an adult by observing body language and facial expressions. Such is the case with the youthful Pearl from the novel The Scarlet Letter, by Nathaniel Hawthorne. As the daughter of the adulteress Hester Prynne, the townspeople view Pearl as a demon in an angel’s clothing; who not only knows exactly what the letter "A" signifies on the bosom of her mother, but as the demon who placed it there, as well. The townspeople believe that Pearl uses this information against Hester by constantly mentioning the letter in order to make Hester extremely uncomfortable. This belief of the townspeople is certainly not supported by the following dialogue. " ‘Nay, mother, I have told all I know,’ said Pearl more seriously than she was wont to speak†¦Ã¢â‚¬â„¢But is good earnest now, mother dear, what does this scarlet letter mean?- and why dost thou wear it in thy bosom?- and why does the minister keep his hand over his heart?’ She took her mother’s hand in both her own, and gazed into her eyes with an earnestness that was seldom seen in her wild and capricious character." (Hawthorne 164)    This dialogue does not seem to be the words of a demon, but of a child who is utterly curious about what the letter "A" on her mother’s bosom means. One should not underestimate Pearl’s intelligence. Pearl is not the demon many townspeople consider her to be; instead she is intelligent and sensitive towards her surroundings and can understand much about the scarlet letter Hester wears. "The neighboring townspeople†¦ had given out that poor little Pearl was a demon offspring; such as ever since old Catholic times had occasionally bee... ...tions lead a reader to realize that she does see a link between Hester’s letter and Dimmesdale’s habit of covering his heart with his hand, although she does not know what this connection is. Pearl is an amazing child and perhaps one of the few many-sided characters in the novel. Although some readers of this novel may not care to read between the lines and see beyond the labeling of demon, the true Pearl is completely different from this stereotype. The real Pearl, the inquisitive, intelligent, and beautiful creature that she is, becomes the symbol for salvation in this novel. Pearl may be the product of sin and "filthiness", yet she possesses traits that make her an amazing child. Indeed, Pearl is the rosebush which grows near the prison door: she is the one bright spot the prisoners of this novel see as they peer through the small windows of their confinement.

Monday, September 16, 2019

Katherine mansfield Essay

One of the world’s leading short story writers, Katherine Mansfield was born in 1888 in New Zealand. The second child of Annie and Harold Beauchamp, Katherine grew up in Thordon in Wellington within a large close family. In 1893, her parents, siblings, grandmother and aunts all moved to Chesney Wold where Katherine wrote of some happier times, the majority of which she has used within her stories. Attending Wellington Girl’s College and Miss Sawinson’s private school, Katherine and her two sisters then moved to London to attend and complete their education at Queen’s College, London. It was here that Katherine decided to use a pen name, Katherine Mansfield and began writing Juliet, a novel which she never wrote to its entireity. (The Katherine Mansfield Birthplace Society Inc) Throughout her life Katherine travelled a great deal and often travelled to Europe, it was during one of her frequent visits that she met a fellow traveller, Ida Baker who was originally from South Africa. Katherine and Ida became close friends and remained so throughout their lives. In 1906 Katherine and her sisters returned to Wellington but lived in another family home, much larger than the previous homes there was also a holiday cottage where they spent many years, which can be read about in At The Bay. Despite her family living in Wellington, Katherine found life there very mundane and yearned for excitement in newer pastures. Her love of writing was strengthening her thirst for knowledge and she often expressed a wish to move to Europe so she may continue her dream. Financed by her father, Katherine moved back to England without a second glance, she was never to return to her home town. (Jones) However, her love of writing suffered as Katherine allowed herself to become distratcted by men, she began several relationships only allowing herself to write a poem and a short story. Discovering very soon that she was pregnant, and from a gentleman in New Zealand, she met and married George Bowden, a singing teacher who was many years her senior. No sooner was the ink dry on her marriage certificate, when she left George Bowden. Katherine’s mother learnt of this news and travelled to London, took Katherine for some ‘treatment’ and then returned to Wellington to attend her eldest daughter’s wedding. During Katherine’s ‘treatment’ in Bavaria she unfortunately miscarried her pregnancy. She suffered some dark and disturbing times during this period and wrote some satirical material, none of which she was completely satisfied with and refused to have republished. In 1911 Katherine revisited London and met another man, John Middleton Murry. Murry was the editor of Rhythm and they married in 1918. Becoming the co-editor of Rhythm, Katherine also worked on The Blue Review before it folded and Murry was declared bankrupt. Various houses, none of them homes, Katherine it seemed, was to always lived an unsettled existence. In 1915, during World War I, Katherine and John became estranged and Katherine moved to France, then again back to London. Her younger brother, Leslie was training to be an officer at this time and they shared some nostalgic times together recalling their childhood times in New Zealand, these memories are all included in her tales of Wellington. Unfortunately, at this same time Leslie was killed and the effect of this grief, her own ill health and her ever present desire to write prompted Katherine to return to France and it was here that she eventually settled and began to write. Sadly, this settled period was to be short lived and as she became involved with Murry again, they both returned to England, living next door to DH Lawrence in Cornwall. Moving yet again to Mylor, they continued to group with friends who were artists and writers, some as famous as Bertrand Russell and Dora Carrington, to name a few. In 1916 Katherine was introduced to Virginia Woolf. Katherine had a work in progress, Prelude, which was a reworking of The Aloe, and this was then published on Woolf’s new Hoggarth Press, 1917. Encouraged by interest and her own desire, Katherine’s writing began to flow and it was after the publication of Bliss and Other Stories that her reputation as a writer became known. (Macmillan) Further ill health led Katherine to be diagnosed with tuberculosis and it was during this time she was advised to attend a sanatorium. The long, cold winters of England were to cause her too much suffering. She became so ill that she decided to move to Italy, she was accompanied by Ida Baker, her South African friend. Her recently widowed father and his cousin Connie visited whom Katherine managed to offend as she refused to convert to Roman Catholicism, so Katherine and Ida moved yet again, this time to Switzerland, firstly to Sierre, then to the Chalet des Sapins at Montana-sur-Sierre. Here, Katherine wrote about her life and family and these were included in many of her last stories, The Garden Party and The Doll’s House, all recalling her Victorian upbringing within her family unit. (Katherine Mansfield) By 1922 Katherine’s tuberculosis was considerably bad her and she left for Montana in Paris where she sought further treatment. Here she wrote The Fly and her last story, The Canary. She then entered the Institute for the Harmonious Development of Man at Avon near Fontainbleau where she sought enlightenment that would aid her recovery. Murry visited and it seemed she had found a final peace, how true this was as it was very soon after his visist that she died of a brain haemorrhage. She was buried at a nearby cemetery. (Asiado) Works Cited Asiado, Tel. â€Å"Katherine Mansfield Biography. † 18 September 2008. Suite 101. 15 November 2008 . Jones, Kathleen. â€Å"The Story – The Introduction. † KatherineMansfield. net. 12 November 2008 . â€Å"Katherine Mansfield. † Spartacus. 17 November 2008 . Macmillan, Eric. â€Å"Mansfield, Katherine. † 2003. The Greatest Literature of all time. 17 November 2008 . The Katherine Mansfield Birthplace Society Inc. â€Å"Katherine Mansfield 1888-1923. † 2005. Katherine Mansfield . 12 November 2008 . Research Paper What is the story’s central conflict? Feminism appears strongly throughout the body of this story as does family relationships. The women are strong, capable characters who take care of the running of the family and its structure. Stanley Burnell, the main male character of the story appears to be as strong as the women but in actual fact he has insecurities and seeks approval and reassurance from his wife more than she relies on him. Family interaction and growing up centralise the characters and familiarise the reader with each individual. Who is the main character and what does he or she want? Linda Burnell is the main character, with perhaps Stanley Burnell featuring close behind. They are a family unit with friends and neighbours becoming included in this to assist with their move to the country. Linda Burnell wishes for a better way of life and considers this move to be the way forward. What is the plot? A family living in New Zealand and their move to the country. How the Burnell parents seek a more favourable way of life away from town with their friends and children. What is the best point of view of the story and why? Seen from a child’s point of view, it is interesting to learn how Lottie and Kezia understand what is going on in a child like manner. Learning of their excitement and unawareness is perhaps why this story develops into something interesting rather than just about a family moving house. In the background of the story it allows you to realise from an adult point of view the reasoning behind the house move, but to understand it from a child’s eyes is engaging and simple. Analyse a character, tone, appearance and motivation. Linda Burnell is a strong, straight to the point type of character; she has an ambition to move to pastures new and organises well. Her husband, Stanley is also a main character but shows that although he is the main male character, he needs a female reassurance to allow him to grow. Explain the setting in detail. Moving from house to house, the setting is difficult to depict but the story is based in New Zealand around a family setting. Parents’ Linda and Stanley Burnell are moving to the country with their children. During the move, due to the organising and structure of the move, the children are encouraged to play with the neighbours and are tended to by them. What is the theme? The theme of this story is relationships. Not just between the Burnell family but also with the Samuel Josephs and people they have grown to know and include within their family who have lived nearby. The female characters are believed to be the backbone of the family but the oppression of the feministic opinion of that time is also featured quite strongly. Men were considered to be the providers and the organisers when in actual fact it was the women who carried on regardless of having no money of their own and being oppressed by men at that time. List 5 symbols in the story and say what they stand for. 1. Strength of character in Linda Burnell. Even though things are not going according to plan, Linda Burnell manages to keep a hold on her frustration. (Page 2) 2. The familiarity of home and the uncertainty of the unknown. Kezia remembers the old house and realises that this will no longer be her safehold. Taking in the noises and smells of her old home makes her feel safe and she becomes afraid of what is in store. (Page 7) 3. Accepting change. Upon reaching their new home the children see for the first time what their new life will be and although they take in their surroundings, it is not until they see their grandmother waiting in the porch that they feel comforted that there is nothing to be afraid of. (Page 11) 4. The subservience of Stanley’s mother. Stanley’s mother is considerably agreeable towards her son and whenever he wants something, she obliges. There is no confrontation from the woman nor is her voice to point out that Stanley could perhaps do things for himself more. (Page 14) 5. The importance of being male. Stanley Burnell is an egotistical man and although unsure of himself as a person, he likes to be stroked egotistically. He seeks reassurance and approval from his wife. (Page 22). Analysis – Prelude by Katherine Mansfield This story was enjoyable to read and easy to understand. The characters were depicted well and it allowed me to enter the story and be drawn by the structure and its meaning. Family relationships and the interaction of one on one relationships are prevalent in our everyday lives and it was interesting to read how the characters drew on their personal behaviour. Regardless of our own personal strengths and downfalls, a family’s love is unconditional and accepting of the good and bad in everyone. The influences and knowledge that people learn within the family core are all integral of how we are shaped as a person. Within the story it is noted that Stanley Burnell is depicted as a strong, influential character yet he is dependent on a woman’s presence and assistance in many of his daily situations. His mother has abided by his ‘demands’ on many occasions, leaving him with the inability to function without doing things for himself. It has become second nature for Stanley to expect the women in his life to carry out his requests, something which his wife, Linda has also conformed to. However, due to Linda’s own shortcomings, she has learnt to stand up to her husband in a non-aggressive manner, which makes Stanley believe he is not actually being ignored or disregarded. Linda’s own fears and desires are prevalent within the story and it is through these feelings that the reader is able to understand her ambitions and struggles within keeping the family together. Linda enlists the help of people she trusts and it is from that relationship that other relationships build themselves. Katherine Mansfield’s representation of this from within her own experience and explains aplenty as to how she perhaps became who she was. Strong, yet dependent; weak yet in many ways the driving force of what she truly wants. Like her mother, there were ambitions and goals, only to be frustrated by the choice of a relationship with a man. Linda Burnell wished for more independence and had a slight resentment of the leanings Stanley had upon her but it is from this resentment that a change in her lifestyle began. It is nice that within the story the relationship of inter-racial acknowledgement is recognised and interesting that from a child’s viewpoint, this is all just an everyday occurrence. Feminism was, and sometimes still is a bone of contention in any given situation, but the strength of both these women, black and white seem predominant within the story. As with Linda Burnell, Mrs Samuel Joseph portrays a strong, integral member of her family and it is the word ‘family’ that becomes the basis of the tale. Reading about the childrens’ fears and misgivings enlightens the reader to their personal feelings about all that is about to change for them. They realise what is about to happen and instead of welcoming this change, as perhaps Linda Burnell is, they fear as they are unaware of what is around the corner. It is not until they are surrounded by their family and familiar possessions that they begin to embrace their future. In terms of knowing what this will bring upon them in the future, is something of an anticpatory and exciting period in their lives and an adventure that this family are all working together towards.

Coca Cola Research Essay

3.3 Collect and review data using appropriate methods, including primary and secondary research techniques The researcher used the questionnaire method as his primary research technique. The survey questionnaire was adapted from a previous research done by an Advertising agency regarding effectiveness of advertising. This survey was then distributed online to a sample population within Metro Manila. And the secondary research technique that was used was from the study of Mr. Honorata Ocampo Lee which is about Comparison of the effectiveness of the physical distribution processess and strategies of Coca Cola bottlers Philippines Inc. and Pepsi Cola products Philippines Inc. in selected districts in Manila for the year 2001-2003. 3.4 Analyze and interpret appropriate qualitative and quantitative data Quantitative research uses a scientific approach; the researcher’s hypothesis which stated in his study will need to have an attempt in proving and disproving that hypothesis. The data that will be generated can be analyzed mathematically. (Primary and Secondary research) The researcher used questionnaire to Qualitative research is concerned with the opinions and feelings; the data that will be collected is not necessarily set of numbers. It looks at the overall image rather than the separate components. (Primary and Secondary research) 4.1 Record findings in an accepted format and 4.2 Present and summarize the findings using suitable methods 1. Please open the link to view the ad material. Have you seen this advertisement before? http://www.youtube.com/watch?v=oiu9PcEyQ5Y? Among the 50 respondents, 40 percent (20 respondents) said yes and 60 percent (30 respondents) said they haven’t seen the adver tisement yet. 2. How would you rate the overall quality of this advertisement? 40 percent of the respondents thought that the advertisement was good. 32% answered fair, 16% answered very good, and 12% answered excellent. None of the respondents answered poor. The data suggests that majority of the respondents thought of the advertisement as good enough or slightly above average. 3. How would you rate this advertisement compared with the others you’ve seen with familiar products/services? Majority (64%) of the respondents answered that the Coca-Cola advertisement was just â€Å"about the same† as other products’ advertisements. Meanwhile 20% answered that their ads were â€Å"A Little Better than the Others† and 8% thought that it was much better than the others. On the other hand 8% answered that the advertisement was a little worse than others. This data shows that, like the previous analysis, the Coca-Cola â€Å"Open Happiness† advertising comes across to the majority of the viewers as just average or slightly above average. 4. Are You Currently Using This Product A majority of the respondents (86%) said to be currently drinking Coca-Cola meanwhile 14% claimed that they are not currently using Coca-Cola. 5. After seeing this advertisement, would you want to buy this product? A majority (95%) of the respondents were still determined to buy the product after seeing the advertisement and 5% said that they would not want to buy the product. Up by 9% from the people who claimed to not have been using Coca-Cola at the moment, the data shows that the advertising has given an impact only to a small amount of respondents to buy Coca-Cola. However, the data also shows that regular consumers are still willing to purchase Coca-Cola even though the advertisement did not come out that strong, as shown from the results in the second question. 6. Have you ever used this product? The chart below shows that 100% or all of the respondents claim to have used or bought Coca Cola at one point in their lives. 7. Age Among the 50 respondents, 30 (40%) were within the ages 18-25, 8 (16%) were 26-30, 12 (24%) were 31-35, 5 (10%) were 36-40, 3(6%) were 41-45, and 2 (3%) were 46-50. 8. Gender The chart below shows that majority (68%) of the respondents are male and 31% are female. 4.3 Evaluate the methodology used and critically analyze the findings The researcher used the Questionnaire method. This method was chosen because using a questionnaire with a random sample is a good way to find out the attitudes, thoughts, and behaviors of a large group of people. The questionnaire that was used contained Close-Ended Questions. A set of choices was given to the respondents for them to be able to answer the questions. Aside from that, the researcher also chose to use Likert-Scales as this would be the basis to determine the level of effectiveness of the advertisements. Likert-scales consist of questions that would be answered by ranking them (Strongly Agree, Agree, Neutral, Disagree, Strongly Disagree) The method used would have been more effective if partnered with a select interview coming from each type of age group. The questionnaire method was proven effective in getting the opinions of the majority of the population. On the other hand, the interview method could have gotten more in-depth insights or feedback from the consumers regarding their opinion on Coca-Cola’s advertising and how it affects them as a consumer. 4.4 Propose recommendations based on the findings which identify and justify areas for future research Through the years, Coca-Cola had always come out strong in their advertising materials. Good examples of it would be Coke’s â€Å"It’s the Real Thing† and â€Å"I’d Like to Buy the World a Coke† during the 70’s and 80’s. These advertisements have helped propel Coca-Cola into it’s status now as the number one beverage company in the world. However for this decade, Coca-Cola’s â€Å"Open Happiness† Campaign didn’t come out as strong as their previous advertisements. They haven’t been as visible to the public eye as before. As shown in the first question, a majority of the respondents haven’t even seen the advertising material of â€Å"open happiness† before. This research has also helped prove that the advertising campaign of Coca-Cola now was rated just above average by the consumers. However, since Coca-Cola has managed to build up loyal consumers through the years, the statistics show that even though the advertising material may come out confusing or â€Å"just okay†, consumers will still continue to patronize Coca-Cola no matter what advertising material they produce. In spite of this, Coca-Cola should not be complacent with their current loyal customers. They should still invest in advertising campaigns that would appeal to their market. They should focus more on the younger generations as they are the group that is still trying to discover new products. Coca-Cola should be able to capture their loyalty for them to be able to sustain their position as the number one beverage in the world. References Questionnaires. (n.d.). Retrieved 2012 Ð ¹Ã ¸Ã » 30-March from Lets Evaluation Resources: http://www.shef.ac.uk/lets/evaluate/general/methods-collection/questionnaire#Why+use+questionnaires%3F Data Collection Methods. (n.d.). Retrieved 2012 Ð ¹Ã ¸Ã » 30-March from Fao Corporate Document Repository: http://www.fao.org/DOCREP/003/X2465E/x2465e09.htm#b8-6.3.3%20Interviews Primary and Secondary research. (n.d.). Retrieved 2012 Ð ¹Ã ¸Ã » 2-April from Design and Technology: http://hsc.csu.edu.au/design_technology/producing/develop/2662/primary.htm

Sunday, September 15, 2019

Jet Blue Melt Down Essay

The technology department at Jet Blue airlines let down the company during the melt down. There were many areas where if the technology department had been on top of its game this melt down would not have been nearly as bad as it was. These range from simple communications problems to issues with lost bags. The first area where technology let down those at Jet Blue was that of not being able to rebook flights on the internet. This was a major problem as because the website did not allow for passengers whose flights had been cancelled to reschedule they had to call agents. The problem here is many of these agents work from home and the system was only capable of handling 650 calls at a time. If the website had been able to allow customers to rebook it would have taken a lot of the load off of these agents. The second issue we have here is the system only allowed for 650 agents to be on the phones at a time. When you consider they have the normal everyday business along with many flights being cancelled causing angry passengers to call in to rebook this problem became magnified. Customer grew angry with the amount of time that they had to remain on hold to rebook flights. The next issue that lingered was that of being able to identify who owned the lost luggage. This system was a simple one as it only took the technology department 24 hours to design a system to locate these passengers and reunite them with their luggage. However, when you are already upset and angry 24 hours is quite a long time. This was an issue that never should have been as it should have been in place prior to this event. Finally we come to the issue of being able to communicate with off duty crews and know their location when rebooking flights. This issue was one that could have been fixed in a simple manner with a system similar to that  which Nextel offers to customer’s walkie talkie options with a gps locator on the phone. To conclude my findings if the technology department had been doing its job prior to these events the problem would not have been nearly as magnified. Through some simple fixes and forward thinking there could have been several areas that would have helped to make managing this event easier from enhanced phone systems to a website with more capabilities for customers to simple gps enable cell phones this problem would not have cost the company upwards of 30 million dollars.

Saturday, September 14, 2019

Applying Theories to Children’s Literature Essay

The Little Red Hen Once upon a time, there was a little red hen who lived on a farm. She was friends with a lazy dog, a sleepy cat, and a noisy yellow duck. One day the little red hen found some seeds on the ground. The little red hen had an idea. She would plant the seeds. The little red hen asked her friends, â€Å"Who will help me plant the seeds?† â€Å"Not I,† barked the lazy dog. â€Å"Not I,† purred the sleepy cat. â€Å"Not I,† quacked the noisy yellow duck. â€Å"Then I will,† said the little red hen. So the little red hen planted the seeds all by herself. When the seeds had grown, the little red hen asked her friends, â€Å"Who will help me cut the wheat?† â€Å"Not I,† barked the lazy dog. â€Å"Not I,† purred the sleepy cat. â€Å"Not I,† quacked the noisy yellow duck. â€Å"Then I will,† said the little red hen. So the little red hen cut the wheat all by herself. When all the wheat was cut, the little red hen asked her friends, â€Å"Who will help me take the wheat to the mill to be ground into flour?† â€Å"Not I,† barked the lazy dog . â€Å"Not I,† purred the sleepy cat. â€Å"Not I,† quacked the noisy yellow duck. â€Å"Then I will,† said the little red hen. So the little red hen brought the wheat to the mill all by herself, ground the wheat into flour, and carried the heavy sack of flour back to the farm. The tired little red hen asked her friends, â€Å"Who will help me bake the bread?† â€Å"Not I,† barked the lazy dog. â€Å"Not I,† purred the sleepy cat. â€Å"Not I,† quacked the noisy yellow duck. â€Å"Then I will,† said the little red hen. So the little red hen baked the bread all by herself. When the bread was finished, the tired little red hen asked her friends, â€Å"Who will help me eat the bread?† â€Å"I will,† barked the lazy dog. â€Å"I will,† purred the sleepy cat. â€Å"I will,† quacked the noisy yellow duck. â€Å"No!† said the little red hen. â€Å"I will.† And the little red hen ate the bread all by herself. Theoretical Model Application Theoretical models of childhood may be applied to children’s literature in finding the appropriate reading material for the age of the child and in order to bring growth, learning, and more understanding as the child’s mind develops and progresses. If I read the story above to a three year old child, they would like the story. If I explained the moral of the story to the child in the child’s own terms, they would enjoy and understand the meaning as well as the story. Theory of Social Development According to Russell, D. L. (2009), Lev Vygotsky believed that human development was a continuing and never-ending process and that we have no developmental â€Å"goals† to reach, only a series of lifelong metamorphoses largely brought about by our interactions with others. In fact, Vygotsky believed that human beings are essentially social creatures and that it is through our social interaction that we learn about ourselves and the world. Indeed, individuals, he believed, can accomplish tasks through social interaction (guidance from someone more experienced or peer collaboration) that they could never achieve on their own. Vygotsky argues that language is, in fact, a way of thinking about something—that our ability to formulate words, to put things into words, actually helps us to think and to understand. (Anyone who has talked through personal problems with a friend or therapist or used a diary or journal to help sort out personal conflicts will understand Vygotskyâ €™s point.) Chap. 2 Relation the Vygotsky’s Theory In the story of The Little Red Hen I relate it to Vygotsky’s theory in several ways. First, this story is capable of teaching the lesson that with hard work and determination there is always a payoff in the end. This lesson gives us the value of hard work and never giving up, having faith, and never letting others detract us from our goals. The story also gives us the lesson that the dog, cat, and duck were her (The Little Red Hen) friends and she never gave up or quit asking them for help, even up to the end of the story. She always gave them a choice at each level and she never got angry with their choices not to help, this shows the social interaction method of Vygotsky’s theory. The hen had a vision of what could be if she planted the seeds, she set her goal, and she reaped the benefits as well as followed through with her plan. The dog, cat, and the duck made their own choices in not helping, so they also got what they planned for which was nothing. Critical Approach to the Story Literary Criticism is a discussion of ideas about the story, any story. In the story of The Little Red Hen we have a believable and memorable character (the hen) in which we focus on. She is the protagonist and the other three characters are the antagonists. There are elements such is character motivation, a plot or series of events, and definitely conflict in this story. The character motivation is that the hen is responsible for her own acts as she works hard throughout the story and the dog, cat, and duck are made to be responsible for their own acts by receiving no bread. In what the hen does, completing each step of the process, her actions are the key to this story. The setting in this story is the farm and the lesson is that hard work pays off, while laziness does not. The narrator of this story, in my opinion, is the limited narrator because it is not a character in the story. The episodic plot shows not only a series of events but also how they are interconnected to each other. Reference: Russell, D. L. (2009). Literature for children: A short introduction (6th ed.). Boston, MA: Pearson/Allyn & Bacon.

Friday, September 13, 2019

Is playtime valuable in the primary school Essay - 2

Is playtime valuable in the primary school - Essay Example s the most important part of school for us and we all have observed the regular noisy and slightly chaotic school playground, we know for sure that children do not utilize that time to improve their physical strength. But the fact of the matter is that by regularly exercising their bodies they are indeed doing the very same thing. Research has suggested that overweight and obese children are often socially withdrawn and display aggressive–disruptive behavior (PPSG, 2005). And it has also been shown that children who have little or no physical activity during preschool up till primary schooling are prone to obesity and hence carry a higher risk of cardiovascular diseases. Children who tend to be more active during their early years usually go on to have a higher proportion of muscle mass as compared to reclusive children who do not indulge in physical activity during playtime. One point to be noted here is that restricted movement in playtime also reduces the positive effect that playtime has in this aspect. Playtimes should therefore offer children an important opportunity to increase their daily physical activity through â€Å"unstructured physical activity during playtimes† (WHO 2007) The benefits of playtime are not only restricted to physical well being. Various studies have shown that playtime has positive effect on building the social skills of children. Children are mostly free from prejudices and hence they do not usually judge the other person based on their background and ethnicity if it has not been instilled in them by their elders. Hence children from different backgrounds mingle in the playground. Their â€Å"play† is seen as a social act much the same as people going out for dinner or grabbing a drink together (Smith, 2010). Children from ethnic backgrounds and children with disabilities benefit from free play at playtime in terms of social development and inclusion. It has also been seen that children benefit from physical playtime activity in

Thursday, September 12, 2019

Consumer behaviour Case Study Example | Topics and Well Written Essays - 2250 words

Consumer behaviour - Case Study Example A number of factories have been closed and retail network for distribution of its products reduced. The company just hired a highly competent CEO1 who has experience in business make ups and creating and sustaining brands, image and customer loyalty. A SWOT2 analysis of the company indicates that it stands to enjoy a number of business opportunities if certain things are achieved. The firm has several strengths that would increase its competitive advantage. The company, however, faces challenges in terms of potential threats from the market as well as internal weaknesses, which may be minimized. Several strategies and action points are suggested as measures to restore the company’s glory and regain its market share to improve business performance. Among them is the implementation of an elaborate marketing and promotion campaign, putting in place a comprehensive customer relations program, re-establishment of retail distribution networks, expansion to new markets and diversific ation of existing product range. Introduction Levi Strauss & Co is an all-time American brand clothing store that has been in the San Francisco apparel market for many decades. It faces a number of hurdles in sustaining business growth momentum. ... The company has for the last three years faced a rough business terrain with plummeting sales, layoffs, occasional plant closings, and a failure to woo certain market segments to take up its products. The company just appointed Mr. Philip Marineau, a vigilant and veteran marketing executive from PepsiCo Inc., as CEO to turnaround its fortunes and rejuvenate its presence in the market for growth. Philip’s mission is to bring back the company to its earlier business glory and more by re-establishing effective customer relations, launch more relevant products and improve existing ones guided by the needs of customers and undertake effective promotions, advertising and marketing for the products. This paper will provide an analysis of Levi Strauss by addressing the problem, conducting a situation analysis, assessing alternative options and making firm and implementable decisions to help the chief executive achieve his desired objectives (Case Study notes). Problem Statement The ma in problem of Levi Strauss as explained in the foregoing background is the failure to respond to different needs of different customer classes in its market. Specifically, the company has failed to quickly respond to fashion trends for its youthful market in the textile industry thus losing a significant market share to competitors such as JNCO and Kikwear among others. The fall of a majority of the company’s retail distribution networks has also been a big problem in terms of maintaining sustained or even stronger presence in the market. The company has continuously failed to embrace dynamic market needs and is stuck on traditional styles that currently

Wednesday, September 11, 2019

Discuss and Evaluate how Teams Function Essay Example | Topics and Well Written Essays - 2250 words

Discuss and Evaluate how Teams Function - Essay Example They get in touch with each other, interact and basically learn the different nuances of the goal under consideration. When these teams look up to leadership, they seek help and advice from the people who are in the top management brackets. This suggests for their eventual success within the related settings and an understanding that leadership shall be the cornerstone of their attainment of tasks in the times to come. This paper helps establish the basis of teams and how these function to manifest the truest basis of leadership. The team formation domains merit quite a great amount of significance because these take into consideration the important facets of productivity and effectiveness for the organization and the people who form a vital part of the team itself. Teams function with a sense of hard work by its team mates who believe in doing their best and letting the concerned authorities to judge the final goal. It means that the processes are done the fine way and the results a re left up to the authorities who have to bring about a decision at the end of the day. The teams are therefore always answerable to people with whom they have to interact and thus culminate the processes in entirety. This marks their significance and the eventual success which is achieved over a period of time (Sims, 2002). ... Teams that bring the best use of their resources are usually the ones which are deemed as the most successful ones. However, if the teams do not manifest a good enough use of the resources, then there are dire problems that are waiting to happen for them under differential situations and circumstances (Cooper, 1999). From an organizational behavior perspective, teams have to function smoothly well to achieve success. This would mean that the organizational behavior regimes have to incorporate their due role within the functioning of the teams. This will tell the team members where they are going wrong and what new steps need to be taken on their part to bring sanity within their regimes. The corrective steps are also taken in a proactive fashion so that the team functioning does not get hindered and there is more productivity within the related ranks so that growth and development is ensured across the ranks (Bonner, 1959). The nature of teams are such that they undertake all process es together and thus commit to unite for the cause of bringing in sanity within the related ranks. It makes the entire exercise a possibility because together they achieve quite a few tasks with a sense of understanding and tolerance that comes to their folds (Robbins, 2009). However, what poses as a problem here is that they have to undergo serious lapses within some of the team members are not there or when they are not ready to undertake tasks and actions that are in line with the completion set of the same works. There are tantrums thrown by the team members in the wake of completing the task while at times there are also witnessed certain health related conditions. The bottom line is that the teams comprise of all sets of