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"Get over here!" The angered and scratchy voice bellows from deep within the strong, mean-spirited ninja. The ninja throws forth a blade that is fastened to the end of a long, black rope. The sharp point of the spear pierces the skin and takes root deep within the stomach of a screaming, young woman. Blood splatters from the impact, and the ninja forcefully retrieves the blade by pulling on the rope to which it is attached. The shrieking, young woman is lurched forward, attached still to the steel blade and without the ability to defend herself. Currently, she stands paralyzed and helpless at the hands of her attacker.
Who could be behind the red, faded mask of this ninja? What human being could be so cruel as to put another through such unimaginable pain? Simple, this human being, this psychopathic ninja is none other than little nine-year-old Johnny from across the street. Making things even easier, Johnny is doing all this harm from the comfort of his bedroom, controller in hand, playing his favorite Nintendo game, Mortal Kombat Trilogy.
With such gruesome events such as these happening almost constantly in an ever-increasing number of homes across America, one has to wonder, how is this going to affect our children? We have PlayStations, GameBoys, Nintendo 64s, Sega Dreamcasts, PCs, and more. All of these mediums offer people of all ages, including children, access to interactive, violent experiences such as the one depicted above. From the media's favorite example Doom to lesser known, much more violent games such as Acclaim's first-person shooting game Turok 3, video game violence is more prevalent than ever. The biggest concern when it comes to video games of this nature is if having them available to y...
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...February 1995: p. 31 (1 - 3).
http://www.n64cc.com. 26 November 2000. N64 Code Center. 7 December 2000.
Flaherty, Julie. http://www.nytimes.com/. 2 March 2000. New York Times Online. 7 December 2000.
Katz, Jon. "The Media's War on Kids." Rolling Stone 25 November 1993: p. 47 (1 - 9).
Lacayo, Richard, Victoria Rainert. "Toward the Root of the Evil." Time 6 April 1998: p. 38 (1 - 4).
Poobah, Anonymous. http://www.nintendojo.com/. 1 November 2000. Nintendojo. 7 December 2000.
Richtel, Matt. http://www.nytimes.com/. 2 October, 2000. New York Times Online. 7 December 2000.
Schroeder, Randy. "Playspace Invaders: Huizinga, Baudrillard and Video Game Violence." Journal of Popular Culture Winter 1996: p. 143-153 (1 - 8).
Zoltak, James. "Video Game Violence Makes for a Double-Edged Sword." Amusement Business 15 May 1995: p. 28 (1 - 4).
Paulson, Ken. “How obscene is video game violence?” USA Today. USA Today, 2 November 2010. Web. 24 October 2011.
Lehman, Bruce. 2003. “The Pharmaceutical Industry and the Patent System”. International Intellectual Property Institute. Pages 1-14.
Henderson, K., & Spettigue, W. (2004). Eating disorders and the role of the media. Journal of the Canadian Academy of Child and Adolescent Psychiatry, 13(1), Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2533817/
Anorexia nervosa is a psychosociological disease which affects young women. Anorexia is mainly a female's disease which has been evident for centuries-however, in the past twenty years, the incidence of this disorder has risen to horrifying proportions. It is characterized by the refusal to maintain body wight over a minimal normal weight for age and height; intense fear of gaining weight; a distorted body image; and, amenorrhea. (http://www.pgi.edu/hagopian.htm) This disorder becomes a disease when the mind starts to cause problems with one's physical well-being. A connection has been found between sociocultural pressures to achieve, familial characteristics, and individual personality traits.
Anxiety is defined as a diffuse, internal, loose floating tension that doesn’t have a real danger or an external object. There is also a significant difference from the notion of fear. Fear usually has an outer object (a real fear of a snake, height or an unreal fear, when the danger is just imagined). Anxiety does not have an external object or external danger, but have an internal danger. Internal danger can be some intrapsychic conflict, impulse unacceptable to the ego, suppressed thoughts, etc.
In the article “Other-oriented Perfectionism Vs. Self-oriented Perfectionism” by James Anderson, he states, “Self-oriented perfectionists have exceedingly high personal standards, strive for perfection and expect themselves to be perfect.” Anderson, James. "Other-oriented Perfectionism Vs. Self-oriented Perfectionism." ReliaWire, 14 May 2015. http://reliawire.com/other-oriented-perfectionism-vs-self-oriented-perfectionism/ This type of perfectionist can cause mental health problems in people by having them struggle to reach the standards said in the above quote. One thing that one with self oriented perfection might struggle with is low self esteem because of their high standards. Another example of the different types of perfection would be Socially Prescribed perfection. “…believe that others hold unrealistic expectations for their behavior (and that they can't live up to this); experience external pressure to be perfect, believe others evaluate them critically.” Pychyl, Timothy A. “What Flavor of Perfectionist Are You? It Matters!” Psychology Today, Sussex Publishers, 30 Apr. 2008, www.psychologytoday.com/blog/dont-delay/200804/what-flavor-perfectionist-are-you-it-matters. For one to believe that others want them to accomplish unrealistic standards can really affect the way someone feels about oneself. For some it might make one feel like one is unable to accomplish anything and
Costikyan, Greg. “The Problem of Video Game Violence is Exaggerated.” Video Games. Detroit: Greenhaven, 2003. Opposing Viewpoints Resource Center. Web. 5 Nov. 2005.
Brady, Robert. "Violent Virtual Video Games and Hostile Thoughts." Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
Up to this point, the majority of research based on video games was directed toward the two major concepts of gender and violence. The existence of violence in games is not up for debate; from Donkey Kong throwing barrels and Pac-Man eating ghosts during the birth of home gaming, to samurai Samanosuke slicing up demons in Playstation 2’s Onimusha series, violence has been prevalent in gaming. In fact, a study claims that, on average, 89% of video games include violent content (Children Now, 2001).The question is: how does the violence affect young players? There are two rival camps with opposing viewpoints on the matter of media violence. One, and arguably the more vocal of the two, states that violent content is likely to make the viewer/player act out in violent ways. The other claims that violence in games acts as a catharsis, thus preventing violence on the part of the user. Research on this aspect of video games, and in fact all media, has been conducted as long as the technology has been in existence (Dominick, J.R. (1984). Video games, television violence and aggression in teenagers.). As of yet, results have been inconclusive.
Adams, Jill U. Effects of Violent Video Games. The Los Angeles Times. May 3, 2010.
Over the years, the Philippines has gone from being one of the richest countries in Asia to being one of the poorest. It has experienced growth and development since World War II. The current administration under President Gloria Macapagal-Arroyo is aiming for a more rapid growth in the coming years. In 2004, the Philippine economy grew by 6.1% surprising everyone. In 2005, the Philippine peso appreciated by 6%, the fastest in the Asian region for that year. At present, the administration is meeting its expected target growth and is continually looking positive for the future.
...king glass self, and the self fulfilling prophecy, and society. This book is an excellent read and comes highly recommended from my self to any student who wishes to read a book concerning life. Just like the cover points out, this book discusses a new psychology of love, traditional values, and spiritual growth. I do realize that this book is a sociological book and I recognize some of the terms and concepts from sociology 1301. I would also recommend this book to a student of psychology and sociology.
Anxiety is a normal reaction to stress. Every person experiences some form of anxiety in his or her lifetime. Anxiety helps us deal with tense situations like using our flight or fight reaction, study harder for an exam, or keep focus on important deadlines. Anxiety can be useful until it gets to the point of interfering with everyday life. Some people explain it as not being able to shut the anxiety off. When anxiety becomes an excessive, irrational dread of everyday situations, it becomes a disabling disorder (National Institute of Mental Health, 2009). Each year, anxiety disorders affect about 40 million American adults age 18 years and older (National Institute of Mental Health, 2009). There are five major Anxiety Disorders they include Generalized Anxiety Disorder (GAD), Obsessive-Compulsive Disorder (OCD), Panic Disorder, Post-Traumatic Stress Disorder (PTSD), and Phobias.
Vastag, Brian. “Does Video Game Violence Sow Aggression? Studies Probe Effects of Virtual Violence on Children”, JAMA, Chicago: April 2201. Vol. 291, Iss. 15; pg. 1822. Retrieved: 16 August 2004
Philippines: Country Profile 2004 1 Dec. 2004 The Economist Intelligence Unit Limited 2004 15 Dec. 2004 www.eiu.com