Tuesday, February 25, 2020

Media reaction paper Essay Example | Topics and Well Written Essays - 1000 words

Media reaction paper - Essay Example The media have also joined the debate, actually taking sides although in a more discreet manner in line with its vow of upholding objectivity. The analysis that the U.S. media is far from being objective because it can be broken down into the liberal and conservative camps has only become more evident in its handling of the issue. Even as journalists try to present news on the issue in the most balanced and objective manner, they still could not avoid showing their bias. One media piece, an article written by David Fitzsimmons titled U.S. Must Enact Immigration Reform Now, which was published in Statesman Journal, is a rare example of how the issue can actually be handled in a manner that can be considered fair and balanced despite the author showing ultimately his personal stand. The article Fitzsimmons wrote is a response to the approval of the Arizona Legislature of a bill that would introduce reforms in the state’s immigration policy. The article begins with a brief backgr ound of events prior to the passing of the bill, SB 1070, in a news-like writing manner. After such short description, Fitzsimmons then starts to lay down his analysis on the issue when he writes that â€Å"state lawmakers were so fed up with the federal government's inconsistent, inadequate immigration enforcement that they took the issue into their own hands† (29 July, 2010). Based on this analysis, Fitzsimmons then expressed agreement with the measures approved by the Arizona Legislature, including the concepts behind these such as the enforcement of stricter policies against employers who wittingly know that they are hiring illegal immigrants. However, Fitzsimmons does not stop here and, as a consequence, prevents the reader to immediately conclude that the author is all-out in his support of a crackdown policy on illegal immigrants and their support machinery. Instead, he also expresses apprehensions over the enforcement of the new immigration law in the state. He worrie s that â€Å"the law will foster discrimination against Latinos — creating the wrong presumption that ‘if you look Hispanic, you must be here illegally’ — even though the law's supporters vow that won't happen† (Fitzsimmons, 29 July, 2010). In the end, Fitzsimmons points out that while there may be negative aspects in the presence of illegal immigrants, there are also positive ones. While he attempts to present an unbiased analysis in this part, he errs in using the term ‘illegal immigrants.’ Apparently, what he means is not just the illegal ones but also the legal immigrants as well. It is not just the illegal immigrants but also the legal ones who contribute to the economy as employees, consumers, and tax-payers. It is also not just the illegal immigrants who â€Å"consume tax dollars† as they avail of public education, healthcare, and the welfare system. Fitzsimmons then proceeds to push for certain measures that do not really drive the immigrants off Arizona’s borders but just process them more efficiently so they can be legalized. What makes Fitzsimmons perspective rare though is that he also proposes that helping the immigrants within the border is the solution. He proposes that in order to solve the heavy influx of immigrants, it is necessary for Arizona

Saturday, February 8, 2020

Negative interaction on the psyche of the American teenagers caused by Research Paper

Negative interaction on the psyche of the American teenagers caused by the violence in video games - Research Paper Example However, even with the rating systems can’t prevent exposure to violence as a staggering 89% of video games contain a degree of violent content and specifically it can also be found in more than half of E-rated (for Everyone) games (Gentile). Figure 1. Computer and video game sales from 2000 to 2011 (NPD) Violence in video games is not a relatively novel subject. Since the emergence of the video gaming industry in the 1970’s the notion that video games promoted violence became a major controversy with the release of â€Å"Death Race† in 1976 (Kent). The game involved the player as an automobile driver running over screaming â€Å"gremlins† that resembled human figures due to the primitive graphics of that era. Believing that the game appeared to condone killing of innocent civilians with a car, protestors started pulling machines out of the arcades and burning them, eventually leading to the termination of the game. Newer controversies included the p opular â€Å"Wolfesnstein 3D† and the franchises of â€Å"Street Fighter† and â€Å"Mortal Kombat†, which featured one-on-one fights and gory graphic sequences (Carnagey and Anderson). Over the past 25 years, numerous studies have researched the effects on video games on adolescents. The most prominent interest of researches has been games with violent content and the association between video game use and aggressive behavior, as well on school performance. The aggressive elements portrayed have been linked to aggression on children and adolescents, but the empirical evidence was not present to validate these assumptions (Schutte et al.; Irwin and Gross). Recent meta-analytic reviews have employed both short-term experimental and correlation studies to study the harmful effects of exposure to violent games and associated them with higher levels of aggressive behavior, physiological arousal and decreased prosocial behavior (C. A. Anderson 113-22; Anderson et al.). Most of the research has associated videogame violence with school shooting incidents while some assessed their influence from a developmental perspective (Kirsh). This review will assess the effects of video games to the adolescents as reported from various studies, discuss the underlying psychological processes and theories employed to understand them. 2. Effects of Violent Video Games The research on the effects of violent video games, however small, mirrors the larger body of research on the effects of violent films and television programs (Whaley). While many of the effects in those genres are similar, at least three reasons to believe that the former have stronger effect than violent television formats (C. Anderson, Backwell) . These include the active process of playing videogames instead of the â€Å"passive† television viewing while higher probability of players to identify with a violent character occurs in first person shooters (Anderson and Dill). Additionally, most violent games reward violent behavior often with verbal praise such as â€Å"Nice shot† after killing enemies with a gun – as studies show, rewarding behavior increases its frequency (Bozza). 2.1 Aggressive behaviors, cognitions and feelings The primary concern over violent video games is the behavior that players will assume as a result to their