Sunday, February 16, 2020
Does Robert Bruce deserve to be remembered as a great Scottish king - Essay Example His ability to defeat most of his enemies enabled him to control a much larger part of Scotland; something that gave him the way forward and accorded him respect from his fellow citizens. He was also able to retain this independence up to his death, and this should be enough to keep him as a national hero that deserves such honour for gifting his country the most essential part of any liberal society. The fact that Robert the Bruce fought to free the Scottish society should be reason enough to have him remembered as a hero. The history of Robert the Bruce began in 1124 when the very first of the BruceÃ¢â¬â¢s family arrived in Scotland. David Bruce was the first one, and he was able to settle in the lands of Annandale in Galloway and Dumfries (Whyte 2014: 12). This was enough to have the family recognised as one of the ruling dynasties, though the then king of England, who remotely ruled Scotland, wanted to use it as a way of wooing them to his side. Robert the Bruce was the son of Robert de Bruce, who was the sixth Lord of Annandale and Marjorie who was the Countess of Carrick (Brown 2004: 15). Robert the Bruce claimed the throne as David 1Ã¢â¬â¢s fourth great grandson. From his mother, he was able to inherit the Earldom of Carrick, and his father gave him the chance to have his chance at the Scottish throne. The family was also well endowed, having lands and estates in County Durham, Essex, Garioch and Middlesex (Brown 2008: 54). This allowed them to have a better chance of recognition from the go vernment in England, and that was a good thing for their survival. He had nine siblings, spending a huge part of his life together his brother Edward at the courts with the nobles. Little can be said of RobertÃ¢â¬â¢s youth because it was a little obscured by the hidden nature noted in many of the kingdoms then. Speculations would occur based on what people knew would happen in these kingdoms, since history did not record his existence until he was older. As such, there is a
Sunday, February 2, 2020
The Story of G.I. Joe Film (1945) Thesis Paper - Movie Review Example Pyle (played convincingly by Burgess Meredith) is the embedded journalist within this Company. But the shared habiting space makes it a personal experience for Pyle and to this extent his journalism takes on a humanitarian hue as opposed to being merely patriotic. This essay will argue that, of the numerous merits attached to the film, itÃ¢â¬â¢s showcasing of the bold, humane and forthright journalism of the legendary Ernie Pyle is not only its standout feature but also accounts for its enduring appeal. True to the journalistic ethic of accuracy and balance, the film makes no attempt to Ã¢â¬ËmanufactureÃ¢â¬â¢ heroism in the war setting. Instead, it fits the narrative to PyleÃ¢â¬â¢s reportage, which includes unsavory and un-heroic aspects of the Second World War. True to this theme, Ã¢â¬Å"Pyle was later killed in a foxhole on a remote Pacific island as he pursued his career of covering the troops after victory was won in Europe. Pyle wrote of the common "dogfaces," not the br ass hats. He is a hero who should be known to every journalism student.Ã¢â¬ (Booker, 1999, p.14) But a cursory look at the state of embedded journalism today (most visibly in the War on Terror operations) betrays the falling standards of journalism in America. Today the reporter comes across as a biased stakeholder in the side he belongs, which is a far cry from the courage and ethic espoused by Ernie Pyle. More importantly, what The Story of G.I. Joe underscores is that Ã¢â¬Å"motion pictures can provide helpful assistance in journalism history classes through a number of ways: as a reflection of how journalists and journalism are portrayed in the mass culture; as a means to measure the role that journalism plays in significant events; and, perhaps most important, as a device by which to assess the ethical role of journalism as reflected by the decisions and actions of the people portrayed.Ã¢â¬ (Holsinger & Schofield, 1992, p.44) The Story of G.I. Joe can also be said to be u nique for the level of realism it carries. The product is not just made for commercial purposes, but for artistic and documentary goals. It also served as a vehicle of propaganda to gather support for the war from the American public. The relatively late release of the film (released after the dust settled in the European theatre) is perhaps why it portrays combat in unglamorous terms, Ã¢â¬Å"emphasizing not the heroism of its soldiers but their weariness and daily hardships. Based on PyleÃ¢â¬â¢s reports (collected in his 1943 book,Ã Here Is Your War) the film details the grueling effect of extended combat service on a platoon of American soldiers the Italian campaign. Led by Lieutenant Walker ( Robert Mitchum) and accompanied by Pyle, the platoon slowly advances, experiencing both danger and boredom but very little in the way of glory.Ã¢â¬ (Booker, 1999, p.14) Contemporary war movies as well as war journalism can do well by embracing such an attitude. It is in recognition of the valuable sensibilities displayed through the film that it won four Academy Award nominations, including to Mitchum for best supporting actor and to the three screenwriters (two ofÃ whom, Endore and Stevenson, were prominent figures on the American cultural Left) for best screenplay. While some critics took the filmÃ¢â¬â¢s grim depiction of war as an antiwar statement, James Agee insightfully notes that G.I. Joe is a "tragic and eternal work of art precisely because of its unflinching portrayal of the realities of
Saturday, January 25, 2020
American Adam Myth The term American Adam generally refers to a mythic concept considered by some critics and scholars to be the central element of American literature. Its assumption is based on the view of European colonists who saw America, the New World, not only as a haven from religious persecution, but also as a new Garden of Eden. This concept of the second garden offered a new beginning, free of the collective error that had pervaded the world since the failure of the first spiritual experiment in that original garden, where Adam had fallen to evil and lost his innocence. By the late 18th century, the religious premise of the adamic myth has changed and now referred to a rather heroic being which was believed to be the core of the American character. Despite these parallels between the adamic myth and the perceptions that some settlers had of themselves, the myth of the American Adam did not substantially enter the cultural discourse until the 19th century and by that time it had lost many of the other elements associated with the biblical version. The American Adam in the 19th Century Literature Instead, the 19th century version of the adamic myth emphasizes on the isolated figure of Adam himself. He, at this stage, demonstrates a figure of immense possibilities that is, at least in certain readings, made vulnerable by his own spiritual virtues. Unlike his biblical prototype, the American Adam is less the product of Gods handiwork but more a creature of his own making. The image of Adam in all his ambition and optimism is perhaps best represented in the pages of Ralph Waldo Emersons Nature. Emerson described this person as an authentic man who is free of the constraints of the past and of the limitations imposed by centuries of tradition. Moreover, this Adam stands for a man that is centered on the future and the promise inherent in the very newness of America. At the same time, however, the innocence of this American Adam is inevitably shaped and altered by experience. Emerson expressed this innocence or experience duality in what he termed the Party of Hope and the Party of Memory. The party of hope, on the one hand, believed that the individual conscience was clear because it was unpolluted by the past. In this context, America had no past, only a present and a future. The key term in the moral vocabulary consequently was innocence. The most prominent representatives of this view of the American Adam are Emerson, Thoreau and Whitman. The party of memory, on the other hand, believed in sin and corruption to be the central element of Adams character. Therefore, Adam remains part of the heritage of humanity. Furthermore, a third concept of the American Adam was developed by the scholar R. W. B. Lewis. He called it the party of Irony. This third party believed in the paradox that a unique spiritual strength can arise from the inevitable clash of innocence with experience. This element is apparent in texts of Melville and Hawthorne. Thoreau: The Recovery of Innocence For followers of the party of Hope, experience remained only the gray shadow of reality. If this Adam could keep his perspective fresh and new, free of the traditional and conventional morals, he would come into full possession of authentic existence. Noone followed this course with greater commitment than Henry David Thoreau. In the experiment that became Walden, Thoreaus masterpiece, the author became a literal Adam himself, leaving the town of Concord to enter the more edenic surroundings of Walden Pond. There, in solitude, he was determined to confront only the essentials of life. From Emerson, Thoreau had learnt to reject tradition and historical Christianity. Moreover, he was to look at natural surroundings instead- to the nature of things that had not yet been encroached upon by civilization. In this sense, Thoreau effectively distanced himself from the corrupting influences that he believed characterized 19th century New England. His purpose was not to ignore them, but to rep lace them with rediscovered values of greater importance. In establishing his own Eden in proximity to the conventional civilization of Concord, Thoreau suggested that the essential innocence of the new American Adam can be both recovered and maintained by the discovery and examination of the essentials of life that is inherent in human nature as well as in the nature of wilderness. Walden, which begins with the limitations imposed on personal freedom by such conventions as property and the responsibilities of ownership, ends with the coming of spring, marking the new dawn that awaits the enlightened Adam. Whitman: An adamic Archetype Walt Whitman, who was also a strong representative of Emersons party of Hope, continued where Thoreau left off. He did not only feel a sense of approval with the American myth, he lived it. Where Thoreau recognized that some people might not respond to his call for an awakening, Whitmans subjective view seemed to allow for no such consideration. All negatives became positives for this personification of the American Adam who moved with total confidence through a world in which the new dawn of promise became an unending sunny day. In poems such as Song of Myself, which is part of the Leaves of Grass series, Whitman celebrates innocent, natural, and seemingly unlimited virtue. This state is not a recovery of natural perfection, since in Whitmans world there is no fall to recover from. A man, in his view, is self-created in the present and exists in the perfection of his innocent, confident creation. Song of Myself Trippers and askers surround me, People I meet, the effect upon me of my early life or the ward and city I live in, or the nation, The latest dates, discoveries, inventions, societies, authors old and new, My dinner, dress, associates, looks, compliments, dues, The real or fancied indifference of some man or woman I love, The sickness of one of my folks or of myself, or ill-doing or loss or lack of money, or depressions or exaltations, Battles, the horrors of fratricidal war, the fever of doubtful news, the fitful events; These come to me days and nights and go from me again, But they are not the Me myself. Apart from the pulling and hauling stands what I am, Stands amused, complacent, compassionating, idle, unitary, Looks down, is erect, or bends an arm on an impalpable certain rest, Looking with side-curved head curious what will come next, Both in and out of the game and watching and wondering at it. In this part of Whitmans poem, he clearly shows Emersons individual: The new Adam who is a man that contends that nothing, not even God, is greater than oneself. If we want a profile of this new Adam then we could start with the adjectives Whitman himself provides: amused, complacent, compassionating, idle and unitary. Finally, Whitman not only presented the dream of the new Adam, he also created the world in which the American Adam was to live. Melville: Damned in the Midst of Paradise Not all writers agreed with Thoreaus and Whitmans overly optimistic view. What provoked such a disagreement was the realization by writers like Herman Melville that the static moral innocence of the Adam could prove a spiritual liability in a fallen world, and could even become spiritually destructive. A good example of such a tragic Adam is Captain Ahab in Melvilles Masterpiece Moby Dick: I feel deadly faint, and bowed, and humped, as though I were Adam staggering beneath the piled centuries since Paradise. (Melville, Moby Dick, Chapter 11) No turbaned Turk, no hired Venetian or Malay, could have smote him with more seeming malice. Small reason was there to doubt, then, that ever since that almost fatal encounter, Ahab had cherished a wild vindictiveness against the whale, all the more fell for that in his frantic morbidness he at last came to identify with him, not only all his bodily woes, but all his intellectual and spiritual exasperations. The White Whale swam before him as the monomaniac incarnation of all those malicious agencies which some deep men feel eating in them, till they are left living on with half a heart and half a lung. That intangible malignity which has been from the beginning; to whose dominion even the modern Christians ascribe one-half of the worlds; which the ancient Ophites of the east reverenced in their statue devil; Ahab did not fall down and worship it like them; but deliriously transferring its idea to the abhorred White Whale, he pitted himself, all mutilated, against it. All that most maddens and torments; all that stirs up the lees of things; all truth with malice in it; all that cracks the sinews and cakes the brain; all the subtle demonisms of life and thought; all evil, to crazy Ahab, were visibly personified, and made practically assailable in Moby Dick. He piled upon the whales white hump the sum of all the general rage and hate felt by his whole race from Adam down; and then, as if his chest had been a mortar, he burst his hot hearts shell upon it (Ch. 41) Ahab, in Moby Dick, almost functions as the antagonist to Emersons plain old Adam He is characterized as a being that is somehow damned in the midst of paradise. Personally, he is motivated by a kind of metaphysical sense of revenge. Most strikingly, he has lost his leg to the White Whale. Ahab not only intends to strike out against it and against whatever power that stands behind it, he also wants to strike at the thing that permits evil in the world. Regarding this goal, his quest is titanic, but ultimately doomed. Moby Dick lures Ahab to his death. As a symbol of American arrogance, he is aiming to establish an American Eden, freed from the curse of original sin. And Melvilles message, through Ishmael, the only survivor, is that this quest is doomed and can only lead to death. Conclusion: The American Adam in Modern Works In every of the three cases presented, the adamic theme is apparent in many works of 19th century American Literature. However, the precise interpretation of the adamic being is not unitary but versatile and complex. Finally, the idea of the American Adam did not end with the American Renaissance, but continued to be a major theme in more modern works such as Scott Fitzgeralds Great Gatsby.
Friday, January 17, 2020
1. Executive Summary Purpose of the Study: To identify the most desired groups of customers and the need states that can best serve and then redesigns its marketing practices to target them. Particularly when reacting to competitive moves over time. Considering the increasingly competitive retail environment described in the competitor moves, these methods are adequate. Major findings: This study helped us to establish that merchandizing has potential to increase periodic sale more than 30%. The aspect of a consumer is buying behavior we found that merchandizing is fully capable change the impulsive buying decision of the customer and it influence to increase the awareness related to the product. Further, we set up that merchandizing is helpful tool to expand the customer portfolio. Conclusions: The study concluded that merchandizing is a device to enhance the accessibility, Small to the Left, and Large to the Right, At Eye and Hand Level. Merchandizing is perceived as marketing channel along the other very strong channels like television, and other Medias. Merchandising is helping merchants to finally understand and influence consumer behavior by blending science-based insights about price, promotion and assortment with the artful judgments of experienced merchants that will always be necessary. Recommendations: Generally, there are three ways to present product. You can: * Shelve it on a table, platform, riser, fixture or wall shelf. * Hang it on a wall bracket, peg hook, hangar, and panel or floor fixture. * Combine shelving and hanging in a multiple presentation. * To be effective, cross-presented merchandise must relate in a logical way, such as: Coordinating items that would be used together, such as pasta, sauces pasta cookware and pasta cookbooks * Items that are colour coordinated * A range of products that offer customers choice within a particular category such as cappuccino or espresso coffee-makers and plain or patterned dinnerware that can be mixed and matched * Products that offer themed ideas such as baby gifts, stocking stuffers or a fondue story. Cross-merchandising pays off best when located in prime real estate areas such as: * Strike zones Ã¢â¬â along aisles and on end-caps * Focal points -near service areas such as cash desks or fitting rooms 2 Problem Definition: 3.1 Background of the Problem: The era of product-centric retail management is giving way to one in which market leaders apply a more strategic, more targeted, more localized approach to communicating a value proposition to their customers. Top-performing retailers, realizing they cannot be everything to everybody, are now taking a more consumer-centric approach to merchandising, creating competitive advantages and differentiating themselves in the highly competitive retail industry. Consumer-Centric Merchandising is a way of planning and executing pricing, promotion, assortment and other plans, driven by a deep understanding of customers, consumer demand, and the competitive marketplace vying for attention and wallet share. Consumer-Centric Merchandising is enabled by advanced science that taps into rich data sources and extracts insights that were never before available to support merchandising decision-makers. It enables better decisions in such critical areas as everyday pricing; promotion planning; merchandising support, timing and depth of markdowns; and assortment. It supports tailoring of merchandising to match demand variations across geographies and customer segments and it enables better forecasting. For the leading retailers now putting it into practice, Consumer-Centric Merchandising is also breaking down the walls between marketing and merchandising, creating synergies that drive exceptional, positive impact on price image and customer loyalty, sales volume, and the bottom line. Big-box retailers donÃ¢â¬â¢t gamble. They rely on systems that play to the strengths of efficient supplier and distribution networks. They deliver bulk-rate items to a generic customer base, which forces you and other competing retailers to gamble on pricing and promotions to try and keep pace. These levers canÃ¢â¬â¢t be left to chance. Merchandising, Promotions, Regular Pricing, Markdowns, Product Assortment, and Placement are important motivators of the shopping experience that can differentiate your store from your competitors in the minds of the consumer. To improve the odds, you need a suite of consumer demand applications as the AghaÃ¢â¬â¢s super store supply network to take the gamble out of your merchandising strategies. Refers to a detailed understanding of a retailerÃ¢â¬â¢s customers Ã¢â¬â in terms of who they are, what they do in that retailerÃ¢â¬â¢s store, and what they do outside the store. It includes an understanding of what they buy and why. Insights are based on market basket analysis of T-Log data, loyalty card data to analyze identified transactions over time, panel data, and other sources. It permits segmentation of customers based on lifestyle, shopping behavior, and value. 3.2 Statement of the Problem To understand the impact of merchandising on following: Periodic Sales: Ã¢â¬â To evaluate whether periodic sale increase or no tangible effect after lunching a merchandising campaign. To analyze changes in impulsive buying behavior of consumer, this is finally a factor to change the periodic sales. ConsumerÃ¢â¬â¢s response: Ã¢â¬â To assess that how will consumers respond to merchandising. To understand will merchandising support retailer to more accurately predict the outcome of its own pricing and promotion actions, and to learn when to anticipate a competitive response. 3 Approach to the problem 4.3 The DesignÃ¢â¬âMethods and Procedures: Research Design: A framework or blueprint for conducting the marketing research project. It specifies the details of the procedures necessary for obtaining the information needed to structure and/or solve marketing research problem. Research design has two major categories. I. Exploratory Research Design. II. Conclusive Research Design. Exploratory Research Design: One type of research design, which has as its primary objective the provision of insights into and comprehension of the problem situation confronting the researcher. Conclusive Research Design: Research designed to assist the decision maker in determining, evaluating and selecting best course of action to take in a given situation. It has further two categories which are as follows. a) Casual Research. b) Descriptive Research. Casual Research: A type of conclusive research where the major objective is to obtain evidence regarding cause and effect (casual) relationship. Descriptive Research: One type of conclusive research that has as its major objective the description of something, usually market characteristics or functions. Descriptive researches are further divided into two classes. a. Longitudinal Design b. Cross Sectional Design Longitudinal Design: One type of research design involving a fixed sample of population elements that is measured repeatedly on the same variable. The sample remains same over time, thus providing a series of pictures which, when viewed together portray an illustration of the situation and changes that are taking place over time. Cross Sectional Design: A type of research design involving the collection of information from any given sample of population elements only once. It is further divided in two groups. * Single Cross Sectional Design * Multiple Cross Sectional Design Single Cross Sectional Design: A cross sectional design in which one sample of respondents is drawn from the target population and information is obtained from this sample once. Multiple Cross Sectional Design: A research design in which there are two or more samples of respondents, and information from each sample is obtained only once. We have applied the descriptive research design to conduct the study to estimate the impact of consumer centric merchandising on consumer response, impulsive buying decision and periodic sales. Sampling: There are two major groups of sampling methods 1. Probability Sampling 2. Non- Probability Sampling Probability Sampling: A sampling procedure in which each element of population has a fixed probabilistic claim of being selected for the sample. The Probability Sampling is further divided into four classes. I. Simple Random Sampling (SRS) II. Systematic Simple Random Sampling III. Cluster Sampling IV. Stratified Sampling Simple Random Sampling (SRS): A probability sampling technique in which each element in the population has known and equal probability of selection. Every element is selected independently of every other element and sample is drawn by random procedure from a sampling frame. Systematic Simple Random Sampling: A probability sampling technique in which the sample is chosen by selecting a random starting point and than picking every ith element in succession from the sampling frame. Cluster Sampling: First, the target population is divided into mutually exclusive and collectively exhaustive subpopulations called clusters. Then, a random sample of clusters is selected based on probability sampling technique such as simple random sampling. For each selected cluster, either all the elements are included in the sample or a sample of elements is drawn probabilistically. A common factor of cluster sampling is area sampling, in which the clusters consist of geographic areas. Stratified Sampling: A probability sampling technique that uses a two-step process to partition the population into subpopulations, or strata. Elements are selected from each stratum by random procedure. The variables used to partition the population into strata are referred to as stratification variable. The criteria for the selection of these variables consist of homogeneity, heterogeneity and relatedness. Non- Probability Sampling: Sampling techniques that do not use chance selection procedures. Rather, they rely on the personal judgment of the researcher. The Non-Probability Sampling is further divided into four categories. a) Convenience Sampling b) Judgmental Sampling c) Quota Sampling d) Snowball Sampling Convenience Sampling: A non-probability sampling technique that attempts to obtain a sample of convenient elements. The selection of sampling units is left primarily to the researcher. Judgmental Sampling: A form of convenience sampling in which the population elements are purposely selected based on the judgment of the researcher. Quota Sampling: A non-probability sampling technique that is a two-stage restricted judgmental sampling. The first stage consists of developing control categories or quotas of population of elements. In the second stage, sample elements are selected based on the convenience of judgment. Snowball Sampling: A non-probability sampling technique in which an initial group of respondents is selected randomly, Subsequent respondents are selected based on the referrals or information provided by the initial respondents. This process may be carried out in waves by obtaining referrals from referrals. Sampling Method Applied: To conduct the study the non-probability sampling technique was applied. In non-probability sampling further quota sampling method has been employed. The reason for selection of quota sampling was depress and odd target population (retail outlets) in Karachi. Sample Size: Total sample of 26 respondents was selected for this study. Thirteen respondents (retail outlets) were selected from each district of Karachi. Data Collection: The data was collected through a questionnaire of about three pages & a screener of one page the retail outlets those were dealing in FMCG products (who at least had good exposure of merchandising with in last six month). The data was collected by researcher his own-self through face to face interviews. Data Analysis: The open ended questions were transformed in to quantitative form through coding techniques. Then collected data was entered in SPSS and analyzed through statistical and inferential tools of SPSS. The data have been presented in tables, and graphs format. With the help of these tables and graphs we have drawn a conclusion followed by a final recommendation in the shape of formal report.
Thursday, January 9, 2020
Prizes in Video Games It is agreeable to say that there are video games that are good in mental processing for the brain. It is an entertaining hobby to play. Not many video gamers would pay attention to characters such as their role or development because of the enjoyment of playing computerize gaming consoles like Nintendo and PlayStation. One offensive pattern that has been cycling through in gaming is how women characters are presented. Females in video gaming are sexualized across the gaming media and are used as a key factor of a selling success in the market. Women are objectified as objects, rewards and as sexual entertainment. That is to say that one obvious point is men are more likely to play video game more than women. Since men play more, creators showcase women as sexual objects give entertainment for them. Its offending for a female to play and then to see how other female characters in the games are. The stereotype is that video games are established for men and it is unusual for a woman to play. It is more common and a norm for a guy to play but for a girl who is less likely to. When it comes to costumes in characters, women are dressed up in more revealing clothing while men are dressed as more ordinary or masculine. Females would show more skin and private parts. In other terms, bigger breasts or more cleavage are shown. Being shown as Ã¢â¬Å"SexyÃ¢â¬ is a key idea of the game selling. Video game creators gives no explanation to why skin is shown more besidesShow MoreRelatedThe Video Game Industry and the Objectification and Stereotyping of Women 1322 Words Ã |Ã 5 PagesHow can an industry with widespread appeal to men and women continue to misrepresent and misgender women? Video games have been used as a platform for entertainment between the ages of 18 and 49. The entertainment factor of video games comes from the various forms of art, cultures, worlds, languages, and stories that come from each individual game. The male players of v ideo games lead the market, causing the industry of video games to create games that would appeal to males, such as creating femaleRead MoreSex Sells Video Games and Insecurity1135 Words Ã |Ã 5 Pagessubconsciously wanted to be. The video game, Conkers Bad Fur Day was one video game out of many that had significantly influenced my self-esteem. As I continued to play more video games that had an emphasis on body image, the more I hated my own. Most female avatars in video games were Caucasian, tall, had a thin waist, and unrealistic sized breasts. I was 49, obese, and African American. The thought provoking idea of me not being the ideal woman of the video game had started to eat me up aliveRead MoreVideo Games : The Dominance Game1184 Words Ã |Ã 5 PagesDominance game Ã¢â¬Å"None of it will come as a surprise to anyone whoÃ¢â¬â¢s remotely familiar with video games. For decades, players have been rewarded with flesh, sex and innuendo for progress in games spanning the original Ã¢â¬Å"MetroidÃ¢â¬ to the most recent Ã¢â¬Å"Grand Theft Auto.Ã¢â¬ Ã¢â¬ (Beres) The stereotype Ã¢â¬Å"gamerÃ¢â¬ used to be a nerdy, white, young male, in fact that image has been changing over the past couple years. Females nowadays are starting to play video games more and more but the video game industry isRead MoreThe Effects Of Video Games On Gender Socialization And Aggressive Behavior By Tracy L. Dietz1534 Words Ã |Ã 7 PagesOver time video games have drastically changed its contents and through the use of media it has become very popular among the people of all ages. 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These are both games whose descriptions include the words Ã¢â¬Å"blood,Ã¢â¬ Ã¢â¬Å"gore,Ã¢â¬ and Ã¢â¬Å"violence.Ã¢â¬ The violence in these games and the actions that the players take part in may be a harmful influence to the children and teenagers who play them. Whi le playing video games, the players do not even realize that their emotions are flaring and thatRead MoreVideo Game Content Appropriate For The Everyday Teenager1273 Words Ã |Ã 6 Pagesindividual stand out more in society. Do you play video games? Is the video game content appropriate for the everyday teenager? According to PewResearch Internet Project, The gaming life is 97% of American youth, 12-17 years of age. Nearly every teenager plays on a computer, console, portable or cell phone game, and half of teens play on any given day, usually for about an hour or more. Three girls mentioned that gaming is not just the domain for boys. 94% of teen girls play games, as do 99% of boysRead MorePs3 Business Managment1241 Words Ã |Ã 5 PagesPlaystation 3 are the top three video game consoles in the U.S. market. In order to become more competitive, and gain a larger share within the video game console market, Sony must make some changes within their marketing mix. In an industry wi th a value of over $450M and $670M, the U.S. video game console and video game software markets, respectively, are rapidly growing and highly profitable markets. The largest segment of the market (over 56%) for video game consoles are men ages 18-34. TheseRead MoreVideo Games And Youth Violence1181 Words Ã |Ã 5 PagesOver the past few centuries,video games have become a great leisure and hobby among kids of all ages and cultures. With the advancement of technology, video games have advanced highly in its realism and genres. This high type of advancement brought the video game industry to a multi-billion dollar industry. However, with realism, comes negative effects as well. Ever since the creation of violent or Ã¢â¬Å"matureÃ¢â¬ video games, there has been a constant debate on whether it will increase violence in the
Wednesday, January 1, 2020
Postcolonialism is a term that ranges from artistic actions, political theories, cultural theories, and social ideologies which have created a new genre of African writers in the mid to late twentieth century that theorize this term. The fallout, drawbacks, and social emergences that have come out of colonialism appear to have taken the definition of postcolonialism up to a certain point because according to some theorists of postcolonialism, the definition still remains subjective. At this point, what remains is still the level of understanding toward the colonized and remaining questions as to the motives of the colonizers to colonize. Postcolonialism relegates the colonizers intent to just personal financial gains over the colonized,Ã¢â¬ ¦show more contentÃ¢â¬ ¦Before postcolonialism is understood at some level, colonialism itself has to be defined. Mongo Beti uses his book, The Poor Christ of Bomba, to tell a fictional tale of colonialism. He uses wit, satire, irony, and parodi es to bring forth some revelations about this subject matter of colonialism. Beti uses biographical narration. It resembles autobiographical narration which takes the reader through a historical account using a diary-like dialogue of the main protagonists life with other members of society such as the colonizers and the villagers who live alongside of the road of Bomba. Denis is the young boy whose mental imagery where this invasion takes place is ultimately the readers tour guide of what colonialism may have like. Mongo Beti (1932-2001) was a Cameroon writer who was a theorists, novelist, essayist, and publisher. He is noted for being a prominent African writer who has been known to use satirical approaches to criticize and emphasize the effects of colonialism through his fictional novels. The importance of his characters in his novels, for example, The Poor Christ of Bomba, gives visional insight though the narrative of how the hierarchal order of the colonizer adhered to its position and then how the colonized submission presumably took place. Beti uses satire as a literary device to draw consciousness of a subject whose remnants have tried to define its effects known as postcolonialism.
Monday, December 23, 2019
The author of the book, Ã¢â¬Å"The Fate of the Fruit that Changed the WorldÃ¢â¬ (2008), Dan Koeppel, who is a famous journalist describes in a fascinating way bananaÃ¢â¬â¢s cultural importance, threats associated with the crops of banana in the future and bananaÃ¢â¬â¢ history. Banana is a very delicious fruit and is eaten all over the world. Banana is one of the worldÃ¢â¬â¢s fourth largest harvests in the world. Dole and Chiquita are eminent American based distributors and producers of banana. They are claiming to produce the banana on low price. In this book, Koeppel discusses the risks associated to the plantation of banana around the world. He also discusses the fact that due to blight, the plantation of banana is destroyed (Koeppel, 2008). He points out that the farmers and the producers have no insight at all regarding this matter (Koeppel, 2008). Book Review In the book, Banana: The Fate of the Fruit That Changed the World (2008), Dan Koeppel talks about the historical background of banana. He also talks about itsÃ¢â¬â¢ importance to African farmers and itsÃ¢â¬â¢ importance to Latin America and Asia in economic terms. He describes that a disease called blight has caused serious threats to banana crops, as it is rapidly destroying the banana crops around the world (Koeppel, 2008). In this book, the author describes the role of two mega companies; Dole and Chiquita. They are committing massacres in the name of producing cheap banana. In Latin, America Chiquita is exploiting the labor. It also supportsShow MoreRelatedThe Age Of Exploration By Christopher Columbus1358 Words Ã |Ã 6 PagesThe fifteenth to seventeenth century is known as the Ã¢â¬Å"Age of ExplorationÃ¢â¬ . Europe began to colonize the countries they had Ã¢â¬Å"discoveredÃ¢â¬ . A major part of the world that they colonized was Latin America. 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