ShantanuT01/DACTYL-Pretraining huggingface dataset:
The debate concerning the impact of video gaming is still ongoing as researchers identify both positive and negative outcomes. There are some types of games that can have a positive influence on adolescents’ development and well-being. For instance, Greitemeyer and Mügge [1] note that prosocial games positively affect teenagers’ social life. Nevertheless, numerous studies suggest that video gaming has adverse effects on the psychological well-being of adolescents as well as their social life [1]. Groves et al. [2] state that video games can lead to pathological developments. This study focuses on the extent to which video gaming negatively affects adolescents’ social life. To address the issue, certain terms should be properly defined, including adolescents, extent, and affect negatively. The extent can be defined as the limits at which the effects of video gaming reach. Adolescents can be defined as males and females between 13 and 19 years old. To affect means to produce a change or an effect. In this study, the focus is placed on negative effects on adolescent’s social life will be examined. It can be argued that excessive video game playing leads to a number of adverse psychological effects on adolescents. It has been acknowledged that video games often have an impact on the psychological well-being of adolescents and their social life. For example, Calvert et al. [3] and Prot et al. [4] note that pathological video game users often display more aggressive behaviors than non-gamers or those who do not play excessively. Furthermore, Lobel et al. [5] claim that there is a strong association between playing violent games and the development of depressive symptoms in adolescents if the frequency of playing video games is excessive (8 hours or more per week). Prot et al. [4] also stress that excessive video game playing leads to antisocial behaviors characterized by decreased empathy and increased aggression. Further, it is noteworthy that video games can be addictive. Hussain et al. [6] argue that video game playing addiction can be associated with such concepts as novelty, aggression, and competition. The researchers stress that this addiction can be linked to anti-social behaviors and adverse effects on adolescents’ social life [6]. Although some studies explore the links between video games playing addiction and social interactions, little is known about the exact effects of the addiction on different types of such interactions. For instance, it is still necessary to examine the extent to which addiction affects adolescents’ social life. It is also necessary to explore whether adolescents’ behavior changes regarding interactions with relatives, strangers, adults, and peers. As it was mentioned above, video game playing can be addictive [6], i.e. reach the point where depriving players of regular gaming experience causes discomfort similar to withdrawal. Adolescents can start playing video games to try new experiences or rather try something that their peers experience. However, many adolescents start playing these games excessively. Importan
Introduction The vulnerability of certain groups, including in the U. S. total population, implies that they are exposed to a range of additional risk factors, compared to the groups which are not vulnerable. Considering the mentioned aspect, it is essential to implement theoretical frameworks for practice in order to achieve more efficient caregiving. The purpose of this paper is to discuss the selected vulnerable group and its current health and social issues and then to analyze the application of several middle-range theories to the mentioned issues. Overview of the Problem Selection of a Vulnerable Population For this paper, it was decided to continue the investigation of the vulnerable group which was selected in the previous study. As it was mentioned previously, a vast number of people experience homelessness every year in the United States. They are exposed to a wide range of health problems alongside social inequalities, which hurt their health condition. The next section will discuss the most common disparities related to the homeless population. Health and Social Issues of the Selected Population Despite that it is not possible to mention all the health issues of the selected population, observation of more distinct and principal disparities could be made. First of all, HIV appears to be one of the prevalent chronic diseases that adversely affect the selected vulnerable group (Mignone et al., 2015). Secondly, it is important to mention hypertension and type-2 diabetes as chronic conditions which are significantly more stressful to handle for the homeless population due to their limited access to healthcare (Pesantes et al., 2015). The problems, which were mentioned in the previous paper (including visual and hearing impairments, foot problems, non-adherence to proper medication for chronic diseases), also have a negative influence. Therefore, it is essential to discuss the implementation of middle-range theories for the practice of caregiving for the homeless population. Application of Middle-Range Theories to Practice Self-Efficacy To profoundly understand the problem of vulnerability and to propose solutions to it, it is essential to begin the investigation from the individual level. One of the middle-range theories, which could be applied to this level, is the theory of self-efficacy. The core assumption of this method is that “individuals have the cognitive ability to exercise behavioral control and create evaluation criteria to judge their abilities” (De Chesnay & Anderson, 2016, p. 118). According to the theory, four self-efficacy sources mutually influence each other: enactive attainment, vicarious experience, verbal persuasion, and physiological feedback (De Chesnay & Anderson, 2016). Several studies show that the application of these sources by nurses can have a positive impact on the health outcomes of the homeless population (Mignone et al., 2015; Pesantes et al., 2015). Social Support Further, it is essential to observe the issue under consideration in the context of social relationships, which include family members, friends, co-workers, and the community as a whole. Implementing the middle-ra
The Merriam-Webster online dictionary (2009) holds that a stereotype is “something conforming to a fixed or general pattern; especially: a standardized mental picture that is held in common by members of a group and that represents an oversimplified opinion, prejudiced attitude, or uncritical judgment”. This definition captures the essence of stereotyping as it is prevalent in the world today. Stereotypes have always existed since the formation of first human societies. This essay examines the stereotypes associated with Politicians, Tattooed persons, Feminists, and Senior Citizens. The word ‘politician’ immediately invokes an image of a devious, manipulative, slimy individual for whom all values are relative. Have you ever heard of an honest politician is a common derisive refrain. “Politicians are/may be evasive when answering questions (Ensink & Sauer, 2003, p. 130)” is a common stereotype. The problem lies in the nature of the job of a politician that require producing results which almost no human can ever deliver. This negative stereotype finds universal acceptance and there is no ‘North-South’ divide on such a stereotype. Occasionally, some politicians do buck the trend, but such personalities are a handful of charismatic leaders such as Abraham Lincoln, Mahatma Gandhi, Nelson Mandela, to name a few, who through their personal example have earned the admiration of others. Currently, Barack Obama defies the negative stereotype that politicians have acquired over the years. Tattoos in ancient cultures were badges of belongingness to a particular clan or a tribe. Tattoos served to frighten, as camouflage and as a mark of social acceptability in specified cultures. The Western aversion for the tattooed persons grew out of the experience of the colonists when they came into conflict with indigenous cultures that were rightfully fighting for the defense of their lands. This experience extended not only though the Americas, but also much of Africa, Asia and the Oceania. Popular culture, books, movies and television reinforced the image of a tattooed ‘injun’ barbarically ‘scalping’ the poor ‘civilized’ white man. In so much, tattoos became to be identified with the deviant and the wicked. The street culture, punks, skinheads, biker gangs as well as street and prison gangs soon adopted these badges of kinship that further reinforced the common negative perception about tattoos. The ‘straight’ gentry even today look with trepidation when they come across with someone with tattoos. Hewitt (1997) report that studies have held that the psychopathology or social or emotional maladjustment is significantly higher among tattooed than among non-tattooed men (p. 72).A tattooed man is less likely to gain entry to Ivy League communities than those without such ‘marks of mutilation’. Despite the ameliorative eff
Introduction Modern children live in an extremely digitalized environment characterized by the availability of information and specific ways to spend free time. Today, most young people prefer to spend time in front of the computer, either doing their homework or socializing by using social networks. Another trend of contemporary society is the high popularity of video games that become more complex, similar to reality, and demanding much time. The constantly updating content along with the ability to play with friends online attract children. In such a way, videogames replace other activities such as running, walking, or socializing in the street. The given change of priorities triggers vigorous debates about the possible effects of games on children, their physical and mental development, and long-term consequences. For this reason, the given research is devoted to the issue of videogames and how they influence children. To investigate the problem, the following thesis is offered: The adverse effects of videogames on children might include the development of anxiety, depression, changes in brain functioning, problems with weight, socialization, and trigger the evolution of chronic diseases; however, they can also positively influence children increasing visuospatial cognition, attention, creativity, and reducing aggression levels. Background The development of the videogames industry resulted in the emergence of complex games that create attractive images and exciting tasks to engage players and hold their attention. Statistics show that 66% of children aged 8 to 12 years play video games about 2 hours per day, while teens aged 13 to 17 play about 2,5 hours per day (Halbrook et al. 1097). However, in real life, the numbers can be even higher because of the inability to trace the amount of time spent on such activities. It means, for children, videogames become the main type of activity practiced every day. Addiction and Accessibility Another problem linked to videogames is their ability to precondition addiction. They affect the brain similarly to drugs as they stimulate the pleasure center and trigger the release of dopamine responsible for the emergence of specific behaviors (Paturel). In such a way, playing videogames, children feel the need to spend more time. The problem is complicated by the fact that today, games are spread globally, and there is hardly an area, excluding the poorest ones with no Internet or computers, where children are deprived of a chance to play (Paturel). The combination of addiction and accessibility contributes to the spread of videogames and the growing topicality of the question of how they impact the physical and mental health of a child. Mental Development of
The Iliad is one of the most renowned works in the entire history of European literature. The classical epic poem covers the events of the legendary Trojan War, and it should hardly come as a surprise that combat occupies much of the plot. However, while the martial achievements of the mighty heroes on both sides occupy most of the text, this is not all there is to the Iliad . In the poem’s last book, when the Trojan king Priam comes to the victorious Achilles to beg for the body of his slain son Hector, the epic poem reveals its deeper layer. In an uncharacteristically quiet scene, the two characters talk about fate, war, and loss and discuss how humans may deal with the hardship the gods pile upon them for sheer amusement. Both characters have things to say in this conversation, stressing the point that, despite all their differences, they share the same nature. Priam reminds Achilles that he is still a human, and Achilles urges the Trojan king not to give up under the misfortunes of war because that is also a part of human nature. As soon as Priam encounters the dreaded Achilles in his encampment, he reminds the mighty Achaean hero of his father, the elderly king of Myrmidons, back home. This is literally the first thing that the king of Troy utters when he prostrates himself before the killer of his son: “Think of your father, oh Achilles” (Homer, 2010, XXIV). Having begun this speech by reminding the Achaean hero of his parent, who is as old and infirm as Priam himself, the king ends it on the same note. The desperate plea “think on your own father and have compassion upon me” wraps up his supplication in the same way that it begins (Homer, 2010, XXIV). Achilles is genuinely moved by the old king’s words, and they achieve precisely the goal Priam seeks. Grief besets the mighty hero, and he begins weeping along with Priam, as much for his own father as for the dead Patroclus (Homer, 2010). Considering that, one may safely conclude that Priam’s rhetorical choice was the correct one, but it still leaves the question of why the Trojan king decided to invoke Achilles’s father specifically. The answer is fairly simple: Achilles’s father is the main link that connects the superhuman Achaean warrior to humanity. As any reader would be aware by the last book of the Iliad , the hero’s mother is an Olympian goddess Thetis, who helps him in her divine capacity more than once throughout the text. Achilles, therefore, is a half-Olympian, and divine blood flows in his veins along with the human one. This is why Juno is so enraged with the idea, shared by many other gods, that Hector deserves the same funeral rites that would befit Achilles. As the furi
Career refers to an individual’s course and path in life. It involves learning and working. It also refers to a person’s profession or occupation. Career in technology and education is a preliminary step to prosperity. This is because it prepares careers to a wide range of opportunities. This work explains on how Steve Jobs’ informal technology career influenced the development of technology and education system in the world. (Sarno & Goffard 1-4). Jobs was born to parents who were hitherto in college. They wanted to get married but the lady’s parents didn’t agree. He was therefore adopted and raised up by non biological parents who promised to take him to school. He however dropped out of school soon after enrollment. The man who adopted him was a carpenter and a mechanic. He therefore apprenticed him. He thought him how to handle and operate electronics. Soon he was able to assemble parts. He therefore got hands-on experience on dealing with electronics like televisions and radios. He took this as mere hobby. He therefore developed interest in electronics leading to development of his career (Sarno & Goffard 1-4). Jobs mother worked for an accounting firm. He learned how to read English from her. She also showed him accounting and auditing. Jobs’ career therefore started at early age. During his first days in high school he met a friend who completed his sentence. They both had interest in electronics. This friend introduced him to another student who had the same interest. Job was however not interested in school. He dropped out to pursue calligraphy classes (Bensen & Paige 22). Jobs concentrated more on technology and his career started in earnest. At the age of nineteen he got a technician job but left it after a short while. He took a trip to India with his college friend so as to be enlightened spiritually. After a short period of stay Jobs became acculturated and assimilated into Buddhism. His endeavors started when he got the technician job. He started working on developing circuit board for games. However, he was not perfect because he had dropped out of school early. He called his friend to help him to reduce the size of the chips and it worked out successfully (Sarno & Goffard 1-4). During their twenties they got more attracted to technology. Hitherto Jobs had undergone the process of apprenticeship and was already well equipped with hands on experience and knowledge. He only lacked professionalism because of dropping out of school (Bensen & Paige 22). Jobs however continued cementing his career. The duo started attending computer clubs. In late 1970s life took a slightly different path. They got intensively involved in technology and managed to develop a digital machine that could alter telephone network by generating tones. Th
Introduction The development of care management is not only apparent in the Lorenzo Regional Care (LRC), but also shows the spirit of advancing in the future. Dhakal (2006) identified this anticipated improvement and based its establishment to the livelihood of people in the future (Mcgough 2005). Essentially, practical eventualities are that countries will experience economic expansion due to good governance. These attributes will arise together with quality care services under sustainable development in these nations. In this regard, the quality, cost, information, accessibility, value, regulation, and education of the services will be better in the future than today. Subsequently, this article will evaluate and explain the trends of these issues to show how they will improve in care management. Project Plan LRC Process for Care Management A framework can be used to show the process of care management. The first step in the process of care management involves spreading of information to as many people as possible. Essentially, the prevailing advertisement strategies will be used not only in the marketing of the services but also to educate people about the need for initiating care to them. Information will be published through magazines, newspapers, the internet, social media, or other forms of networking aiming at populating the information. This step is followed by the process of screening where the requirements, challenges, and problems are identified and therefore used to make the services effective. After this step, there is a cyclic process that involves planning, implementation, monitoring, and reviewing the care plan. In this process, new and arising needs are identified and solved through the same process. LRC Process for Care Management Cost of Services It is anticipated that development will arise within many domestic care institutions which will compete and offer better services to build their reputation. This competition will lead to lower cost and better quality of services in the competing institutions/businesses than the ones experienced nowadays. Moreover, the improved economies will reduce the effects associated with spending money on buying the services since most people will be employed. Probably, the civilization of people will initiate the desires and reasons for the services to the people. Therefore, the costs will reduce due to the economies of scale or the customers will be satisfied due to the credible cost-effectiveness of the services. Quality of Services There ar
Introduction The queuing theory refers to a formal study of queues in operations management that is based on the fields of mathematics such as statistics and probability theory. The theory is used when proposing different models for use in the description of queues, as well as the process behind the queues (Gross, 2008). As such, queuing theory is very useful in the service industry because it helps organizations in such industries to improve their service delivery to customers. Advantages of Queuing Theory According to Gross (2008), organizations that apply the queuing theory in their operations are likely to have several advantages. For example, the queuing theory offers the concerned organization with a model, which can determine the pattern in which customers use to arrive. Through such a platform, organizations know the suitable number of services points to install. Secondly, queuing theory helps the management of any organization to create balance in a situation where they are faced with a dilemma to optimize either the service costs or the waiting costs. Additionally, the queuing theory is suitable for any service industry because it offers the organization a platform to understand better the concept of waiting lines. Such understanding helps organizations to establish suitable and quality service for which customers can tolerate waiting. Disadvantages of Queuing Theory Despite the advantages above, queuing theory has several limitations for any service organization. First, most of the models that are available for organizations to use are quite complex, making it hard for the management to understand their use. As such, the models are very uncertain considering that there are different types of theoretical probability distributions and parameters applied in any model. Secondly, the use of queuing theory makes it hard for the management to analyze the probability distribution of outcomes in comparison to the actual outcomes. For example, for a multichannel queuing, such analysis may not be beneficial considering that the departure from one queue is likely to lead to the arrival of another queue. Thirdly, it is hard for organizations to match the observations of the time intervals to the mathematical distributions. As such, most of the theoretical models, such as the Poisson distribution, do not apply to real business situations (Gross, 2008). Constant Service Time Model The constant service time model refers to a constant distribution whereby an organization follows a fixed cycle to process equipment or customers (Roongrat, 2011). This type of model has several benefits for any organization. For example, organizations making use of this model can incorporate the Poisson process, which allows the organization to analyze the stationary waiting time. The incorporation
Modernization is the concept that touches each country and society in general. Society has to adopt new ideas and modern ways in order to meet all the necessary requirements and traditions, which may change with time. Such implementation of changes helps society to comprehend deeper which actions will be successful and which may lead to a disaster. However, not each nation clearly realizes what the concept “to modernize the state” actually means. In political terms, Asians and Africans make an attempt to respond to two ideas, traditionalism and modernism, which are characterized by different outcomes; the implementation of the ideas of modernism, demonstrated by many Asian nationalistic movements, turned out to be much more successful than following the traditions for future of Asian nations and their relations with other countries. In political terms, the essence of traditionalism lies in the fact that traditions are the most authoritative among the other factors, which have an influence on controlling the environment; and the essence of modernism is all a