Thursday, November 28, 2019
an upgrade in ethics essays
an upgrade in ethics essays The resurgence of ethics has been a striking phenomenon in the past decade. Although ethics has always had a role in the healthcare field, only in recent years has it become a subject of intense interest and controversy. In addition to others, this interest has affected a variety of other fields as well, in particular, philosophy, religion, social sciences, and law. Ethics are more than just high quality morals. Using ethical knowledge, attitude, skills, and habits require intellect, and finesse to properly apply them in the professional organizational life. Reasons for increased societal focus on ethics in organizations are many. Insider trading on Wall Street; defense contract scandals, involving private and public sectors; rental car repair overcharges; and resignation of over 100 Reagan administration officials have helped to keep ethical issues in the public eye. What I want to do in this presentation to give you all some valuable information to stimulate your own ethical aspe cts that you may already have and to upgrade your present ethical intentions. The problem that I would like to focus on here is the current ethical dimension that seems to be present in most of the professional organizations. It seems to me that there are those health care managers that do not even want to think ethically or that they just have a greedy streak that runs through them. Alternatively, there are those that just have a low ethical intensity. To me this reminds me of an issue-contingency matter where there is simply a lack of information on ethical aspects being flowed in their direction. On the other hand, they are simply ignoring, as if wearing blinders, the high standards that they now need to implement into their professional life. Ignoring ethical thinking will only hurt you or your company in the end. If you or someone you know is found to have been unethical in the past, ...
Monday, November 25, 2019
Cholera The Forgotten Disease Essays - Medicine, Clinical Medicine
Cholera The Forgotten Disease Essays - Medicine, Clinical Medicine Cholera The Forgotten Disease Cholera the Forgotten Disease It seems every time we hear of a major flood or earthquake in a developing country, we hear once again about cholera. Cholera has been very rare in industrial nations, such as the USA, for the last 100 years, however, what we do not realize is that cholera is endemic in many small countries which have limited drinking water and sewage treatment facilities. Caused by an infection of bacterium Vibrio Cholerae in the intestine, a cholera infection is often mild or without symptoms, but sometimes is severe. Symptoms appear 2 to 3 days after initial exposure. Approximately one in 20 infected persons display symptoms of water diarrhea, vomiting, and leg cramps; this rapid lose of body fluids leads to dehydration and sometimes shock. These fluids must be replaced either intravenously or by drinking liquids such as fruit juice, soup, or fluids called oral rehydration salts, which replace electrolytes. Antibiotics may be proscribed to shorten the duration of diarrhea and excretion of bacteria in feces. Without treatment, death may occur in hours. Although cholera can be life-threating, it can easily be prevented and treated. A vaccine for cholera is available; however, it confers only brief, 2 to 6 months, and incomplete immunity, only about 50% effective. It is not recommended. Since cholera is still common in other parts of the world, everyone, especially travelers, should be aware of how the disease is transmitted and what can be done to prevent it. The disease is not likely to spread directly from one person to another; therefore, casual contact with an infected person is not a risk for becoming ill. A person may get cholera by drinking water or eating food contaminated with the Vibrio cholerae bacterium. In an epidemic, the source of the contamination is usually the feces of an infected person entering the main water source. The cholera bacterium may also live in brackish rivers and coastal waters. Shellfish from infected waters can cause infection. Unwashed fresh fruits and vegetables irrigated with tainted water can also infect. Prevention of cholera is easy. When in a possibly infected area: cook the food properly, eat foods promptly after their preparation including shellfish, fruits and vegetables, avoid drinking untreated water, and wash your hands thoroughly with soap often. Cholera will not have great impact on me as a surgical technologist. It is not common in the United States, and since it is not transmitted directly from person to person, there is no risk of the Operating room staff transmitting the disease from the patient. If an ill patient is scheduled, elective surgery will be postponed, and in the case of emergency surgery on someone with cholera, their fluids will be monitored meticulously. In closing, cholera, although not prevalent, is a threat to world travelers. Education of the causes, treatment, and prevention are a travelers first line of defense
Thursday, November 21, 2019
Steve Jobs Essay Example | Topics and Well Written Essays - 250 words
Steve Jobs - Essay Example born in California on February 24, 1955 to students Joanne Simpson and Jandali Abdulfattah resulting in him being given up for adoption by Paul and Clara Jobs. He knew that he was adopted from an early age. ââ¬Å"My parents were very open with me about that,â⬠he said3. Furthermore, Steve Jobs grew up in California attending Reed College but dropped out after six months since the fee was too much for his parents1. He did not completely drop out of college but attended classes that were interesting to him including a calligraphy class that he would later be grateful for in the development of Macintosh and refer to it in his inaugural speech at Stanford University. After working for Atari as a video games designer from 1974, he travelled to India for inspiration and returned a Zen Buddhist to California, where he was introduced to Steve Wozniak by a friend2. Moreover, Steve Jobs was offered a job for the design of a circuit board with reduced chips, and he partnered with Wozniak, paying him $350 out of the $10,000 paid by Atari. After the design and sale of blue boxes with Wozniak, Jobs and Wozniak formed their own company naming it Apple. Then he was 21 and it is at Apple that he pioneered technological advancement in computers, music, movies, phones, management, leadership, and will be remembered as an icon in his own right. Steve Jobs personality is one of the main factors that propelled him to achieve his iconic status in the technology industry. His personality entailed an unbelievable imagination in terms of the vision that Steve Jobs had of Appleââ¬â¢s products changing the manner of communication, work, and lives of the people3. He imagined products that would change the world for the better and his perfectionist nature made this possible. Steve Jobs was in a position to design and develop products that were innovative and interactive to make people love them, and he insisted on a perfect design that allowed him to develop a strong brand. Passion is the other
Wednesday, November 20, 2019
Accurate Business Forecasting Essay Example | Topics and Well Written Essays - 2000 words
Accurate Business Forecasting - Essay Example The paper analyses the aftermath of a poor forecasting and the success of good forecasting. It explains aspects concerning the platform of business operation, the means for executing the operation, and the levels of desired achievement. It details survival methodologies in a changing market and political scenario. It gives a macro outlook towards the key indicators that should be considered before venturing into a business on building construction. It encompasses almost all vital areas of business that play a role for the success and growth of the company. Why is Business forecasting important when we cannot predict the future? The answer to the question is to evaluate risks that can arise from every angle and prepare to counter them and reduce damage to business as much as possible. However, there is no forecast that is 100% right. All business forecasters strive to achieve the 99.9%. There is another side to the coin here. A business ventured with no sense of forecast can be a total failure at a very early stage. In other words forecasting sets goals for a business. The company strives for its goal and carries out its task according to a well-drawn plan based on the forecast. Building construction is an industry, which involves high amount of planning, huge capital, and careful execution .... Broadly, the company needs to analyze and accurately forecast the following three factors. Firstly, Market analysis and trend forecast. Secondly, Forecast of the company's top line and bottom line numbers, the so-called targets for growth on quality and quantity. Thirdly, Financial Analysis and the prediction of the underlying changes in the macro economy. Market Analysis and Trend forecast: This is the central nervous system of any construction company. As a start up company, it is very important to select the area of operation or to be precise the exact geography, where they propose to start and speed up business. Estimating the current demand for construction, and what would be the expected demand for future construction and the growth of competition. Market analysis and trend forecast (continued) 4 What will be the expected turn in the market condition in the geography of operation, the availability of land, the expected market potential, and how much of the pie will the company own in the future. 'Pioneer builders' a construction company chose nearly four years ago analyzed the market trend in the state of California and picked San Diego as its base of operation, as it could not afford stiff competition in cities like Los Angeles. The city of San Diego had good potential for future construction especially, a rising demand for residential construction. The company analyzed and focused its target segment and was able to drive sales and reap profits in their first project, based on the market forecast. Soon they acquired land for combined residential construction and the growing demand in the city got them better business. The company had analyzed data of almost six different prospective cities
Monday, November 18, 2019
A Change Management Issue Essay Example | Topics and Well Written Essays - 2500 words
A Change Management Issue - Essay Example Unfortunately, not always is diversity easy to implement, nor is it always effective, productive, and relevant. With some organizations having spent years in the market, diversity is something new and even unusual. Such organizations spent years to develop and establish their business traditions ââ¬â the traditions they believe have led them to their current position and the ones they are not always willing to alter. However, the conditions of doing business change continuously, and the postmodern business reality imposes new diversity demands on organizations and businessmen. For many of them, to become more diverse means to produce a profound shift in organizational mentality, consciousness, and culture. Yet, once implemented, diversity has a potential to move the organization further to its performance and organizational highs. As long as I can remember myself working for that organization, our staff had been mostly comprised of white males working for the financial department and dealing with the most controversial issues in the field of organizational finance. I must say that the organization had spent years in the market and had been able to achieve considerable success and organizational stability. Its name was well recognized by customers and competitors, whereas its financial staff was believed to be at the core of the organizationââ¬â¢s continuous success.... All three displayed remarkable performance results but they seemed to experience serious difficulties in their striving to adjust to the new conditions of work. Hostility was equally obvious and veiled: the existing staff members could not accept the idea of a new, diverse workplace and did not realize the potential benefits diversity could give them and their organization, in general. About the organization: In detail My current position is that of Finance Manager in a Veterinary College. The main teaching campus is located in Hertfordshire, and there is also a campus in central London. The college runs three teaching hospitals, with one of them being a drop in a veterinary hospital in London and the other one working as a state of art equine centre in Hertfordshire. My professional obligations require that I constantly interact and cooperate with the rest of the staff, teachers and students, as well as animal owners and veterinary practitioners. The range of issues, with which we c onstantly deal, includes cash flow and pricing, buildings insurance and animal insurance, complaints and staff accounts. The recent financial crisis became a serious test to the stability and financial operations in the Veterinary College. The college aims at providing superior educational and medical services to students and animal owners. Cultural issues and diversity have been among the most serious organizational problems so far. This is one of the reasons why diversity had to become one of the primary objects of change in the Veterinary College. The feasibility and scope of change According to Open University (2010), change may seem desirable but is not always beneficial. Whether new cultures and attitudes toward
Friday, November 15, 2019
Ethical Issues In Video Games Media Essay
Ethical Issues In Video Games Media Essay The industry of Electronic-gaming has developed into one of the most successful industries in the present technical world. According to an article issued by Entertainment Software Association (ESA, 2011), this particular industry has a huge target market of approximately USD 25 billion. The electronic-gaming industry has turned out to be one of the most successful businesses around the world. The current era is where people depend on connectivity through technology. In addition, the computer gaming industry has brought in tremendous job opportunities by providing nearly 120,000 jobs to the global business market (ESA, 2011). Meanwhile the disadvantages faced due to computer usage are also rising steadily not only in countries like USA but also in all the European countries where people are going through a lot of issues with regard to video-games. Researchers around the world are coming out with the bitter fact that most of the teenagers are being affected by the amount of violence involved in these video games which would cause psychological impacts and bring about addiction. The negative effects of video games are rising drastically along with the advancements of the technologies. Initially the target markets of the electronic gaming industry were youngsters, but nowadays people of all age categories seem to be addicted to video-games. According to the statistics of ESA (2011) it was publicized that 42% of the gamers are females and 58 % of gamers comprise of male players. At the same time another research states that about 72% of household American citizens are playing computer or video games whereas the average of 29% represent people above 50 years. Thus, the aforementioned points brings in to light that the evolution of video-games resulted due to rapid technological advancements. However, it should also be noted that there are always two sides for a coin, in this case the pros and cons involved within the industry should be looked at. The issues in relation to this particular industry can be identified as health issues, legal issues, social issues, professional issues and most importantly ethical issues that are rising on a daily basis. The major social concern associated with electronic gaming is violence and serious aggression towards the society. According to the research conducted by Jummy Et Al, (n.d) of Indiana University School of Medicine, about violent games, it was proved that playing a violent video game directly influences self-control and attention, which not only impacts the player but also indirectly affects the society as well. These kind of serious issues are attracting public awareness in an immense scale. The violence attached to the video-games has been subjected to extensive debate over the years. Jimmy et al, (n.d) also states that violent Video-games reflect a more harmful approach than violent movies and television-dramas due to the interaction between the game and the players. This social issue also opens up different perceptions where an example can be quoted as such games spread disgraceful incidents among the teenagers and children, enabling them to get used to such incidents and consider them as a normal behaviour. According to AFP (2010) a 14 years old boy killed his father by using a sledgehammer since his father had disturbed his computer game. Consequently, it can be concluded that the teenagers mind-set has been changed and dominated by violence and serious aggression. This violence he exposed to the society was because of the game that he used to play. David Walsh (2007) states that playing violent games directly stimulates physiological problems such as pro-social effects, concerns, etc. To rationalize more, we are living in a country where most of the people are with sentimental values, so feelings and behaviours are more important to us. By playing violent video-games, it first affects our feelings as human beings where we have to respect others as our culture is based on good feelings and good behaviours. As mentioned above, playing aggressive games will affect both the feelings and behaviours of humans and as a result, an individual would lose the value of humanity. In addition, Davi d Walsh (2007) signifies that 63 % of the students who are playing aggressive video-games have more tendencies to be involved in physical fights or violent activities as such which enables in changing the teenagers mind-set as per the game. Therefore as a result, playing violent video-games is a serious antagonism that would affect the society and the individual humans behaviour. For an example according to Cleancutmedia (2009) biggest story of video game related to violence history was re-written due to Danil Petric who was 23 years old, who viciously shot his mother and father where mother was dead at the incident and luckily Danils fathers life was rescued. The reason for this unusual behaviour was that he was addicted to a violent aggressive game called Halo 3 which contained very violent pictures and videos. One day his father didnt let him play that particular game and this was the cause of this incident. After this incident, reporters identified that he used to play that game up to 7 hours per day. This meticulous incident proves the mentioned point above because violence and serious aggression cause many social issues since playing violent games do not only affect the individual who is playing that game, but it also affects the family that he/she belongs to and their society as well. The society can be affected due to violence and serious antagonism; therefore this point can be categorized as a social issue. Considering the above mentioned issues with the social public interests, the society is not benefited at all by playing violent video-games and they have exposed their serious aggression towards the society which have already affected the people in a harmful way and also can affect the society in future as well. As mentioned above these social concerns brought another critical aspect in to light which is known as health issues. According to Sciencedaily (2011), it demonstrated that video-games may have substantial behavioural problems such as pro-social effects and concerns, varying psychological problems and etc. To justify within this range Mitchell (2011) also favours the earlier argument saying spending lots of time with video-games lead to situations with addiction, isolation, depression, social phobias and it would directly drag that person into various physiological issues. As Sciencedaily (2011) explains, pathological gamers usually play games approximately 31 hours per week and due to those reasons it will directly affect the human physical body as well. Latest research reveals that playing games for long hours directly affects the muscles, joints and can cause back and neck pains as well. Especially teenagers who play for at least 5 hours a day will experience the above mentioned h ealth issues (Better Health, 2011). According to BBC News (2005) a South Korean person who almost played StarCraft 3 for more than 50 hours nonstop with very few breaks died due to a heart failure. Another real world incident took place in Northern China where a man who was addicted to playing online games was reported dead after spending lot of time for online gaming, and the doctors identified that his blood pumping was improper which caused that death (Spencer, 2007). By only considering these two incidents we cannot come to a conclusion but undeniably these incidents justifies that playing games for long hours can seriously cause damage to human physical body. According to Dillner (2011) video-games also make teenagers put on weight because they just play the video-games with full comfort and there is insufficient physical exercise. So according to her explanation it also affects the hand and fingers due to the constant contact with the keyboard or joystick. Dr. Douglas, A. Gentile who conducted many researches based on video-games addiction and human psychology, argued that spending lot of time in playing games or anything cannot be clarified as addiction. He also states that it might be a symptom of addiction (Dr.douglashn, n.d). His research clearly agrees that addicted gamers reflect serious issues with society since they dont like to make friends, lack of socialization and also there are possibilities of them having many health issues as well; for example sleep disturbances, headaches etc. In this modern world people are also concerned about personal health in that way spending too much time on video-games will eventually cause a darker tomorrow as health issues directly affects the society in a harmful way. Hence, the above mentioned points identify health issues to be one of the main concerns of electronic gaming. Video games have positive and negative sides while looking into social issues. By considering the above given examples it was clearly pictured, showing how a society is affected by various violent and aggressive video-games. According to Professor Mark Griffith (n.d.) of Nottingham Trent University, video games are proved to be a distraction for those undergoing painful cancer treatments. In a study which was conducted in year 2004 by Butch Rosser, a surgeon of Laparoscopy, he studied the surgical skills of surgeons playing video games and surgeons who did not. It was astonishing to know from the results, that surgeons playing video games were faster in action and made lesser mistakes during work than those who did not play video games. Video games that include simulation of real world scenarios are becoming popular. A game called Americas Army introduced by United States, replicates a real wartime experience which is going to help and train new recruits. It is a known fact that violent aggressive video games do not positively contribute to an individual or societal development. But such games could stabilize violence as a familiar and acceptable option in order to deal with conflicts. In this case there are various positive video games being introduced in order to educate youth about some of the societal issues around the world. Examples of such games would be: Food Force, Darfur is Dying, UNICEF World Heroes, Peter Packet and etc. These types of games could serve as valuable tools in educating our youth about ways in which video-games could bring in positive societal changes by increasing the helping tendency, reducing violence and etc. When it comes to the ethical aspect of video-games it is not straight forward as the above mentioned social issues. Addiction to these aggressive games could be classified as the most debated ethical concerns during the past decade. According to Jimmy Dan et.al (n.d), some of the Video-games such as Mortal combat, Warcraft and Grand-theft-auto are highly addictive. In the same report they have disclosed a real example of how addiction affects an individuals life. These real stories justify that addiction to violent games affect negatively for a particular individual. Arguments might arise as to why people are addicted to violent video-games. According to ESA (2011)s research, it reveals that only 3.8 % people buy video games based on strategy, fight category represent 8.4% buying behaviour, whereas 15.8% of people buy shooting based video-games. These statistics simply exhibits the buying behaviour and most importantly a considerable percentage likes to buy action or fight category b ased video-games rather than buying a normal game. As already mentioned game developers target the teenagers and they produce insistent games because most of the teenagers are drawn towards them. Consequently, targeting a specific age group and producing violent video games directly violates the universal ethical principles such as respect for others, honesty and fairness. To sustain and survive in the electronic-gaming market, the developers will not stop creating such aggressive video-games since it has a huge demand. But really is it wrong to create or develop violent video-games? Are playing and creating such violent video-games the only factors that affect the social responsibility of a person? These video-games provide a virtual world to do things that we cannot do in our real world. It gives an opportunity to experience these things in a virtual manner without harming anyone. But then again considering the above mentioned issues, the society is not benefited at all by playing violent games. They have exposed their serious aggression towards the society which has already affected the people in harmful ways in the past and this can affect the society in the future as well. As mentioned previously, ethical issues can be addressed in both ways but according to the studies and incidents just because the industry targets on achieving greater profits its ethically wrong to encourage abnormality in people. Even to validate this action we can use deontological theory. The ethical concerns have brought in another very crucial aspect which forms the cheats for video-games. According to Morch (2003) cheats in most of the games happens in MMOG (Massive Multiplayer Online Games) such as WarCraft III and Air Warrior. Cheating opens up different perceptions such as, if the players could use cheats and if the game is easier to play why do we have to play without cheating? Is it ethical to cheat the game where the other players do not use cheats in their games? Many researches were conducted to rationalize that particular argument. According to Morch (2003) it clearly says that 35% of the online games were being hacked in 1997 and undeniably now it is expected to rise more because nowadays technology is much more advanced than the good old days. According to Aboukhadijeh (2009) hackers or cheaters are a real challenge to the game developers and these people are violating the ethical principles such as respecting others, treating others as equal, honesty and acting with integrity. Hackers or cheaters who are cheating in video-games are taking unethical advantage over the particular game, by undertaking various strategies. Importantly after cheats and bugs were released into the society the value of a particular game would gradually decrease. Besides Morch (2003) mentioned that due to modifying original game into cheatable game the value will reduce significantly. For example, after the launch of a game called Battlefield in 1942, the game market was very high but after sometime it drastically went down due to cheats. According to Morch (2003), it mentions that usually game cheaters use two different methods to cheat in games such as cheating by conspiracy or cheating by modifying games software or data. They simply do this fo r different purposes where some game cheaters make fraudulent money in some game competitions. Because of these unethical practices the virtual gaming world is being destroyed constantly and also by cheating or getting unethical advantage over the game process is directly violating several ethical principles such as fairness, equality, honesty etc. In order to justify, deontological theory also says that cheating in video-games action itself is wrong. So cheating in any form of the game is clarified as an ethical issue because there is no regulation for its avoidance. When it comes to Law and Regulations for video-games it represents many faces in todays world. Video-games related to legal issues have many aspects and first legal concern would be selling highly adultery content games to under aged. This concern is debated all over the world but no country has been able to fulfil all the hauls in selling adultery content to under aged. Outlaw (2008) indicates that due to technological improvements and various other facilities gaming industry have witnessed a lot of criticism on various social attributes, politics etc. Selling adultery content to under aged can affect the retailer who knowingly sells it. According to Outlaw (2008), previous law was not a successful one because the percentage for retailers for defending their side was high. In the same article it mentions that 87% of teenagers playing highly adultery contented video games. And in the particular case of Online retailers caught selling adult games to under-age boy (Hussain, 2013), the online sellers have sold adultery games to an under aged boy. These distributions of sexual video-games among under aged children directly violates Video Recording Act of 1984 (UK) under section 7 (classification certificates section), under section 2 both (A) and (B) and it also violates PEGI (Pan-European Game Information) rating system 2011 (UK). Hantsweb (2012) indicates that some game companies who produces heavy sexual behaviour related content, criminal activities, horrific pictures and video clips in their video-games has to submit it to the BBFC (British Board of Film Classification) and then obtain a certification before the game can be released to the market. Even in this case most of the companies undervalue this process and they simply reduce the age range instead of submitting the video for BBFC. Hence, this is another anxiety that arises in courts and opens to society, therefore not submitting the games for BBFC classification can be guilty and the company will have to pay around GBP 20,000 as penalty or they might even have to accept 6 months of imprisonment. The above mentioned legal issues can have another perception where the games are based on extreme content of nudity and continuous disturbing sceneries in any form. In order to protect gaming industry from various bad influences and crimes, certain countries such as UK, USA and many European countries build their own voluntary regulations such as PEGI (Pan-European Game Information) etc. Nevertheless, extreme nudity within the video-games may affect the laws and regulations by creating a computer game that contains extreme nudity and violence. This may directly affect the countrys civil constitution. So if the game contains of any nudity or extreme violence, it will clearly violate Digital Economy Act 2010 (UK), Section 2 of the Video Recordings Act 1984 (UK) Conditions relating to video games (section 2- a, b, f and h) and can be penalised accordingly. Mitchell (2010) mentions that heavy rain game was officially banned from U.A.E due to extreme nudity and violence but initially it was approved by PEGI. Various researchers highlighted that these games initially got the approval from PEGI but were banned in the country because that game may affect the civil regulations which are prevailing in the country. GamesLatest (2010) gives another example that God of war III was also officially banned from Dubai due to high level of nudity and violence. These electronic games create a huge number of negative ethical impacts as shown in the above context, but there are a comparable number of positive impacts as well. Entertainment Software Rating Board (ESRB) rating is a method where positive impacts could be brought in where parents could identify which game is good and suitable for their children. It is the responsibility of the government to implement an improved rating system with greater features given to the extent of violence and aggression in the games. This scheme would educate parents and help them use the rating tool and to identify the best suitable games for their children. Along with these social, ethical and legal issues video-games do have professional issues as well. First professional concern would be in terms of the developers point of view relating to the current computer rating system which is critical for identification of that particular game. As already mentioned the developers make their game for a target group of people; for example, ESA (2011) states that most teenagers enthusiasm is towards buying an action or fight based computer game. Therefore it sets the conditions for the developers to consider that particular segment in addressing their developing agendas. Onyett (2010), mentions that top 10 video-games contains 7 action games and among that 7 action games, five are rated as 17+. This clearly demonstrates the video-game customers buying behaviours. Many video-games are being miss-rated for their own benefits and some of them are miss-rated accidently as well. According to Sinclare (2006), ESRB has miss-rated the best-selling Elder S crolls IV: Oblivion game as Teen and then they have rerated it as Mature. The customers who would have bought the game already would have been affected by its miss-rated content. This has clearly breached BCSs code of conducts under Public Interest Section (A) and Under Duty to the profession Section (A). In this case they have been only concerned about their business benefits and they have neglected the concern towards the public. Another critical concern about professional issues is when creating video-games, do the game developers follow professional code of conducts. Vitally some video-game developers build their video-games to address various hidden things. According to Clark (2008), it is stated that in a game called Muslim Massacre, virtual people represented by the players in the game as soldiers and enemies were characterized as Muslims. The development of this kind of games directly affects a particular ethnic community. This clearly violates BCSs code of conducts under public interest section A and B. Maintaining the professional code of conduct would prevent negative issues and bring in positive issues which would enhance good professional practices. Video-games have been a great invention to virtualize the real world scenarios and it gives people an opportunity to do almost anything in these virtual environments. By referring to the issues mentioned above we may conclude that video-games do have issues related to social, ethical and professional aspects to address. In order to minimize the negative impacts caused by electronic games, parents will have to implement necessary steps before the child gaining bad experiences by playing video-games. A method of prevention by parents could be by confining their children playing aggressive video-games before they fall into the stage of addiction. Another way of handling these types of circumstance is always to convert the childs necessity by providing an alternative game instead of violent video games. The best preventive method to create a change in the childs mind is that the parents ability to educate their own children about video-games and essentially what so ever the game is, pare nts should allocate a specific time period for their children to play. This can reduce the children getting addicted to video-games. Addictive situations could also be prevented by not letting a person alone when he or she is playing a video game, as it could bring in addiction and isolation. Members of the family or parents being around would be a reminder of the real world and would prevent the player being consumed by the virtual environment. Further it is also advisable that parents have a control over the type of games that are purchased and given to the children. In addition research and case studies denote that most of the people living alone would have a higher chance of getting addicted into these video-games. Moreover medical science proves that an individual could involve in certain activities like chatting with friends instead of being alone which could reduce the addictive situation. The modern world is driven by technology and there is very less human interaction. Outd oor games and gathering among friends and family have reduced by a large scale enabling teenagers to draw a circle around them and be in isolation. Companies are driven purely by profit-making motives and there is less importance given for ethical and professional conduct. The benefit and welfare of the society at large is ignored. The electronic gaming industry at its initial stages had more strategy games that provide greater space for creativity and strategic thinking. Eventually the movie industry moved towards heightened violence and to be in line with the trend companies included more and more violence within these video games as well. Hence manufacturers of these games should take into consideration the damage that is caused to the community and develop games in a way that is less harmful to the human psychology. Regulators and professional bodies should also ensure that appropriate certification is given prior to these games being released to the market. Stringent penalties should be put in place for companies that violate these laws. Finally, the gaming industry, just as all other commercial industries, would have profitability and sustainability at its core but achieving its objectives in an ethical and professional way should be as equally important so that a better society can be nurtured.
Wednesday, November 13, 2019
Writing and Being Chapter II Exploration: The River of Your Life :: Journal Writing
Writing and Being Chapter II Exploration: The River of Your Life Dear Journal, I've taken some looks back to early point of my life. I was curious to see what got me to this point in my life and what had me turn out to be the person that I am today. I went back as far as my birth to see or try to notice certain things or events that shaped my personality. Like I said, I went back as far as my birth to figure it out. My birth was most definitely the weirdest thing I've ever experienced, and the worst thing that I probably will ever experience, besides my death, which, so I've heard, is being born backward. Being born was so weird because it happened through a C-section. I was born on January 20, 1982 in a hospital in Chicago Heights, Illinois. I can't remember whether it was night or day. My parents were there, my grandparents were there. It felt weird because I had no idea whatsoever about what was going on at the time or where I was. I didn't even know what people were at the time, either. I thought the people watching over me were weird objects. I'm sure I was crying like crazy because of all the commotion. Then, I went to sleep later after all that and woke up. I was wondering what happened. I might have been in a different room for all I knew then or all I know now. Everything that went on during the first year or so was weird because I didn't know what I was doing or how I was doing it. I'd never experienced it before and didn't know what anything was. From that point on until age ten, about 1992, life was very easy. I didn't have to work for what I wanted, I'd still just have it given to me, in every place but school. But I was a good student who did the work, I just didn't like to do it. For a few years after my birth, my grandmother helped raise me while my mother was trying to attain some degree, Masters, Bachelor's, I'm not sure which. She used to roll me to the park every afternoon in a carriage and always fed
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