...Synopsis: In today’s media-crazed society, videogames are becoming both more realistic and violent. Violent videogames now include material such as graphic murder, prostitution, and various other extreme crimes. The main problem with these videogames is that they are ending up in the hands of children; immersing themselves into the games and the characters (committing the violent acts) themselves. These violent videogames have become very popular among this generation and are returning high profits to the companies who make them. Due to all the studies linking violent behavior among children to watching violence on television, researchers and parents alike have expressed great concern regarding the videogames. Members on this side of the debate are claiming the videogame companies are socially irresponsible, while the videogame companies are placing the responsibility of keeping the games out of the hands of their children. Facts: • Violent videogames are becoming much more violent • Studies have linked violent behavior among children to watching violence on television • Researchers suggest that videogames cause the same violent effect on children • Videogame industry executives claim the M-rated (graphic content) videogames are intended for 19-22 year olds, who clearly know the difference between fantasy and reality • Defenders of the industry state it is the responsibility of the parents to make sure the videogames don’t end up in the wrong hands Defining Assumptions:...
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...Question: Too Much Nintendo A 17-year-old sued Nintendo and Toys R Us, claiming she suffered repetitive motion injury in her wrist from 7 months of playing home videogames. She asked for more than $10,000 in damages, claiming Nintendo didn't warn of such injuries and that some physicians have referred to Nintendo-related injuries as Nintendinitis. On what principle(s) would you make a decision in this case? How is it related to ethics? Answer: Many things that are praised or rewarded in contemporary life are unworthy. Things that are portrayed as important (e.g., money, power, advantage) often promote unethical conduct by encouraging rash, selfish, or unlawful behavior. Critical thinking is the ability to evaluate viewpoints, facts, and behaviors objectively in order to assess the presentation of information or methods of argumentation to establish the true worth or merit of an act or a course of conduct. Consider the case of the person who plans to host a Super Bowl football party at his house and decides he wants a large-screen plasma television for the party. Unfortunately, he cannot afford one, so he comes up with the idea of “buying” one using his credit card the week before the Super Bowl and then returning it to the store the week after the Super Bowl, claiming he “doesn’t like it” or it “takes up too much space.” Apparently, people have been doing this, and major electronics retailers are now charging restocking fees on returned products. Similarly, Best Buy stores...
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...between ethical and legal issues comes from the core areas of law and ethics. Legal issues come from what the law controls what people can and cannot do; whereas, ethical issues are the moral standards that govern what people should or shouldn’t do. Questions 2. It is very common for ATMs to be tampered with, resulting in many innocent people losing their money to criminals. Criminals use fake keypads and scanners to access information to steal money. I think ATMs should be held somewhat accountable for any economic injury that is faced by any person. It is the banks responsibility to equip ATMs with the right security to prevent things like this from happening. 4. There are many key technological trends that are advancing and raise many ethical issues in people globally. An example that is very relevant today is drone warfare. Since President Obama has take office, he has increased drone warfare by over 800%, using drones more than 400 times while President Bush only used drones 50 time in his term in office. Drones do make wars and fighting easier but they are only encouraging other countries to pursue drones. According to recent studies, over 25% of the people killed by drones are named “militants” if they are near warfare and look like a man, they may not even be a part of the war, they could be a civilian. Many issues with drones include that they are inhuman; people compare them to being in a videogame being “hunted” than to actually be fighting a war. 5. When a business...
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...Commerce 100% 101112 Laws Affecting Business Occupation 100% 131415 Laws Affecting Business Organization 100% 161718 Concept: Stakeholder Influence Mastery 67% Questions 123 Materials on the concept: Stakeholders and Business Ethics 1. Which of the following people or groups supply a company with productive resources and are affected by the way a company does business? A. Stakeholders B. Customers C. Employees D. Managers Correct : “Stakeholders (are) people or groups of people who supply a company with its productive resources and thereby have an interest in how the company behaves” (Jones, 2007, p. 144). Materials Stakeholders and Business Ethics 2. Who has a claim on a company because they own shares? A. Employees B. Stockholders C. Customers D. Managers Correct : Stockholders own shares (stock) of a company; therefore, they have a claim on the company’s profits in the form of dividends. Materials Stakeholders and Business Ethics 3. Important issues can arise concerning how and when payments are made to this group of stakeholders? A. Stockholders B. Customers C. Employees D. Suppliers and distributors Incorrect : Many issues are dependent on business ethics, one of which is making sure that suppliers and distributers get paid in a timely manner for the inputs they supply to...
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...and player aggression are likely to continue for some time. “…As video games have become more widespread over the past few decades, the incidence rate of criminal youth violence has declined…” (Ferguson 390) In order to keep from behavior becoming an issue with children, parents have to step up and teach them right from wrong and what is good and what is bad. If a television show is on that is provoking violence, then someone needs to point out to the child that it is wrong to fight, curse, etc. Most children learn from experience. As long as they are told what is acceptable from what is not they should have standard morals to know what to do when the parent is not around. It is the parents’ job to be the ones to teach their children the ethics and principles that they want them to follow. When Rihanna’s music video for “Man Down” was released, it sparked a whole new controversy. In her video she shoots the man who raped her while promoting empowerment and self-awareness. Her video did turn out to be a depiction of violence as justice, but it still had a message that was spread worldwide. Many councils and parent groups protested that this be taken off of television so that their children would not be able to watch it and learn from it. Rihanna’s remarks to all the hatred comments were, “You can't hide your...
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...Concern about the impact of the mass media on children has surged in recent years -- and rightly so. As more and more evidence is presented of the harm that TV, movies and videos can do, and as the media are becoming more pervasive, more intrusive, and more disturbing in content, many parents are at a loss as to what to do to protect their children. Television seems to be an especially threatening presence because it brings into our homes, automatically, so many things most parents would never choose to expose their children to. No one delivers books or videos to our homes unordered, but our television provides an outrageous array of disturbing content, that is readily available at the touch of a remote almost anytime of the day or night. A lot of what television has to offer involves violence or the threat of harm in some way. Summer vacations are a blessing for children and teenagers as they find much and more time to watch TV, play video games and use internet. It is a worry for the parents as to how check and control their children from getting engaged in experiencing violence through various forms of media. In today's overall environment when already the minds are susceptible to be influenced by messages provoking for action and thrill it is a responsibility on our shoulders on how to protect our younger generation. As there is no legislation to prohibit children and adolescents from watching violent content in any form, it is difficult to control. The second issue is that...
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...every individual on this planet). It may also be called world’s largest tire manufacturer though in this case ‘bricks’ and ‘tires’ are of blocks made by Lego. This Danish company was registered in 1958 though it had been manufacturing blocks since 1932. It has twice been named Toy of the Century, by Fortune magazine and the British Association of Toys. Lego employees about 10,000 people, is spread in over 130 countries and is world’s fourth largest manufacturer of toys in terms of revenue after Mattel ($5.8bn), Namco Bandai Holdings ($4.5bn) and Hasbro ($4bn). Losses epoch (1998-2004) In 1990s the videogaming era boosted and in 1995 the internet came eventually taking away the share of children’s time from toys. As some analysts said that videogames in particularly were the prime reason for Lego’s eroding sales to the point that in 1998 it suffered losses for the first time in its history, however, it was not for the last time. Its losses reached the highest figure of 1,800 mDKK (million Danish Krone) in 2004 that was when hopes of its survival appeared low as the then newly appointed CEO Knudstorp said that hundreds of our customers wrote to us “Please don’t die”. He was then the major force in bringing the company back on its tracks and as can be seen in table Lego is far away from losses with its current sales. | 1998 | 1999 | 2000 | 2001 | 2002 | 2003 | 2004 | 2005 | 2006 | 2007 | 2008 | 2009 | 2010 | Revenue | 7,680 | 9,808 | 9,467 | 10,670 | 11,426 | 6,770 | 6,295 | 7,027...
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...escalated into a fiasco of hateful tirades, threats, and violence. In this paper, we hope to illuminate the factors which contributed to Gamer Gate evolving into its final form and Gamer Gate’s ultimate impact onto the industry that birthed it. To objectively describe the components of this extremely polarized conflict, we must sift through the bountiful amounts of opinionated material related to the matter, until we can depict Gamer Gate’s progression in an unbiased manner. What is Gamer Gate? The phrase Gamer Gate can refer to multiple things. The overall controversy known as Gamer Gate, in essence, is a polarized debate that began with criticisms of the videogame industry's misogynistic culture. In response to these claims, individuals amassed under a Twitter campaign of the same name to slander critics of the videogame industry and those that spread those claims. Eventually, slander became threats and these threats metamorphosed into a fiasco of indistinguishable muckraking that shook the video gaming industry to its core. Advocates of Gamer Gate and its crusading supporters rally against a supposed unethical reporters. They engage in a variety of extreme actions against anyone or anything they deem to be their opposition. The Role of Feminism and Sexism For many years, gaming was considered to be a “boy” activity. Many young boys would spend hours playing video games like Mario Kart or Super Smash Bros. Lately, there has been a shift in that dynamic as there are more...
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...old whereas others may not exhibit the symptoms until adulthood. As the mitochondria don’t do their job, cells die and functions shut down. Hundreds of parents around the world have gotten the awful news that their precious baby won’t be able to live a happy and healthy life. And all they can do is helplessly watch as their baby slowly dies from this “silent killer” (Martin). To avoid this awful disease, scientists have been creating a way to use mitochondria from a donor. In the late 1990s, cytoplasmic transfers were used in the US. Today 30-50 people in the world have three genetic parents. The practice ended in 2002 when American Regulators and other corporations asked the clinics to stop doing cytoplasmic transfers due to safety and ethic concerns (Pritchard). Currently scientists have been working on other techniques to avoid the inheritance of the disease. In this new procedure scientists combine the parent’s DNA with donor mitochondria and according to studies, this will prevent inheritance of the mitochondrial disease. Though Mitochondria do make up some DNA, it only makes up .1 percent of the total DNA (Spark). New legislation was passed by British parliament and if it is passed through the House of Lords, the UK may be the first country to make the procedure legal. This means that mothers have the chance to have healthy babies. But this also raises many ethical concerns throughout the world (Spark). Many people believe that using a nucleaus out of a donor embryo and...
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...are no longer the people our educational system was designed to teach. Today’s students have not just changed incrementally from those of the past, nor simply changed their slang, clothes, body adornments, or styles, as has happened between generations previously. A really big discontinuity has taken place. One might even call it a “singularity” – an event which changes things so fundamentally that there is absolutely no going back. This so-called “singularity” is the arrival and rapid dissemination of digital technology in the last decades of the 20th century. Today’s students – K through college – represent the first generations to grow up with this new technology. They have spent their entire lives surrounded by and using computers, videogames, digital music players, video cams, cell phones, and all the other toys and tools of the digital age. Today’s average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching TV). Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives. It is now clear that as a result of this ubiquitous environment and the sheer volume of their interaction with it, today’s students think and process information fundamentally differently from their predecessors. These differences go far further and deeper...
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...Video Games: Learning Process In this modern age, society is overrun by the latest entertainment available, video games. Across the world, many people find their time consumed by a game on their phone, computer, or television. Video games have been in daily lives since 1958, although not being as extreme as it is today. Nowadays, these games are associated with violence, gore, and anger; however it shouldn’t be stereotyped because of one genre. Like movies, video games have different genres (action, adventure, puzzle, simulation, etc…). In a way, video games are movies with a few exceptions: there's a controller, the player is in control, and in some cases, there aren’t any characters. Essentially, the player is the main character, but with extra perks. Video games provide players of all ages to learn and adapt to surroundings to proceed to the next level. Video games give people an improved perception, develop cognitive abilities, and help disabilities. Video games as stated before, came out in 1958 with a simple table tennis game. This game just provided entertainment to college students and helped innovate programming as society knows it. Many companies wanted to gain profit in video games during the 1980’s, producing many different devices and genres to entertain society. A company known as Nintendo gathered the first copyright for the games they were producing, causing other businesses to shut down because of lack of creativity. Different genres started popping up, and...
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...Effects of IT to: Education When properly integrated into curriculum and classroom it can: a. Allow students to personalize their education b. Automate many tedious and route tasks c. Reduce teacher’s workload HEALTH Computer Technology is radically changing the tools of medicine. It helps free medical workers for more critical tasks Telemedicine – medical care delivered via telecommunications Robots like da Vinci surgical robot. MONEY We slowly become a ‘’cashless society’’ because of the following propagation of: a. Credit cards b. Debit cards c. ‘’Electronic wallet’’ d. Automatic transfers (such as direct-deposit pay checks) LEISURE Society becomes influenced by IT in leisure on the following instances: a. Videogames b. Films c. Music d. Telegambling GOVERNMENT Helped government...
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...chapter 2 “ The External Environment and Organizational Culture The essence of a business is outside itself. ” A Look Ahead — Peter Drucker LEARNING OBJECTIVES After studying Chapter 2, you will be able to: CHAPTER OUTLINE The Macroenvironment Laws and Regulations The Economy Technology Demographics Social Issues and the Natural Environment The Competitive Environment Competitors New Entrants Substitutes and Complements Suppliers Customers Environmental Analysis Environmental Scanning Scenario Development Forecasting Benchmarking Responding to the Environment Adapting to the Environment: Changing Yourself Influencing Your Environment Changing the Environment You Are In Choosing a Response Approach Culture and the Internal Environment of Organizations Diagnosing Culture Managing Culture LO 1 Describe how environmental forces influence organizations and how organizations can influence their environments. p. 48 Distinguish between the macroenvironment and the competitive environment. p. 48 Explain why managers and organizations should attend to economic and social developments. p. 50 Identify elements of the competitive environment. p. 55 Summarize how organizations respond to environmental uncertainty. p. 63 Define elements of an organization’s culture. p. 72 Discuss how an organization’s culture affects its response to its external environment. p. 72 LO 2 LO 3 LO 4 LO 5 LO 6 LO 7 Management Close-Up HOW CAN LARRY BLANFORD KEEP GREEN...
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...BarCharts, Inc.® DEFINITION: The study of the nature, purpose, function and justification of rules of right conduct within the context of commerce; broadly conceived to include the transaction of goods and services at the individual, corporate, and international level of exchange. PRIMARY ETHICAL CONSTRUCTS 1.The Question of Generality: Can the rules of right conduct that apply to individuals be generalized to collective entities, such as corporations? 2. The Question of Responsibility: Can a corporation have moral responsibility? If so, how is responsibility to be diffused and distributed throughout the corporate hierarchical structure? 3. The Question of Liability: Provided that corporations can be meaningfully said to be morally responsible, must their liability necessarily be proportional to their responsibility? 4. The Question of Allegiance: Do the commonly accepted personal virtues of loyalty, commitment, and devotion have a place in the employer/ employee dichotomy? Does a corporation have an obligation to provide for a worker based purely upon that worker’s loyalty to the corporation over many years – even if the continued employment of the worker is counter-productive? ETHICAL CONCEPTS IN BUSINESS 1. Conflict of Interest: A state of affairs is said to constitute a conflict of interests – or potential thereof – in a set of circumstances where the individual has the capacity to influence decisions that promote their self-interest but...
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...Vol.2, No.4, 97-101 (2013) http://dx.doi.org/10.4236/apd.2013.24018 Advances in Parkinson’s Disease Virtual games and quality of life in Parkinson’s disease: A randomised controlled trial Glicia Pedreira, Antonio Prazeres, Danilo Cruz, Irênio Gomes, Larissa Monteiro*, Ailton Melo Department of Neuroscience and Mental Health, Faculty of Medicine, Federal University of Bahia, Salvador, Brazil; * Corresponding Author: menezes.lari@gmail.com Received 27 March 2013; revised 25 May 2013; accepted 5 June 2013 Copyright © 2013 Glicia Pedreira et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. ABSTRACT Objective: To evaluate the efficacy of Nintendo Wii training in quality of life in Parkinson’s disease (PD) patients when compared to traditional physical therapy (PT). Methods: A randomized, single-blinded trial with 2 parallel arms was performed in a referral center for movement disorders in North-eastern, Brazil. Forty-four PD outpatients that fulfilled the eligibility criteria with mild to moderate motor impairment were randomized. Both groups executed a warm up session for 10 minutes that consisted of trunk flexion, extension and rotation, associated with upper and lower limbs stretching. The PT group followed a program that consisted of trunk and limb mobilisation, balance, muscle strengthening, rhythmic...
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