...The Blame Game The blame of childhood obesity has become a silent war in America against the Big Food Corporations and the World Health Organizations. The article, Junk Food Nation, written by Gary Ruskin and Juliet Schor provides a deeper insight of this subject matter. They believe the correlation between what is driving the Administration’s policy to support Big Food cooperation’s instead of World Health Organizations is large infusions of cash. The article explains how, although obesity in America’s youth is a developing concern, it is often down-played and blamed on other factors such as lack of exercise. Blaming other factors, and providing expert analysis of the situation makes it difficult to place blame on any one cause of the epidemic. The ideal solution to the concern at hand would be acknowledgement of the problem, and genuine efforts from the government/Big Food cooperation’s to work together for the betterment of the health of the youth. One would expect as obesity is a continuing rising issue in today’s society that cooperation’s would ban together to save our youth from the sting of being over-weight. However, this criterion was barely met. The government scratched the surface of the issue by acknowledgement that obesity was an issue. Ruskin indicated, “Kraft announced it would no longer market Oreos to younger children, McDonald’s promoted itself as a salad producer and Coca-Cola said it won’t advertise to kids’ under12.” Some cooperation’s even...
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...Blame Game Some of William Shakespeare’s best work climaxes with gruesome bloodshed and tragedy. Unlike much of the entertainment we seek today, Shakespeare’s plays revolve as much around the flaws of its protagonists as it does their journey in seeking justice. In Hamlet, a heartbroken Danish prince embarks on a journey in avenging his farther who was murdered by his uncle. Claudius, Hamlet’s greedy uncle, is the root cause of much agony in Elsinore but can the audience really hold him solely responsible for the tragedies which befell the other characters? The answer is that Claudius’ treachery was the catalyst of all disorder in the play but, Polonius and Hamlet himself are also to blame. In Shakespeare’s Hamlet, Polonius’ tendency to overthink and meddle in others’ business leads to the death of several characters. Whether your intentions are good and your heart is in the right place is besides the fact that you are at fault for any and all trouble you cause. When Polonius says, “Ay, springes to catch woodcocks. I do know, when the blood burns, how prodigal the soul lends the tongue vows” (1.3.115-17), he tells his daughter Ophelia that Hamlet does not really love her but is deceiving her as a means of seduction. As a result, he orders her to quit making herself available for him. This sniveling behaviour ends up setting a new tone for the rest of the play. Once Hamlet secretly puts up an act of insanity in his pursuit to kill Claudius, Polonius offers advice to...
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...Mike Bozzo Professor Katie Robinson English 102 5 October 2014 The Blame Game The Downfall of Oedipus and Othello Both Othello and Oedipus are dramatic plays of tragic circumstances. Although written at different times and by different types of writers, each play has some of the same elements. Deceit, violence and self-destruction reign throughout. Each features men of great power reduced to nothing. However, the downfall of Oedipus is the work of the gods; the downfall of Othello is self-inflicted. Little is known of Shakespeare’s early life, but by 1592 he was well-established and successful in his vocation.(Folger, xxiii) By the time Othello was first performed, the author was already one of the most popular playwrights of his day and many of his best plays were already behind him.(Folger, xvi) His career spanned about 20 years. (New Folger, xxvi) Othello was composed between 1601 and 1604, with its first performance being in 1604. (Folger, x) The play was very popular and records indicate it remained popular through the seventeenth century. The source of the play was a short story from the Hecatommitchi, a collection of short stories by an Italian named Giovanni Battista Giraldi, published in 1565. (Folger, xi) The specific story is from a section of the collection titled “The Unfaithfulness of Husbands and Wives.”(Folger,xi) The main type of imagery used in Othello is that of animals in action, preying on one another. (Shakespeare’s Imagery, 335) In the play...
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...Don't Blame Video Games The video game error is somewhat new in this modern society. Although they are entertaining, the contents have become more violent and disturbing as technology has become more advanced. Today, the popularity of violent video games has caused an increase in controversy. Parents feel that some games are too violent; However, I believe violent video games do not cause an increase in aggression in teens. Besides the violent contents, video games has positive sides. For example, "Rainbow Six" series have become one of the games that require a solid teamwork. The player acts as the leader of an elite squad which consists of 3-4 members. At the beginning of the game, players can choose how to infiltrate the terrorist compound, either by planting an explosive on the door, using a fast rope from the rooftop, or simply breaching into several doors to create a surprise attack. These options push teen’s skills to the limit by forcing them to master the sense of logical thinking and strategy formations in which formal education does not offer. Video games are also a tool of social interactions. Sometimes Friendships are developed through playing video games and helps keep them away from drugs and violent activities. Most of the video games today have either multiplayer or online capabilities or even both. For example, I made friends with a lot of individuals from playing "Uncharted" online. The game focuses on eliminating the other team, so teamwork has...
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...Are Video Games really to Blame for Violence of Children? Kid violence and video game violence: Is there a correlation? When a child commits an act of violence, there are times when video games are brought into the equation of the cause. Sometimes, depending on the nature of the crime, violent video games are being blamed directly for the violence of children. There has been research done to learn more about the effects playing violent games on children’s behavior. Since children learn through repetition, repeatedly watching acts of violence over and over again will have an adverse effect on a child’s mind. While the debate continues of whether violent video games are the cause of child violence, one thing that is certain is that parents need to be educated about the effects that playing unsuitable games can have on their children. Cases that seem to show a link between violent video games and children’s behavior are countless. In Jacksonville, Florida, a little girl accidentally shot herself with her father’s handgun (Warford). When Action News asked the little girl’s mother, Lachrisha Holmes, how the little girl even knew what to do with the gun, her mom replied, “I walked past my son and saw her on the computer and they were playing game called ‘Maria Wars,’ they were disassembling a gun” (Warford). Holmes said that she isn’t blaming video games but wonders if that is how her daughter learned what to do with a gun (Warford). In Marble Falls, Texas, a thirteen-year-old...
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...Kids Jeremy Eisnor ITT Online Written Analysis January 9, 2015 Abstract It is said that video game makers advertise their violent games, to young children and that that leads to violence among the youth. I believe that companies market their games in general, and when it comes to ones deemed violent, they are careful not to market to children. I also believe the games cannot be blamed for the children being violent. I play violent video games and so does my son, and we are the least violent people you will ever meet. At some point we as parents have to stop blaming games, movies, TV, or any other type of media for the violent actions of our kids. Marketing is everywhere, and no matter how well you control it, kids will see it, especially in this day and age of information. My son and I play video games all the time and some of our favorite are the ones considered violent. The Grand Theft Auto series of games are some of the best if you like video games. It isn’t the best because of the violence but because the content of the game and what you’re allowed to do. You can roam free in this world and explore things and basically do things as you want or you can do specific missions. We will continue to play these games and if they are violent then so be it. We are with the majority of people who understand these are just games and they do not makes us any more violent then we already want to be. The truth is we give our kids access to the internet...
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...violence is and is not, at what point do we decide what is better for our children to see, violence on television or video games and movies. We see in the news all the time reports about children shooting up schools, like Columbine, and Sandy Brook elementary. In both cases the media and video games were to blame for these tragedies, people have always been tied in their thoughts about why these things happen. At what point do we take responsibility for the way we raise our children? And at what point do we stop the media from depicting horrible images that may cause harm to our children? The Studies on Violence Several theoretical models describe the psychological mechanisms through which media violence can influence later behavior. Fundamentally, the psychological process all rely on learning. With repeated exposure to media violence, one can guess that one will be more aggressive. Many studies have been done the effects of media violence and videos games on the young human mind. Most of the studies done show that after time of playing violent video games many children’s aggressive side came out more. One study that was done showed that aggression could even arise 3-6 months later after the child was exposed to the game. Though it is equally possible in these studies that people who are more aggressive tend to navigate to more violent video games and movies. With that thought that people who tend to be more violent who gravitate to violent sources, why are those...
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...America? Is it the blame for my violent acts? One may ask him/herself these questions while examining the blames of hip-hop, but these questions are a bit unethical. How can hip-hop be the blame for most violent crimes when these same crimes that are being committed was still here before hip hop, this could be an excuse that one use this as an excuse for being caught. Someone that may be a recurrent listener of hip-hop, a fan, may commit a crime that is not related to hip-hop. A fan of the hip-hop genre should not be held accountable for the domestic violence crime if he/she listens to hip-hop. Hip-hop should not be pulled into the fray because hip-hop is just for...
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...accused of social aggression since the 90’s. As many as 97% of United States kids ages 12 to 17 play videogames and more than half of the 50 top-selling videogames contain violence. People claim that they are source where killers are inspired to do what they do, and therefore they must be banned and forgotten. This is a controversial topic given that some people say that there is more to it than people think about, and there is some others that directly blame videogames for all mass shootings in the country. Violent videogames should not be consider to contribute to youth’s aggression and violence. Videogames should not be banned because they are believe to desensitize players to real life violence, perpetrators of mass shootings played violent games, and because...
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...way" area where the "pathway's a bog and the road's a torrent." The location alone is setting the stage for fear. The use of fear of the unknown with regard to greed have been shown in a number of ways. Firstly with the game of chess between Mr. White and his son Herbert, then jumping at the chance to make a wish on the paw even after knowing that the paw had brought trouble to others that had used it and lastly asking for their son to be brought back to life. The game of chess in this story symbolizes life in "The Monkey's Paw." The game of chess entails risk taking. When the story opens Mr. White and his son Herbert are playing a game of chess in the safety and warmth of their home but little do we the reader realize that the outcome of the game will eventually mirror that of the ending of the story. While playing with his son, Mr. White announces his theory of "radical changes" with regard to chess. He takes incredible risk in the game and even Mrs. White is worried about the moves that he makes. We are told that Mr. White has just committed "a fatal mistake after which it was too late." During the game he realizes that while he was feeling confident about the risks he was taking, he discovers that theses risks have brought only loss to his game, foreshadowing much the same as the risks he takes in wishing on the paw for 200 pounds and the great loss that such a wish will bring upon his family. With the visit from a friend, Sargent-Major Morris, a man who...
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...Some believe that violence in the media is to blame for violence in people, but that argument is undermined by the realization that violence existed long before video games and television. In fact, violence has actually been steadily decreasing since these things have been growing in popularity. Critics of violent media seem to long for the “good old days”; a time before there was violence in the media. These critics fail to acknowledge that those “good old days” were actually far more violent than today. Some believe that violence in the media is to blame for violence in people, but that argument is undermined by the realization that violence existed long before video games and television. In fact, violence has actually been steadily decreasing since these things have been growing in popularity. Critics of violent media seem to long for the “good old days”; a time before there was violence in the media. These critics fail to acknowledge that those “good old days” were actually far more violent than today. Some believe that violence in the media is to blame for violence in people, but that argument is undermined by the realization that violence existed long before video games and television. In fact, violence has actually been steadily decreasing since these things have been growing in popularity. Critics of violent media seem to long for the “good old days”; a time before there was violence in the media. These critics fail to acknowledge that those “good old days” were actually...
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...[Your Name] [Instructor] [Class] [Date] Violent Video Games do not CAUSE VIOLENCE Introduction Correlation does not prove Causation. Since 1992, there have been 387 school shootings in America. In the wake of these tragedies, the investigators and our society have looked to find somewhere to point the blame. Some blame gun laws, some blame our school system, but almost all conclusions place at least some blame on video games. When 90% of today's teenagers video games are 90% likely to include mature levels of violence, there's clearly an issue. However, the issue is mistakenly simplified down to the equation that violence in games = violence in real life, mistakenly because correlation does not prove causation. Today, I want to talk about why video games do not cause violence, and can even be a healthy way to release aggression. body Research is inconclusive. Unfortunately, research on video games and violence is inconclusive and does not ever come to a consensus. For every study that you find that proves video games cause violence, you have a study that proves that video games have no correlation to real-life violence. Media psychologists, communication scientists, and pediatricians disagree greatly among themselves as to whether or not there is a causal relationship between gaming and violence. There is more than a 20% variation in opinion over whether or not gaming produces real-life violence. That variation does not sound convincing to us, who like to pretend we...
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...video games cause violent behaviour so they should be banned With computer technology quickly evolving gamers are now able to have a much more realistic experience when playing video games than they would get 5 years ago, and with these major improvements we have also seen a rise in the popularity of games which can be described as violent, disturbing and brutal. This rise in popularity has also lead to some controversy. Experts and especially parents believe that some games are way too violent for kids to be exposed to and think that something should be done to regulate the sale of these kinds of games. Gamers (including kids) believe in none of this, in fact they may even sometimes see violent video games were the must beat, attack and kill their opponents as a way of releasing violent urges, is this not a great way of releasing your anger, in a digital world? If parents don’t think so then there are many other, although they may include destroying the house or causing fist fights in the playground. Personally I view violent video games, not just as a way of distracting myself and having fun, but I also find it kind of therapeutic, I am able release all the anger and anguish which tends to built up over the day, for me it is an essential necessity. Besides this, video games have other positive aspects; your kid may be forced to master a certain ability which he/she needs to overcome and obstacle which they didn’t have before. For example, in the ‘Tom Clancy’ games teamwork...
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...Meow Media knowingly produced a violent video game that they knew children had access to. These games can hypnotize a child into thinking that it’s fun to shoot people. Hours and hours of playing these types of games can cause something in the brain to make a child think these types of things are ok. A 14 yr old is not mature enough to stop and think hey this is wrong and I shouldn’t do this. They only see what is happening in the video game and want to be just like the game. The company has a moral obligation to warn people that these types of games could cause violent behavior if played in excess. However a lot of the blame should be placed on the parents as well. They should have monitored how often their child played those games. The company has no control over how often children play video games and they can argue that based on that alone they cannot be held responsible. If every producer of violent video games were held responsible for the actions of the people that play them they would never make any money. Lawsuits would have them so tied up that they would probably lose more than they make. Also this leaves the door open for anyone that commits a crime to be able to blame it on the video games they play. Nobody would be held responsible for their actions and some people may try to use this as a crutch....
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...This shin kicking, stock market playing, westing game-winning character is very important to the novel. In this mystery novel by Ellen Raskin, The Westing Game Tabitha Ruth Wexler is the most conjuring character. Turtle lightens the mood even in the most serious times. She takes the blame for her sister Angela the bomber. T.R. brings the brings the novel to an end by winning The Westing Game. The restless mystery novel would be most serious without Turtle the hilarious character. One reason Turtle is important is that she lightens the mood. Turtles immature funky personality really helps to mix the human and sameness in the novel. ‘“Hey Angela” Turtle called the length of the table “it’s against the law to marry that doctor-to-be he’s your...
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