This is a more recent time in history, so it was easier to identify with, as well.
The film really made the entire Cuban Missile Crisis clearer to me, too. I had heard of it, and the U-2 spy plane, but the film really laid out all the events in the order they occurred, and it showed just how dangerous a situation it was. It also showed that military intelligence works, even though the original flyby was just fairly routine. If the people who read the spy photographs had been less vigilant, the weapons might never have been discovered, and the situation could have ended far differently. I think the film did a really good job of portraying just how close the world was to nuclear war, too, which was frightening when you really stop to think about it.
This is also a really good historic look into the presidency, and what goes on when the country faces a crisis. I think it showed that JFK had a quick mind and...
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent
Additional studies show these effects last." (Ibid) the following statistics are stated in the study of Walsh, Gentile, Walsh and Bennett (2005) relating to the parent's belief and the actuality as reported by their child. Differences between parents and children reports related to video games Parent reports Never" Child reports Never" How often does a parent/do you: Play computer or video games with you/your child? Talk to you about the video games you play? Help decide what video
Persistence: Students that received long-term contact with teachers were more likely to foster feelings of belonging. The persistent contact acted as encouragement which promoted student motivation (Edgar & Johnson, 1995). Teachers that continually worked with students were sending nonverbal messages affirming their belief in the students. Edgar & Johnson (1995) found counselors were more successful when students perceived them as trusting and helpful. Actions that earned counselors the respect of
Studies done by the United States Defense Department have discovered the technology to be correct only fifty-four percent of the time. Furthermore, the study found that the systems could easily be compromised by alterations in weight, hair color, sunglasses, and even weather and lighting alterations (McCullagh & Zarate, 2002). Additionally, behavioral recognition software can often incorrectly identify movements, such as tree branches, and follow those objects instead of actual
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
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