The show begins with one single newscaster John Ladarola, introducing the headline news event. He introduced the headline as bad news for Obamacare as Aetna insurance giant would be pulling out of many insurance exchanges that help fund and run Obamacare. He then moved on to question, by stating “but why exactly are they pulling out”. John Ladarola then ran through some financial numbers that Aetna claims is showing they are losing over 100 million a year. With this, Aetna is claiming that it is not financially feasible to continue operating in the same manner.
Texas is a complicated state with profound roots implanted in restricted government power. It is a very conservative state that holds to traditional attitudes and values and cautious about change or innovation, typically in relation to politics or religion. Governor, Rick Perry, within seconds of his speech he states, " millions of Texans…, are tired of Washington D.C,. trying to tell us how to run Texas". Just about every Texan, supports the restricted government in the middle of residents and state.
People have different views on what success really means. Some say success is based on money or fame. If you have a lot of money or fame you're "definitely" successful. Others say success is based on your fulfillment and overall happiness in your life. Alfred Brooks, the protagonist in the novel
The Deferred Action for Parents of Americans is an executive action President Barack Obama plans on implementing in order to try and control illegal immigration. Its main goal is to deport illegal immigrants back to their home country who have a criminal history while providing those with a clean record an opportunity “to temporarily stay in the U.S. without fear of deportation” (). A way to be more conducive to an effective change in immigration policies would be to change the acceptance date to January 1st, 2000. DAPA, or also known as the Deferred Action for Parents of Americans, is an initiative requested by President Barack Obama that “would provide approximately 5 million illegal aliens access to work permits and social security cards”
In life some feel the need to prove something to others. That they are better, stronger, or even more intelligent. Whatever the case may be people will go through extreme measures to prove themselves. But who do we really need to prove anything to? Is it our parents?
Part III The Outside Game: Open Secrets and Vote Smart identify numerous groups that lobbied this bill in the hopes of it becoming a law. A number of these groups include the National Association for the Advancement of Colored People, the American Bar Association, the American Civil Liberties Union, Families Against Mandatory Minimums, and the National Association of Criminal Defense Lawyers. These groups openly supported this bill, and wanted to be associated with it, so they lobbied. Types of lobbying in which the group Families Against Mandatory Minimums utilize are donating money to government officials through Political Action Committees in hopes of persuading them, holding local or federal protests with signs such as “Let The Punishment
Mount Everest is a huge 8,848 meter mountain in Nepal. In 1953, Tenzing Norgay and Edmund Hillary became the first people to officially reach the top of the mountain by using the southeast ridge route. " Both Tenzing and I thought that once we'd climb the mountain, it was unlikely anyone would ever make another attempt," Sir Edmund says in an interview with National Geographic. "We couldn't have been more wrong".
In a meta-analysis (Uttal et al., 2013) from shooter video games increase spatial skills which is also apart of the motivational benefits is the ability to understand problems involving shapes, forms, and physical spaces. Spatial skills can especially be useful towards education, because according to a 25-year longitudinal study with a US representative which established the power of spatial skills in predicting achievement in science, technology, engineering, and mathematics. These skills can also help with developing problem solving skills in all types of video games including games with violent content. This can help young children with real life situations when they enter adulthood. Cognitive benefits increase creativity, especially in children
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.