Tuesday, August 6, 2019
Projection & people Essay Example for Free
Projection people Essay The way a person projects him r herself affects how people perceive him or her as an individual. A person can either have a positive or a negative self-image. In the workplace, a poplar employee has a positive self-image and high self-esteem while an unpopular one has a negative self-image. People live through each day trying to project a positive self-image. Self-image is how one views himself, which includes the strengths and weaknesses that a person believes he or she has (Selk and Wilkins 69). For other people, self-image is about self-impressions that can give them confidence with regards to their actions and thoughts. If a person projects a positive self-image, he or she will be perceived by people around him or her as a capable person (ââ¬Å"What is Self-Image? â⬠). Self-image is related to self-esteem; wherein the latter is about believing that one is capable, lovable, and treats other people with respect (Clarke xi). Having a high self-esteem can affect the person, as self-esteem can affect how he or she feels about him or herself. Self-esteem can also make someone look good, productive, and effective (Clarke 5). All these things can contribute to the happiness of the person (ââ¬Å"What is Self-Image? â⬠). This is especially true in the workplace. There would always be someone who rises above the rest, and then there would be someone who might as well have seemed invisible. This has something to do with the way that a person projects him or herself towards other people. Self-image and self-esteem can make people stand out. A person who has a positive self-image is happy, has a healthy self-esteem, and feels independent and competent. Some people would say that image is everything. The manner at which someone sees him or herself is an important aspect that can influence his or her behavior and how that person relates to the people around him or her. A popular employee in the workplace exudes a positive self-image and self-esteem which then attracts other people. Researches have shown that self-image can affect oneââ¬â¢s job performance. There are some people whose work ethic was influenced by self-image. Others found out that once they change their negative self-image into a positive one, it can help them get through tough times at work. Having a positive self-image can also eliminate any negative thought and doubts. Those who have a positive self-image believe in themselves and in what they can do. They can also turn away from things that could pull them down (Selk and Wilkins 75). An employee whom nobody seems to notice has the opposite characteristics. Having a low concept of self-image has adverse effects. This employee doubts him or herself and the things that he or she can do. This is because there is no one to praise the personââ¬â¢s achievements. Many of unpopular employees are also treated inferiorly by others. This in turn leads them to lose confidence on their abilities. Also, they will tend to make self-debasing comments. Researches have also pointed out that these people are at risk of depression (ââ¬Å"Self-Imageâ⬠). People do not approach someone of these characteristics because he or she has no confidence and projects him or herself negatively. Furthermore, a person with negative self-image does not have much confidence in relationships. Thus, he or she does not have many friends (Perera). Self-image is how one perceives him or herself. It is an important aspect for people to improve their job and relationships. A person who projects him or herself positively will be liked by everyone. This person possesses positive thoughts and feelings. A person with negative self-image, on the other hand, tends to be ignored in the workplace because he or she projects negatively to others. This kind of individual has low opinion of him or herself and of his or her own performance; and as such, this person tends to be treated inferiorly. Works Cited Clarke, Jean Illsley. Self-Esteem: A Family Affair. United States: Hazelden, 1998. Perera, Karl. 2008. ââ¬Å"Self-Image ââ¬â What does it Mean? â⬠More Self-Esteem. 17 March 2009 http://www. more-selfesteem. com/selfimage. htm. ââ¬Å"Self-Image. â⬠2009. Truth Media Internet Group. 17 March 2009 http://truthmedia. com/resources/self-image/. ââ¬Å"What is Self-Image? â⬠n. d. Mountain state, Centers for Independent Learning. 17 March 2009 http://www. mtstcil. org/skills/image-1. html.
Monday, August 5, 2019
Training Needs Analysis
Training Needs Analysis Kymmââ¬â¢s Express Training Plan The purpose of a training needs analysis is to identify performance requirements and the knowledge, skills, and abilities needed by the company to achieve the requirements. J, a training consultant, has a meeting with D, the Human Resource Representative, E, the Customer Service Manager and L, the Customer Service Supervisor to determine training needs. In the initial meeting, J, is conducting a preliminary needs analysis. He begins to understand a little more about the department on an organizational level which consists of, what the companyââ¬â¢s strategy and goals are, and how training (if any) has been handled in the past. In building this training plan, there will be several key parts that are a must have when building a customer service team. Begin by emphasizing the mission and purpose of the department and the training. MISSION: Stress the importance of creating a universal customer service culture by beginning with upper-level management and actualizing this goal among all staff including frontline personnel. The framework for the customer service culture at Kymmââ¬â¢s Express includes learning what the customers wants; implementing steps to provide for those wants; equipping frontline employees with training, information, empowerment, and motivation; and monitoring success through customer and employee feedback mechanisms. PURPOSE: To provide excellence in customer service through a positive and friendly attitude to all customers and employees through this comprehensive training plan. This plan reaffirms that Kymmââ¬â¢s Express will serve its customers with excellence. It outlines our responsibility to work with customers to improve the practical value of the information and services that it provides, as well as improving the delivery mechanisms used to distribute these. This plan reminds Kymmââ¬â¢s Express employees of the importance of interacting proactively with customers, identifying their needs, and integrating these needs into program planning and implementation. It seems as though the current customer service representatives have received an informal training. When an organization does not spend the time to fully train their employees the consequence is poor service. To make sure that your employees succeed, there needs to be a set of expectations and or goals in place. This non-training method, L could use to develop her employees. Employees want to see how their work contributes to larger corporate objectives, and setting the right targets makes this connection explicit for them, and for L, as their supervisor. Goal-setting is particularly important as a mechanism for providing ongoing and year-end feedback. By establishing and monitoring targets, you can give your employees real-time input on their performance while motivating them to achieve more which can result in monthly and or quarterly incentives. Doing a monthly recognition program for the representatives that has the highest number of sales and positive customer comments and or Aw ard quarterly bonuses for top sellers or make the bonus performance based; for example, you can give bonuses for answering the most customer calls or returning the most emails. State the goals that are going to be accomplished once this training is completed. Goal #1: Achieve Higher Levels of Customer Satisfaction: One of the many findings discovered during the Training Needs Analysis was frustration among the Customer Service Representatives. Some were concerned that thereââ¬â¢s not a standard policy or resource to follow that describes in great detail how to pinpoint the core customer problem and either resolve or forward it to another for resolution. Concerns have been raised about their level of training and adequacy in dealing with difficult customers. Since a conclusive correlation exists between lack of skills training and knowledge, our training will target developing usable customer service skills to employees which will result in increased job performance. Goal #2: Create a Uniform Customer Service Policy: We will create a standard Customer Service policy tailored specifically to the Kymmââ¬â¢s Express mission statement. We will mass produce these so that each employee receives his/her personal copy during training. In addition each Customer Service Representative station will be required to have a copy to provide quick reference for customer service representatives. Goal #3: Develop Customer Service Procedural Guidance: We will provide training that equips customer service representatives with the knowledge, skills, and attitudes that will increase product knowledge, maximize problem-solving resources, and provide exceptional customer service to the Kymmââ¬â¢s Express base. We will develop a ready reference customer service procedural guide; make it readily available in the system of each workstation that will provide immediate direction to customer service representatives to effectively identify a customerââ¬â¢s concern and the process to most efficiently resolve it. Based on the needs analysis and design of training that was previously stated, there are many methods of training that can be added to the plan for Kymmââ¬â¢s Express. To adequately provide quality training that maximizes the customer service representatives potential for improved performance and retention, the length of this training should not exceed seven business days to complete. The training should be done in a non-call center location with access to computers, so that it will allow the customer service representatives the ability to dabble with the system in an offline function. However, if the location is not available it is also ideal to train on the floor. This way it will give the reps more real-life experience of the customer service environment. This will not only equip customer service representatives with the knowledge, skills, and attitudes that will increase product knowledge, maximize problem-solving resources, and provide exceptional customer service to the Kymm ââ¬â¢s Express, but all of these methods of training gives employees motivation to start the job. It is to be said that people learn more efficiently if they learn hands-on, rather than listening to an instructor. However, this method might not be for everyone, as it could be very stressful. On the Job training consists of coaching, mentoring, job rotation and job instruction technique. Coaching/mentoring gives employees a chance to receive training one-on-one from an experienced professional. Coaching will help to identify weakness and focus on areas which need improvement while mentoring focuses on attitude development. While the customer service reps are conducting on the job training with their supervisor they will be learning the Customer Service Policy, and its use on the floor as well as, how to navigate through the customer service procedural guide. Generally on the job training is more cost effective. However, it is less disruptive to the business. Customer Service Reps will be training with equipment that they will become familiar with on an everyday basis. On the Job t raining should be given to employees after completing a week of simulation and on-the-job training, and completion of a simulated comprehensive exam. All in all on the job training should be an everyday process to be done on the floor, due to everyday changes. Many avenues exist to train employees. The key here is to match the needs of the business with the different training methods. Assess each training method implemented in the organization and get feedback from trainees to see if they learned anything. As I am positive that these methods are very effective methods to build the customer service department, the results may deem otherwise. References Gallo, Amy. ââ¬Å"Making Sure Your Employees Succeed.â⬠HBR Blog Network (2011) October 30, 2013 http://blogs.hbr.org/2011/02/making-sure-your-employees-suc/ Iwan, Lee. ââ¬Å"Top 10 reasons for poor customer service and theirsolutions.â⬠Lee Iwan Accumulated Experience (2007) October 30, 2013 http://leeiwan.wordpress.com/2007/11/13/top-10-reasons-for-poor-customer-service-and-their-solutions/
Sunday, August 4, 2019
Explain the harmful effects of drugs such as ecstasy on the individual
In recent years, the rising use of addictive drugs has become one of the biggest social problems menacing certain countries. The illicit use of a variety of drugs appears to be increasing. Generally, a drug can be a substance, other than those required for the maintenance of normal health, which by its chemical nature alters the structure or function of a living organism. In this essay, drugs are more appropriate defined as psychoactive drugs such as ecstasy and cannabis, which lead to the influence of the central nervous system in mood, thought and behaviour. In addition, drugs can be classified into three categories à ¡V depressants, stimulants and hallucinogens (McGill, 2002, 78). It is widely believed that taking drugs can lead to harmful consequences on the individual and society. Therefore, this essay is concentrated on explaining the physical and psychological effects on individuals and the social impacts on society. Despite the belief that the perceived benefits outweigh the negatives, the negligence of the harmful consequences and dangers of drug taking results from the little or no drugsà ¡Ã ¦ knowledge among the drug takers. The truth is taking drugs may bring physical and psychological effects on individuals. Taking ecstasy as an example, also known as MethyleneDioxyMethAmphetamine, is a drug made with Lysergic Acid Diethylamide and amphetamines. The effects of ecstasy begin about thirty minutes after use and may last for four hours (Hurwitz, 1992, 21). Owing to the new development of youth à ¡Ã §clubà ¡Ã ¨ or à ¡Ã §raveà ¡Ã ¨ culture, there is a rise of ecstasy use as recreational drugs among the young generation. Referring to National Drug Strategy, it explains that 40 per cent of the Australian population aged 14 or older has tried cannabis which is the most widely used illicit drug in Australia. This is followed by ecstasy which is the most frequently used amphetamines due to t he substantial rise in the use and availability of amphetamine-type substances (1998, Internet). Although the drug takers may experience positive changes in feelings and emotions, a high energy level and increasing confidence in the first few hours after taking ecstasy, there are harmful effects afterwards. According to Ecstasy Organization, it states that the short term effects of taking ecstasy include having dilated pupils, jaw clenching and teeth grinding, sweating, a rise in body tem... ...d incarcerated perpetrators of drug- related crimes (20.4 percent), lost legitimate production due to drug-related crime careers (19.7 percent), and other costs of drug-related crimes, including Federal drug traffic control, property damage, and police, legal, and corrections services (18.4 percent). Most of the remaining costs resulted from premature deaths (14.9 percent), lost productivity due to drug-related illness (14.5 percent), and healthcare expenditures (10.2 percent) (1995, Internet). Thus, in summary, although drugs such as ecstasy and cannabis may bring positive changes in feelings and emotions and a rise in energy level, it is no denying that the long-term negative physical and psychological effects outweigh the benefits on individuals. Likewise, it may still be suggested that the use of drug may also have social impacts such as increase in crime rate, family and work problems as well as economic costs on society. Drug abuse has detrimental effects on both individuals and society that has no sure end but tragedy. It is a dilemma that cannot be neglected. Future and current societies and governments must work to address to it, otherwise it will spread like a disease.
Saturday, August 3, 2019
Medical Conditions Of Concentration Camps :: essays research papers
Medical Conditions of Concentration Camps The medical conditions in concentration camps were very horrable. Many things happened to the prisoners at this camp and most of the worst things happened because of the medical treatments. Throughout all the camps medical experiments were performed on the prisoners. They were not only performed on the jewish but on all different kinds of people that were at the camps. The experiments were for the most part either harsh or deadly. Some of the experiments were as follows. People were submersed in ice cold water for hours on end to test out new kinds of suits. Others were deprived of oxygen, sterilized, had patches of there skin burned, or immediatly killed by an injection to the heart for dissection. Some people were also sent away to anatomy hospitals. One of the most desired places to be by doctors was Block 10. Block 10 was in Auschwitz and was a medical block. It meant the difference between life and death for many people in Auschwitz. There were benefits and disadvantages to being there for both the doctors and the prisoners. For a doctor it was seen as a chance to do any and all experiments they thought might be interesting. For prisoners it was a chance to live, if they were lucky. Some prisoners were taken by doctors for experiments and depending on the nature of the experiment they might live for a long time or be killed imediatly. Doctors picked which people should be killed through a selection process. A person could be killed for having as little as a tiny scar, or because ofa defect, or anything at all. The doctors of Block 10 are most remembered. The two that stand out most are Josef Mengele and Ernst B. Josef Mengele as one of the cruelest doctors who killed many, many people. He was said to be seen at selections night and day. And in some cases even taking children to the gas chambers by playing a game with them.
Friday, August 2, 2019
Schizophrenia Essay examples -- Psychology Psychiatry Disorders Essays
Schizophrenia Schizophrenia is a metal illness which is characterized by a disruption in cognition and emotion that affects the most fundamental human attributes, such as thought, perception, language, and the sense of self. There are a large number of symptoms of schizophrenia which can include hearing internal voices, hallucinations, and delusions. No single symptom can diagnose a person as schizophrenic, but rather the collection of multiple symptoms which persist for a prolonged period of time. Symptoms of schizophrenia are divided into two categories, positive and negative. These categories define how the symptoms are defined and treated. Positive symptoms include delusions, hallucinations, disorganized behavior, disorganized speech and thinking, difficulty to be goal oriented, the schizophrenic is unpredictable, silly, or exhibits behaviors that are bizarre to onlookers. Other positive symptoms include catatonic behaviors, which would be a decrease in reaction to the current environment. Positive symptoms, which do not occur very often, are unusual motor behavior, derealization, depersonalization and somatic preoccupations. Negative symptoms of schizophrenia include affective flattening, which is a reduction in the range and intensity of emotional expressions, Alogia categorized by a lessening of speech fluency and productivity, and Avolition, which is the reduction, or difficulty to initiate and persist in goal directed behavior. Schizophrenia is a serious mental illness, and although there is no known cure there are several drugs that can be administered to those suffering from the illness to reduce the severity of the symptoms, or to hopefully get rid of all of the s... ...perdal. (2003). Retrieved February 19, 2005, from http://www.drugresourcecenter.com/risperdal/risperdal.htm Jannsen.com, . Risperdal. (2005, January 12). Retrieved February 17, 2005, from http://www.risperdal.com/html/ris/consumer/pd_risperidone.xml?article =safety.jspf Mental Health: A Report of the Surgeon General. Retrieved February 19, 2005, from http://www.surgeongeneral.gov/library/mentalhealth/chapter4/sec4.html #table4_7 NAMI-NYS. Retrieved February 19, 2005, from http://www.naminys.org/abmed_ris.htm National Institute of Neorlogical disorders and Stroke, . NINDS Tardive Dyskinesia Information Page. (2005, February 09). Retrieved February 19, 2005, from http://www.ninds.nih.gov/disorders/tardive/tardive.htm PSY web Mental Health. Retrieved February 19, 2005, from http://www.psyweb.com/Drughtm/risper.html
Off Premise Laundry
TOPIC: OFF PREMISE LAUNDRY OFF PREMISE LAUNDRY * OPL MEANS LAUNDRY WHICH IS NOT PRESENT INSIDE THE HOTEL PREMISES. * THESE CATERS TO HOTELS ON A CONTRACT BASIS. * THEY CHARGE RATE ACCORDING TO THE TYPES OF LINEN / ARTICLE. * THEY CATERS TO MAINLY THOSE HOTELS WHERE SOMETIMES GUEST FLOW IS VERY LOW AND SOME RESORTS AND SEASONAL HOTELS ARE INCLUDE IN THIS. * MANY HOTELEIARS DOESNOT WANT TO INVEST A HUGE AMOUNT ON LAUNDRY SETUP SO THEY GO WITH OPL SERVICES. DEMERITS OF OPL * LESS CONTROL OVER STANDARDS AND QUALITY OF WASHING AND DRYCLEANING. * DELIVERY AND COLLECTION DELAYS. HIGHER PAR STOCK IS REQUIRED. * EXTRA COST FOR SPECIAL TREATMENTS. * LOSS OR DAMAGE OF ARTICLES IS HIGH. ELEMENTS AND PERFORMANCE CRITERIA FOR GUEST * Customer laundry is handled appropriately in accordance with establishment requirements. Communication maintained with providers of off-premises laundry services ensures clear understanding of establishment requirements * Customer laundry is returned to the customer c lean, dry, complete, and in condition specified by customer in a timely manner in accordance with establishment requirements. Range: condition ââ¬â folded, pressed, dry-cleaned, laundered. * Customers are charged for laundry in accordance with establishment requirements . MAINTENANCE OF OPL FOR HOTELS * Establishment laundry is handled appropriately in accordance with establishment requirements. * Range: laundry ââ¬â linen, bedding, towelling, staff uniforms, soft furnishings. * Documentation and recording processes for establishment laundry are maintained in accordance with establishment requirements. Storage area for customer and establishment laundry is kept free from infestation any signs of infestation are reported in accordance with establishment requirements. * Establishment laundry is checked to ensure it is clean, dry, complete and in condition specified on return, in a timely manner, in accordance with establishment requirements. CONCLUSION * A COMMERICIAL OR OFF-P REMISE LAUNDRY REFERS TOLAUNDRING ACTIVITIES PREFORMED OUTSIDE THE ESTABLISHMENTS. * THESE ARE GIVEN TO THE PERSON WHO IS SPECIALIZED IN THIS FIELD.
Thursday, August 1, 2019
Internet Gaming Addiction Essay
ââ¬Å"So, how was your weekend? â⬠one worker asks another. ââ¬Å"It was amazing,â⬠the other responds, ââ¬Å"My girlfriend and I found a spot on the top of a small hill and talked as we watched the sun set. Then we went to a bar and watched a local entertainer, we had a couple of drinks and spent the night meeting all sorts of interesting people. â⬠ââ¬Å"That sounds nice,â⬠the first worker replies, ââ¬Å"Which bar did you go to? â⬠ââ¬Å"It was a cantina on the planet Corellia. The entertainer was really helpful. We then took my new star-cruiser to join with a group of people who were off to fight the Rancor. That took a really long time, and we had to return to the cantina in shifts in order to use the entertainer to heal, but we finally took the monster down. I got quite a bit of experience for that one. (This is such a great shocker, illustrating the difference between real life and a game and the way the two blur in many peopleââ¬â¢s minds! ) Man what a busy weekend. That was only part of the first night,â⬠the second worker explains. He is visibly excited, and continues to explain more events in detail, all of which of the game. ââ¬Å"Wait a minute,â⬠the first worker interrupts, ââ¬Å"You mean that you watched the sunset with your girlfriend in a game? â⬠ââ¬Å"Of course,â⬠responds the second, ââ¬Å"She is a Rodian bounty hunter from the planet Tatooine . I think she lives in Brazil in real life. Anywayâ⬠¦Ã¢â¬ He resumes his story where he was prior to the interruption, detailing the events of his entire weekend. The majority of his weekend it seems has been spent playing a popular on-line computer game based on the Star Wars universe. The exchange above is a small illustration of a steadily growing population of people whose social experiences and interactions take place almost exclusively on the internet, inside virtual game worlds. The widespread availability and use of the internet has allowed people access to communication with anyone else on the planet. As with any other powerful tool however, its use is prone to abuse. Numerous studies have been performed on the addictive nature of the internet and some of its uses and applications. ââ¬Å"Surfingâ⬠on the internet, chat rooms and messaging services, and Multi User Domains all have documented cases of addiction that display many of the negative aspects associated with substance abuse, minus chemical dependency. (This shows great use of fact to cement your point of view, rather than quoting widespread opinion. ) Video games like the ones mentioned above, commonly referred to as MMORPGââ¬â¢s or Massive Multi-player On-line Role Playing Games, are hugely popular and are one of the newest forms of on-line interaction prone to habitual use. (Good statement, but maybe a good place for a new paragraph to help follow along? ) What was once thought of as a harmless past-time may be more dangerous than many realize. (Good use of shocking language. ) The reasons behind the addictive behavior these kinds of games can induce lie in the rewarding social experiences and sense of accomplishment offered to otherwise introverted people, a sense of anonymity or alternate identity that serves to boost self esteem, and they seem to offer escape from the often depressing everyday life the addicted individuals feel they are trapped inside. (This is a good statement, but how do you know? Is this opinion, or something thatââ¬â¢s been quoted? ) Multi User Domains, commonly referred to as MUDââ¬â¢s, are text based fantasy realms that play like an interactive novel and are populated by user created characters. As these characters, players complete quests, fight ââ¬Å"monstersâ⬠, and collect weapons and items in order to become wealthier and stronger. With the advent of 3D graphics and larger servers, this type of medium expanded and improved, providing a much richer environment and the ability to support many more users at one time. These games came to be called MMORPGââ¬â¢s and have become exceedingly popular because they offer much more variety and detail, offering the same level of open ended game play that evolves as much as the characters the players create. For example World of Warcraft, a hugely popular MMORPG, just gained its 10 millionth subscriber as of 2008. This is roughly half of the population of Australia. These games run continuously and are accessible by people from all over the world, making them change and grow all the time. This, along with the experience accrual and monetary system keeps players playing longer and more frequently, as they are constantly being rewarded for their dedication. Peer pressure from other players may also play a role in increased playing time, as the forming of groups is often encouraged and sometimes necessary to accomplish the more advanced goals. These types of games have a much higher rate of addiction and abuse than do video games that are not of the dynamic multi-player variety. In a study performed by Peter Wiemer-Hastings, PhD, and Brian D. Ng, M. S. published in the CyberPsychology and Behavior journal, they found that the majority of the players of non-MMORPG played an average of 1-6 hours per week. The majority of the players of MMORPG are on the other hand played on an average of 11-40 hours per week, and 11% of those studied played 40 hours or more per week. The players of MMORPGââ¬â¢s also had tendencies of playing for long stretches, up to 8 hours at a time, and had reported losing sleep because of their playing habits. The study also asked a series of questions regarding the social behaviors of the two distinct groups of players. The answers indicated that ââ¬Å"MMORPG users would rather spend time in the game than with friends, have more fun with in-game friends than people they know, found it easier to converse with people while in-game, did not find social relationships as important, and felt happier when in the game than anywhere else. â⬠(Wiemer-Hastings and Ng) Playing habits with this level of dedication, especially when approaching the 40 hour dedication level, is almost certain to have negative impacts on the personââ¬â¢s personal life. Playing games this frequently is akin to working a full time job. This leaves little time for other activities or social interactions, especially when the dedicated player has an actual full time job or is a full time student. This can lead to an increasingly fractured personal social life and many who are introverted or less confident may begin to seek the entirety of their social outlets in a virtual world. These types of introverted people often find the anonymity and alternate identity appealing, as it offers them an escape. It gives them the ability to be anyone they wish for the time that they are playing, often times consuming much of the playersââ¬â¢ real lives. Another popular game that shares many common themes and ideas with the MMORPG type of games, Second Life, is a 3D virtual world populated by players who create alternate identities to socialize with online. The player creates the way he or she would like to appear in the game, can purchase land and houses for their character to reside, and are free to do in the game world as they wish. Characters can shop and socialize as they would in the real world, all safely behind an alternate identity. Mediums such as these may be useful, as many institutions have begun experimenting with using them in group sessions and for distance instruction, as it can prove to be a more personal means of communication than traditional distance learning techniques. However, people who may struggle with traditional social interaction or who have a low self esteem may begin to find this type of interaction to be a complete substitute. This can lead to habitual and addictive use which may lead to the same problems in the individualââ¬â¢s everyday life that are often seen with the addiction to the MMORPGââ¬â¢s. (What problems, specifically? Do marriages end? Are jobs lost? This sounds a little vague and leaves me feeling like the argument is a little shaky. ) Many who have become to be dependent on their on-line social life may begin to lie to loved or become defensive about their frequency of use. One study indicated that marriage and dating relationships were effected the greatest when addictive computer game usage is present. ââ¬Å"Dependents neglected their spouses in place of rendezvous with electronic lovers, leaving no quality time for their marriages. Finally, Dependents continued to emotionally and socially withdraw from their marriages, exerting more effort to maintain recently discovered on-line relationships. â⬠(Young) The study also found that ââ¬Å"Despite the negative consequences reported among Dependents, 54% had no desire to cut down the amount of time they spent on-line. â⬠(Young) This lack of a desire to change this habitual behavior serves to illustrate the level of dedication and addiction possible in the use of these avenues of entertainment. As the addiction begins to involve larger portions of an individualââ¬â¢s life, damaging their professional and romantic relationships, often times depression can result. This brings us to the third possible cause for gaming addiction, escapism. The nature of these types of games present the player with the ability to play a character as close to or as far away from their own personality type and gender as they choose. They are given the ability to reinvent themselves entirely, to live out their every fantasy. As the players progress through the game, accomplishing quests and gaining experience points, they are receiving a sense of accomplishment. Individuals who have trouble approaching the opposite sex in their real lives can do so with the confidence that anonymity gives them. It may also give individuals who are depressed a reprieve from what they dislike about their lives. The more time the player spends in the game, the more this behavior is reinforced. As the playing time increases, the issues in their daily lives worsen until most of the players waking hours are spent hiding in the virtual world. As previously mentioned, these MMORPG style games excel at creating a believable and enjoyable fantasy world. There are games that cater many different genres and the developers have gone to great lengths to ensure that all personality types and playing styles have options to keep gamers enticed. The incremental increases to stature and abilities within the game serve to keep interest level high. The developers are continuously developing more quests and new game areas to explore, ensuring that the players will always have more to come back to. What was once seen as a harmless past-time may become the next focus of support group therapy. Review This is an excellent and well thought out argument pointing out the fact that online gaming has begun to steadily replace reality for many people. The author supports most of their arguments with facts gleaned from studies, and there is little to no feeling of personal preference here. The only areas where the information seems to draw from personal experience rather than supported fact are the reasons and the potential results behind large quantities of gaming. Otherwise, this argument is very well written and well supported. Works Cited Wiemer-Hastings, Peter and Brian D. Ng. ââ¬Å"Addiction to the Internet and Online Gaming. â⬠CyberPsychology and Behavior 8. 2 (2005): 110-113. Young, Kimberly S. ââ¬Å"Internet Addiction: The Emergence of a New Clinical Disorder. â⬠CyberPsychology and Behavior 1. 3 (1996): 237-244.
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