Wednesday, November 27, 2019

The role of the Inspector, focus on two episodes which create dramatic impact on both the characters and the audience Essay Example For Students

The role of the Inspector, focus on two episodes which create dramatic impact on both the characters and the audience Essay An Inspector Calls is a well made play written by J. B. Priestley in 1945. Based in 1912 the play focuses on the Birling family being visited by Inspector Goole. No one quite knows who or what the inspector is as he has a ghostly sense about him. To the audience he could be a time traveller or a ghost, we never eventually find out, it is left to our imagination and helps to create mystery surrounding the character. The audience are watching the play knowing that it is set many years ago; this gives J. B. Priestley an advantage to use dramatic irony throughout the play, which allows him to make some of the characters look ridiculous. We will write a custom essay on The role of the Inspector, focus on two episodes which create dramatic impact on both the characters and the audience specifically for you for only $16.38 $13.9/page Order now He also uses the Inspector to intimidate the Birlings with his short answers and powerful tone. His sense of massiveness soon overpowers the arrogant Mr Birling and his right wing ways, and he soon begins to get the answers he arrived for. The Birlings were celebrating the engagement of both Sheila and Gerald. However, once the Inspector arrives he soon has control of the whole situation making the atmosphere very tense. Mr Birling has a somewhat high status and tries using this to his advantage to intimidate the Inspector, evidently he realises this doesnt trouble him and notices he has no authority compared to the Inspector. A sharp ring of the front door bell Priestley uses this technique to bring the play to a pause, whilst Mr Birling stops in his tracks to soon question who is at the door. This quickly adds tension to the scene making the characters to panic, in a sense, to wonder who is knocking at such a time. Soon enough both audience and characters come to find it is Inspector Goole. At once he creates an impression of massiveness, solidity and purposefulness. Priestly uses the way the Inspector is characterised to create impact from the moment he enters. As soon as Inspector Goole arrives he swiftly has power over the atmosphere, creating a tense yet calm ambience of the household. Looking hard at the person he addresses before actually speaking The Inspector intimidates each character by simply studying them before speaking. This gives the impression he has a lot of power, creating a big stage presence, before he has even spoken. As he begins questioning the characters, Mr Birling is quick to announce that he was Lord Mayor two years ago and Im still on the bench to try and intimidate the Inspector. Answering with a simply Quite so it soon appears that the Inspector has no interest in what Mr Birling has to say. Carrying on the Inspector tells the characters he would Like some information Two hours ago a young women died in the infirmary. Shed been taken there this afternoon because shed swallowed a lot of strong disinfectant They did everything they could for her But she died. Suicide, of course. After his sharp, rather shocking news to the Birlings, Mr Birling, being his usual obnoxious self, is quick to respond impatiently to the inspector. Telling the Inspector, Yes, yes horrid business this creates a sense of arrogance coming from Mr Birling, showing he doesnt really care what the Inspector has to say and questioning why he is being told if he isnt even concerned with such news. The Inspector is not friendly to the family and this is soon discovered when he answers to the Birlings using a short and blunt tone. The Inspector uses this way of speech to show he has not arrived for a friendly chat and is simply at the house for business. The Inspectors presence is soon resented by Mr Birling, as he sees no reason for the Inspector to be there. .u5e9401872ef9db58605281b4e1eae831 , .u5e9401872ef9db58605281b4e1eae831 .postImageUrl , .u5e9401872ef9db58605281b4e1eae831 .centered-text-area { min-height: 80px; position: relative; } .u5e9401872ef9db58605281b4e1eae831 , .u5e9401872ef9db58605281b4e1eae831:hover , .u5e9401872ef9db58605281b4e1eae831:visited , .u5e9401872ef9db58605281b4e1eae831:active { border:0!important; } .u5e9401872ef9db58605281b4e1eae831 .clearfix:after { content: ""; display: table; clear: both; } .u5e9401872ef9db58605281b4e1eae831 { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .u5e9401872ef9db58605281b4e1eae831:active , .u5e9401872ef9db58605281b4e1eae831:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u5e9401872ef9db58605281b4e1eae831 .centered-text-area { width: 100%; position: relative ; } .u5e9401872ef9db58605281b4e1eae831 .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u5e9401872ef9db58605281b4e1eae831 .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u5e9401872ef9db58605281b4e1eae831 .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .u5e9401872ef9db58605281b4e1eae831:hover .ctaButton { background-color: #34495E!important; } .u5e9401872ef9db58605281b4e1eae831 .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u5e9401872ef9db58605281b4e1eae831 .u5e9401872ef9db58605281b4e1eae831-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u5e9401872ef9db58605281b4e1eae831:after { content: ""; display: block; clear: both; } READ: Why focus on Environmental Protection? Almost any EssayHe is not concerned about what Mr Birling says, the result of which is to try to threaten and intimidate the Inspector. He brushes off the sarcastic comments of Mr Birling, and continues by Cutting through, massively and carrying on his with his account or Eva Smith. He cleverly does this before Mr Birling continued to question the Inspector and became completely arrogant to what the Inspector has to say. Priestly created the Inspector very cunningly to show that people like Mr Birling, are soon made to look preposterous in what they are saying, which soon makes both characters and the audience begin to listen to the I nspector. Using the Inspector as his own voice, Priestley can get across his own right wing views and opinions on society, to then educate the audience on community and how we should all begin to look out for one another. This creates a dramatic impact as he soon begins to put across his socialist views, which teaches the audience, before it is too late, like in the play. The Inspector is still able to control the situation in a composed manner, talking Calmly to the family, but still having complete control on the whole atmosphere and mood of the room. This shows how dominant and controlling the Inspector is on the family, with only using speech. He walks straight out, leaving them staring, subdued and wondering. The Inspectors dramatic exit brings the whole play to a standstill. We then speculate, what happens to him next, and begin to wonder what the Inspectors reason was for knocking at the Birlings. On his dramatic exit, the Inspector leaves the family stunned and in shock, with no second thoughts of what has just happened. Before he exits, the Inspector reminds each family member of what they have done to help kill Eva Smith. Reminding them that they all shared responsibility for Evas Death. This adds the final touch of guilt to the family, as they are then left to think and reminisce of the consequences of their actions. Both audience and characters are then left in silence which adds dramatic anxiety to the whole theatre. Not knowing whether the Inspector will come back as a consequence, or if he is gone for good. Priestley cleverly created this atmosphere as to make the audience then start thinking about the characters actions, and the way they deal with the situation being placed in front of them. This then takes us back to everything the family had said, and to Mr Birlings speeches before the Inspector arrived and interrupted. Making the audience continue discussing between themselves after watching the play about what Mr Birling had said and who they believe the Inspector really was, makes the well made play fill Priestleys expectations. At the end of An Inspector Calls Priestley has very ingeniously got across his views on second wing politics and social responsibility, using the Inspector as his own voice.

Sunday, November 24, 2019

How Video Games contribute to youth Violence

How Video Games contribute to youth Violence Over fifty years ago, a nuclear physicist named William Higinbotham sought to better the otherwise rigid and non-interactive science exhibits at the time by adding to the list of activities, his creation of the game ‘Tennis for two’ which was an electronic tennis game with separate controllers. Unaware of his contribution, William Higinotham today is acknowledged as the founding father or the fore-runner of video games that only recently accounted for 9.5 billion dollars in sales in 2006 and 2007 in the United States alone (qtd. in Gettler 1).Advertising We will write a custom essay sample on How Video Games contribute to youth Violence specifically for you for only $16.05 $11/page Learn More Just as Higinbotham had imagined, video games were meant to simply entertain and elevate ones mood by offering an alternative fictitious ‘reality’ to the player. However, recent statistics indicate that video games have been used for more than entertainment purposes- with a good number of today’s researchers pointing to the negative issues and events that have risen from these videogames. A good example of the above assertions is the case of Lamar Roberts, age 17 and Heather Trujillo aged 16 who are alleged to having been imitating the fighting moves of the game ‘Mortal Combat’ when they beat a seven year old girl to death in 2007 (Chalk 1). A similar example is that of Kendall Anderson, a 16 year old who bludgeoned his mother to death in her sleep with a claw hammer after she took away his PlayStation in 2010 (Henry 1). The violence and aggression that stains the youth of today, as a result of these video games, is unquestionably a cancer that ought to be uprooted or at least contained by parents, school leaders, governments and other opinion leaders mandated with the responsibility of taking care of these children and the forms of entertainments present today- especially with regards to video games. This paper goes to highlight violent video games as a contributing factor to youth violence. According to the General Aggression Model (as reported by Anderson Bushman) â€Å"the enactment of aggression is largely based on the learning, activation, and application of aggression-related knowledge structures stored in memory.† They go on to simplify this model by categorizing it into two stages, namely the situational input such as exposure to violent video games in this case and priming aggressive cognition which reflects the impact on the person’s present internal state as influenced aggressive behavior. This model supports the claim that aggression can be stimulated and learned from the exposure of various situational variables. They â€Å"teach observers how to aggress by creating an aggressive state.† Experimental studies based on meta-analytical procedures found that across the 33 independent tests focused on the relation between video game violence and agg ression, there was a definite association of high video game violence and heightened aggression (Anderson and Bushman 357). Violent video games teach the youth that violence is an acceptable conflict strategy. Anderson and Bushman stipulate that the long term effects of playing these violent games, involve a learning process. Human beings generally learn from their day to day experiences and involvement with other people whether real or imagined (such as the characters in video games).Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More The exposure to these violent video games influences how we respond. This response after some time is scripted into our actions (356). Every game stage then becomes a learning trial, rehearsed over and over resulting to impulsive actions thereafter. Violent video games are often designed to have two adversarial opponents who deal with their enmity through fighti ng and killing each other. A case illustration of this claim would be Alejandro Gracia, 22 years old from Texas now serving a 15 to 30 years sentence after pleading guilty for murder when he shot dead his cousin after arguing over whose turn it was to play the game ‘Scareface: The World is Yours’ in 2007 (Fahey 1). In addition, video games desensitize players to real life violence thus making violent acts look normal or pardonable when in reality, it is the exact opposite. These games depict people as targets instead of simply human beings. They paint them to be deserving of death. It is possible for this fantasy universe to spill into reality. To support this claim I quote Lieutenant colonel David Grossman, retired from the U.S Army, who said: Video games give you the skill and will to kill. They teach you to associate pleasure with human death and suffering. They award you for killing†¦.It is extra ordinary difficult for a human being to kill a member of his own species. They have to be manipulated into it†¦.The marine core uses the game ‘Doom’ as a training device†¦. The marine core uses it to script killing in their soldiers†¦.. We must think very very (sic) carefully about who we provide this operant conditioning to and if we provide it indiscriminately to children in America it is the moral equivalent of putting a military weapon in the hand of every child in America (Huntenman,film). According to McCauley and Zillmann (qtd. in Goldstein 276) violence can be socially acceptable as long it has a moral story where good wins over evil. Video games industries claim this requirement with pride perhaps inconspicuously elevating their importance in inculcating socially acceptable morals. In the real world however crimes such as assault are morally looked down upon and unacceptable but in video games, assault may be what will result to a winning round. These conflicting expectations of reality and video games when im posed on young people may result to confusion and in worst cases the pursuit of the wrong goal (such as assault) out side of the fantasy world. Further more, the perception of evil and good despite its moral implications can be relative to individuals thus rendering the promotion of violence to be harmful than it is morally acceptable. Playing violent video games, just like listening to soothing music or watching a sad movie bears an effect on people. That much researchers and their critics can agree upon. The disclaimer comes in when creators and marketers of the video games industry typically deny any harmful effects on their consumers. The fact is the video game industry is a business like any other seeking to profit from its products thus it is only natural that they should deny all negative allegations.Advertising We will write a custom essay sample on How Video Games contribute to youth Violence specifically for you for only $16.05 $11/page Learn More However the numerous case scenarios, some already mention earlier in this paper suggest that although video games alone are not enough to cause one to murder or intentionally injure another, they are a significant contributing factor to youth violence (Mc. Carthy). Notably conclusions of ambiguity and inconsistency have been drawn from many violent video game research studies. For instance the researchers’ measures of aggression have been largely indirect indicators such as hitting a bobo doll (Schutte, Malouff, Post-Gordon and Rodasta, qtd. in Goldstein 4) or listing aggressive thoughts and feelings (Calvert and Tan, qtd. in Goldstein, 4). Admittedly these measures do not bear the complete and definite potential of contributing to the comprehension of the relationship between violent video games and violent behavior. Other critics have refuted experts idea of violent video games players applying the rules of fictitious worlds to that of reality claiming that â€Å"they car ry cues to its unreality music, sound effects, a fantasy story-line, cartoon-like characters† (Goldstein 3). In fact Burke and Burke as cited by Goldstein who wrote about cartoon on television, still in relation to video games characters say: For us, there has been no greater irritant while researching this book than our repeated encounters with the views of experts†¦, who argue with great confidence that young children simply cannot understand the fictional rules of conflict in cartoons. Our contemporaries have insisted repeatedly that as children, they clearly understood that the ‘violence’ involved when Bugs blows up Yosemite Sam or Wile E. Coyote’s latest Acme device launches him off a cliff takes place within a fictional universe with its own very particular rules. Such violence had little or no relationship with what we understood as violence in our own lives (p.206- 207). In deed there lies some truth in these criticisms; however their claims a re not enough to dispel or explain away the numerous tragedies that have involved violent video games as the cause or precursor of the crimes committed. Perhaps violent video games related crimes are not backlogging the courts systems yet. None the less it would be unwise to wait much longer for overwhelming evidence, possibly in form of lost lives, before society starts to pay attention to this growing problem. Anderson, Craig A., and Bushman, Brad J. â€Å"Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal and Prosocial Behavior: A Meta-Analytical Review of the Scientific Literature.† Psychological Scientific Literature 12.5 (2001): 353-359.Advertising Looking for essay on education? Let's see if we can help you! Get your first paper with 15% OFF Learn More Chalk, Andy. Teenagers Kill Child in â€Å"Mortal Kombat† Murder. The Escapist, 20 Dec. 2007. Web. Fahey, Mike. Man Pleads Guilty to Killing over Sacrifice: the World is Yours. Kotaku Australia, 7 April 2011. Web. Gettler, Joe. The First Video Game. Brookhaven History. Web. Goldstein, Jeffery. Does Playing Violent Video Games Cause Aggressive Behavior?. University Of Chicago: Cultural Policy Center, 2001. Web. Henry, David. Teenager Charged with Killing Mom. 6abc News, 30 Nov. 2010. Web. Mc. Carthy, Caroline. Murder Conviction for Teen in ‘Halo’ case. CNET News, 13 Jan. 2009. Web.

Thursday, November 21, 2019

Concept Analysis Assignment Example | Topics and Well Written Essays - 2250 words

Concept Analysis - Assignment Example This article is geared towards analyzing the nursing concept of â€Å"patient centered care. In this case, the article will focus on explaining various items that pertains to this concept o as to put it in better perspectives for easier applicability. When analyzing this concept, the article will lay more emphasis on various nursing theories on which this concept is enshrined. These theories include the normative decision theory, need theory, interactive theory and humanistic theory. The aim of this concept analysis is to relate the nursing concept of patient centered care with various theories of nursing. This is important because the students and researchers will be able to get important information relating to various needs that patients have. Further, the article is important as it describes the significance of prioritizing the patients in all decisions made in a health care system. The first definition of Patient-Centered Care was given by Kinyua (2013) as the one takes place when the nurse and the entire health care sector recognizes the patient as the source of control and decision making and full partner in providing coordinated and compassionate care based on respect and honor for the patient’s needs, preferences, and value. In this case, the author declared that the most important step in establishing a patient-centered care is by engaging the patient body in making important decisions. In this case, policies that are adopted by the management should be the one that are geared toward enabling a better environment for medical and nursing care provision. Further, Kinyua (2013) argues that the concept of Patient-Centered Care has been ignored for a very long time because of the capitalist nature of our societies. In this case, many nursing facilities are more concerned with making more money in the expense of providing quality healthcare services. to reverse this and to be more