Wednesday, November 27, 2019

Alcotts Luminous Crystals essays

Alcotts Luminous Crystals essays Robert Alcotts Luminous Crystals were truly beautiful, amazing works of art. It was my first time to an art show and I was able to attend the opening so that made it an even more memorable experience. I was very impressed by his work found it truly beautiful. It was unreal to me that they were all so different but all taken of crystals. It is almost unbelievable that such astonishing colors and variety among the pictures could all be produced from these laboratory grown crystals. The images vary in just about every aspect possible, but all contain the principles of design along with numerous visual elements. Some of his photographs were filled with every color on the spectrum. For example, # 10 and # 18 contained a variation of every color on the color wheel. They are filled with every vibrant color, and each is easily distinguished from the rest. Then there were others such as # 78 and # 100 that were more of an analogous color scheme using blues, browns, and white. #78 also a very spherical, symmetrical feeling to it. # 27 showcases colors from the cool side of the color wheel. All of Alcotts pictures are beautiful displays of color. Color is the most obvious visual element present in all the photographs but there are others that can be seen as well. Implied texture was another element that was seen in many of Alcotts works. Some of the paintings appeared to be very smooth and looked like flower petals. # 10 and #27 both had this appearance of petals. # 100 also resembled a flower but it looked more like a dried plant. The texture appeared to be that of straw if you were to touch it. #18 also had texture that you would believe you could touch. # 2 appeared to be representative of a landscape featuring snowy mountains and trees. All of Alcotts photographs are purely abstract but it is still possible that different images would appear to different people. ...

Sunday, November 24, 2019

Vietnam DBQ essays

Vietnam DBQ essays The uniqueness of Vietnam can be broken down into three categories: the brutality of the war, the inaccuracy of the photo-journalistic coverage of the fighting and the wars length. There is no doubt about the brutality of the Vietnam War, but even before the Americans entered the war there was uprising in Vietnam. An example of this uprising was brought to the worlds attention when Malcolm Brown in 1963 took a picture of a burning monk taken in front of Ankwong Pagada. Thich Quang, a monk, committed suicide by dousing himself with gasoline and setting himself on fire, in order to protest against the Catholic government of Diem, which was prosecuting Buddhist monks. In 1967, Tim Page took a picture called Carnage. This picture showed the brutality of the war by letting people know what a Vietnamese booby trap can do to a group of grunts. In this picture a person had tripped a wire, after reading a sign that stated Any Americans who read this will die! triggering a bouncing betty to spring up and zap anyone in sight. As a result, 19 were killed, 31 wounded in a matter of seconds. By the time medi vac came in, there was a smell of death in the air and bod ies everywhere. How can we forget about arguably the most famous picture in Vietnam? The Napalm Girl, taken by Huynh Cong Ut in 1972. This is a photo of naked girl, named Kim Phuc, tore her own clothes off and come running out of a burning village, screaming Nong qua! Nong qua! (Too hot! Too hot!), after a Skyraider dove in and let go a napalm bomb that exploded near a Dai Temple in Trang Bang. Unfortunately for Kim and the other villagers the bomb was dropped on the wrong side of the village, missing the targeted Vietcong and N.V. troops. My Lai Massacre. Though, the 2nd Indochina war was unique in that it was the first TV war, one cant believe in everything he or she believe ...

Thursday, November 21, 2019

Learning and development in working with young people Essay

Learning and development in working with young people - Essay Example Therefore, Madcap main idea is to assist these groups of young children by allowing them to explore themselves and put their ideas into practice and things they want to achieve by giving them the opportunity (Steve, Madcap Sequence, 7). Practices and Work There are a number of practices involved in this learning centre as it comprises of different young people with diversified interest to pursue. Because of this, the youngsters work in music projects on their own as the learning centre gives them support towards achieving their ideas. The workers help them in building confidence to enable them cope with their ideas and realize the value of their own ideas. Thereafter, the workers leave them to allow them exploit the opportunities. The workers role is to give them the opportunity and assist them with minimal help towards realizing their ideas. Similarly, the youngsters undergo gauging to make them have insights of what they are involved by shedding more light into their own projects ( Steve, Madcap Sequence, 7). This is a practice meant at ensuring that youngsters develop insights and understand their projects more so music to better their values and outcomes as well as to bring what is good about it. Madcap is concerned with recording music produced by the youngsters. It offers the available support to its youngsters to enable then listen and produce their music to meet their objectives. From the scripts, James came to record his music by recording it with the help of Steve who is one of the workers responsible for their training (James, Madcap Sequence 1). The role of the worker is to ensure the availability of recording equipments and facilities. Therefore, the main role is played by the youngsters in ensuring they achieve their dream from the assistance got from workers. In Madcap, the workers are not judgmental, and this aims to promote their talents by encouraging them to doing what inessential for them. Creativity of the youngsters is promoted in the proje cts in the initial stages, as they are kept smiling and feeling the sense that their ideas have values. Youngsters also role out the plans, which outlines what is taking place and ways of achieving them. This may comprise of different activities besides just completing the project offered by the learning centre. They also give the centre the details of the purpose of what it they want to achieve from their projects. Their goals may be to develop a compact disk (cd), live performance or just to set lyrics and the centre helps them towards achieving (Steve, Madcap Sequence, 7). Madcap provides assistances to youngsters in different activities that they have developed interests. It empowers the youngsters on how they can develop their talents, come up with raw ideas, and help them achieve. The project discourages duplication of ideas as it wants to help young people come with new projects, which are unique and do not exist (Man in Cap, Madcap Sequence, 2). Because of this, the centre d iscourages mixing music and asks youngsters to come with unique ways of arranging instruments used in mixing to make it a unique idea. From this perspective, they help young people in playing instruments mostly guitars (Girl Madcap Sequence, 2). The project coaches students towards realizing their potentials and developing ideas they have by giving them necessary support where they experience challenges. The work

Wednesday, November 20, 2019

Economics for Business and Management Essay Example | Topics and Well Written Essays - 2000 words

Economics for Business and Management - Essay Example According to Adams (2013), tin is mainly used in the manufacture of electronic items, and considering that the semiconductor sales which are a good indicator of the performance of the electronics industry, which seem to have moderately improved after undergoing a lengthy failing period from the summer of 2011 to the last quarter of 2012. The direct relationship between tin consumption and its price is demonstrated in figure 2 in comparison with figure 1; here it is clear that the price of the commodity increases when its demand is high and decreases when its demand is low. 9 9 Figure 2: Source: ITRI (http://www.fastmarkets.com/tin-analysis-and-research/tin-q12013) 9 Conclusion 10 References 11 Adams, W., 2013. Tin Analysis and Forecast Q1 2013. [ONLINE] Available at: 11 [Accessed 30 December 2013]. 11 Base metals.com., n.d. All about Tin. [Online] Available at: [Accessed 30 December 2013]. 11 Fraser, C., 2013. Tin Price set to move higher in 2013. [online] Available at: [Accessed 30 December 2013]. 11 Gandolfo, G., 2004. ... New York: NBER. 11 Tucker B., 2010. Macroeconomics for Today. Boston, MA: Cengage Learning. 12 TASK A Will the new carbon price results to decrease in pollution levels? Climate change is a serious and rampant global challenge that requires the input of all nations in addressing it. There is urgent need for concerted efforts of international response and national efforts to reduce greenhouse gas (GHC) emissions. The international community has made efforts to reverse this ugly trend by setting up The United Nations Framework Convention on Climate Change (UNFCCC) whose main mandate is to respond to climate change. Frank (2007) asserts that the convention has set up The Associated Kyoto Protocol, a global agreement that categorizes countries by their level of industrialization and commits some countries to reduce their CGH emission rates. The Kyoto Protocol requires developed countries to reduce GHG emissions to 5 per cent below 1990 levels by 2012. It is prudent to note that climate ch ange experts concur that tagging price on greenhouse gas release emissions is a potent strategy in a range of solutions put in place to curb the adverse effects of climate change. There is need for an effective carbon pricing system in which every tonne of pollution comes at a cost as opposed to being free. The system in structured in such a way that dirty energy sources pay more in carbon tax. The idea is logical and should not be viewed by the affected parties as a radical one; it is the best way to make entities embrace green technologies. For instance, if a pricing system exists, the economy will find it cost effective to build wind turbines instead of coal plants; instead of driving gas-powered cars, the economy will chose electric vehicles powered by renewable energy

Sunday, November 17, 2019

Compare and contrast(difference and similarity)between traditional Research Paper

Compare and contrast(difference and similarity)between traditional Yoruban marriage and traditional Korean marriage - Research Paper Example Of much interest is a deep delve into the understanding by a way of comparison, two cultures (marriage being the common denominator) that reveals elements inherent and unique to a particular community or groups of people. Providing perfect specimens under this study is the Yoruba and the Korean traditional marriages. It will be of interest to learn how communities separated far and wide; living several miles away from each other, with no basis of interaction then, could exhibit similar features in their marriage customs. More so, sharp contrasts in some of the features evident uniquely in either of the two undeniably confirms and gives them their cultural identity as far as marriage processes are concerned. Where everything is equal and normal, records Johnson ,113, a Yoruba traditional marriage involves three stages: an early intimation, a formal betrothal and marriage. In the first stage girls are marked out from childhood with or without their consent as intentioned for marriage to particular young men. No girl would get married without the parents’ consent and such was the basis for the betrothal stage or ‘Isihun’. It was accompanied by a ceremony where the parties involved feasted and offered sacrifices, the ‘Ebo Iyawo’ or the bride sacrifice. The final stage which is marriage could be carried out at any time of the year except during the fasts (Johnson, 114). The Korean traditional marriage on the other hand is a six stage process: Exchange of the letter of four pillars, selection of the wedding day, sending of wedding gifts, the marriage ceremony, the bridal room and the new path (Lee et al, 157) Insight into these stages are illuminated in the p assages below. Unique to the Korean culture is the letter of four pillars (saju) on which the year of birth, month, day and time of the bride or groom were written. Lee et al, 157, notes that the letter symbolized engagement. Arrangements of this nature are clearly absent in the Yoruba

Friday, November 15, 2019

The Impact Of Violent Games

The Impact Of Violent Games The transformation of mans life from the primitive being to the civilized one has occurred from the turn of the 18th century. The start of the 19th century witnessed more scientific discoveries. Techno-science is credited with these discoveries, and what this has done is that it has improved life on earth and made it better. We now live a world whereby all ages have some form of scientific discovery that makes life better and more sophisticated. It is true that sophistication is the principal reason behind all scientific discoveries. Moreover, the nature of man is that man is a creature that seeks to improve its own existence by bringing forth a myriad of scientific discoveries Techno- science has brought with it a lot of discoveries, and this has made life on earth to be better and more comfortable. One such field is that of entertainment. Be it music, videos, video games or even sports, techno- science has ensured that electronic gadgets have been created, thereby improving peoples lives. The chief beneficially to technological advancements in entertainment is children and young adults/adolescents. Video games are a top mode of entertainment among this young group of people. Video games are the creation of computers, and while even adults play these games, the market segment is children and young people. However much technological advancement are on the rise, techno-scientists have been accused of creating products without having to care about the potential effects of these products to the market segment. For instance, violent video games are immensely entertaining to children and young people, but what is puzzling is that, innovators of these products do not have the slightest care concerning the effect that these games have on the users (Anderson Bushman, 39). For years, video games have been accused of poisoning the minds of young people and children, which is detrimental to their development as they ape what they see in these videos. This essay analyses violent video games as being a contributor to aggressive behavior, especially in children and teenagers. By analyzing violent video games and their correlation with aggressive behavior, the study will establish how this issue can be reduced and surmounted, and how the behavior of young people is maintained to noteworthy levels. Violent video games Video games have been in existence from the 70s. Video games were created as a mode of entertainment by all age groups, but the principle market segment is children and teenagers who spend most of their free time indoors. These games have been seen as a way of enhancing the creativity and learning abilities of children, and are recommended for parents for their children. The popularity of action-hero movies triggered video game manufacturers to inject a new perspective into video games; violence. By doing this, they hoped to grasp larger audiences and entice younger ages more with their products. This was a marketing tool that was meant to revolutionize their business and make it more real. In these games, the users take the form of action-heroes who engage in violent confrontations with others. These heroes must keep winning duels so that the game advances to the next level. This pumps the adrenaline in game users until they become addicted as they want to advance to the next level and be winners in these violent duels. To the manufacturers, video games are created to entertain and please the users, but apart from entertaining them, violent video games have been accused of behavioral modification especially in young users by giving them aggressive and violent traits. In an era where action movies and thrillers fascinate young people and adults alike, video game manufacturers are taking advantage of this craze by coming up with video games with an injected bit of violence. The problem that has cropped up is that, video games being mostly used by children and young teenagers influence the behavior of this group of people. An adult views these games as a form of entertainment, but to a young person, it is both entertainment and a site to mimic behavior. While adults and senior teenagers play violent games, they do not seem to be affected much due to their perception. While an adult sees these games as a way of entertainment, a child may not understand why someone goes around the street shooting others or causing bodily harm to others. To them, it seems normal, and with this perception, behavioral modification is bound to occur. These children easily become aggressive and engage in endless confrontations with their peers. The debate concerning violent video games and ways in which they lead to aggressive behavior has been around for years. Steinfeld (27) writes in his book It becomes clear to me that the major causal relationship between the televised violence and the antisocial behavior is enough to warrant immediate and appropriate remedial action. à ¢Ã¢â€š ¬Ã‚ ¦ There comes a time when the data are sufficient to justify action. That time has come. From then, more studies have been conducted and as Anderson and Bushman found out in their 2002 study there is a direct correlation between violent media exposure and aggression. Studies have shown that there is a link between violence in electronic media and real life aggression. This stretches into video games. Violent video games are analogous to violent media exposure. A study by Gentile, lynch, Linder and Walsh (2004) has shown that relative growth of these games has made American teenagers more aggressive in nature and to have terrible behaviors and attitudes. In this study, research was carried out from six hundred and seven students from four schools to confirm the violence that these games bring out in pupils attending the eighth grade. Teenagers who were exposed to many video games of a violent nature were reported to be hostile, and they could get into arguments with teachers easily and more frequently. They were involved in physical fights with fellow students at a higher rate and were poor performers in school. By comparison, violent video games bring more harm than violent TV programs. Unlike TV watching, playing video games is more involving and engaging. Whenever someone plays as a violent character in a video game, they try to identify with that particular character. In case they play as the same character over and over, it is easy for these traits to be transcribed into their behavior (Deselms and Altman, 1562). Finally, when players play as violent characters, they are awarded bonus points or, they advance to the next level. This motivates them to continually take part in these games. They become obsessed with the characters, and it can easily lead them in committing a crime. Sales of video games in America have risen over the years with the electronic entertainment market raking more than seven billion dollars back in 1999. This surpasses the revenues of film production for the first time in American history. The sales have surpassed twenty billion American dollars. This has been fuelled by the existence of more than 200 million game boys and 80 million play stations that have been sold on the video game market. An average American kid from age 2 to 17 is able to play and stay on a video game for 7 hours or more in a week. This masks the enormous difference between the girl child and boy child with different ages. A recent study by Anderson et al in 2010 established that most teenage girls engage in these games for more than five hours in a week while boys do it for more than thirteen hours in a week. This is an average playtime of nine hours in a day that teenagers spend on games. Studies have been conducted over the last 25 years, and most of them have looked at the final effects of video games of teenagers (Anderson and Bushman, 449). Most of these studies have managed to outline a link between these violent games and aggression. Some have even gone further by determining how video games affect school performance, and what has been established is that school performance has been compromised as a result of video games. This is a tremendous setback on the American education since the numbers of such students is on the rise. The impact of violent video games extends even to institutions of higher learning as evidenced by research done by Gentile, lynch, Linder and Walsh in 2004. In their research, they established that there are negative impacts in college students who spend most of their leisure time on violent video games instead of concentrating on studies. The grades of these students have been reported to drop drastically and they attain aggressive behavio r. Study Review Video games have been in existence for the past 30 or so years. They are a noteworthy and unique form of entertainment in that; they encourage the player to be part of the game. Video games have become so sophisticated to the point of ensuring that the player must pay close attention to what is going on. While video games have positive and negative effects, empirical studies continue showing that there are more drawbacks than advantages, especially by contributing to aggressive behavior in people, especially children and young teenagers. Studies have shown that aggression in children and young people is determined by the time spent by playing these games. For example, a study by Walsh in 2000 revealed most teenagers have admitted that their parents do not impose time limits on the hours they use to play video games. A good number of parents also take no notice of the content of games that their children play. Therefore, the long playing hours coupled with parents profligacy in imposing their monitoring has made the teenagers aggressive. Another study by Gentile, lynch, Linder and Walsh in 2004 subjected adolescent boys and girls to long periods of video games. These researchers proved that, young people who engaged in violent video games for an extended time period are more aggressive, engage in constant confrontations and score low school performance (Gentile et al, 21). Another study finding reveals that aggression develops in game users when they engage in games that are beyond their level. Games are accorded leve ls corresponding to particular age groups. This needs to be followed because; young children may play games that are many levels ahead. These children happen to witness shocking scenes to a point that their young minds become affected. These children easily become aggressive. Picture a modern video game about an assassin who is going around the street killing rival gang members. When a child or any young person mimics the assassin in the game, images of such a video game are inscribed in this their mind, and they are for sure going to become more aggressive. The child first starts mimicking the shooter with even sticks, and later they become aggressive. In most video games, players progress to the next round, and the more they play, the more they become addicted, and they more aggressive they are likely to get. Empirical data has shown that violent video games supersede even violent films (Pollard et al, 10). The results of the study confirmed that people who engaged in violent video games became more aggressive when compared to those who were merely watching. While a few people assert that violent games are harmless, studies continue to show the opposite. There is evidence that violence video games make the players cathartic in that, they vent their angers aimlessly. In their work, Anderson et al (2010) assert that approximately 130 researches have been conducted on the same topic using over 130,000 subjects and the study findings were that; violent video games enhance aggressive thoughts and behavior, and increase ones physiological arousal by increasing ones pulse and blood pressure. Anderson and Bushman conducted extensive research in 2002, and from that, they were able to come up with evidence for the topic in question. The research was aimed at investigating the link between media violence and aggression. From their study, it was revealed that players who continually engage in violent video games become aggressive since violent behavior is repeated in the games over and over. Besides, video games ensure that players are active participants instead of being passive as in movies. Moreover, players in video games identify with a particular character they adore. This is what is known as the first person video game (Anderson Dill, 788). From this, players imitate the characters of these video games, which trigger them to become aggressive. For instance, a player who engages in a violent game develops aggressive thoughts. In their study, bushman Anderson concluded that when a player who was previously exposed to violent video games encounters confrontation, they r espond with an enhanced rate of aggression. However much scientific evidence has shown that video games that are violent cause aggressive behavior especially in young people; other theorists have opposed this citing various reasons. For instance, people who engage in violent video games have claimed that even though they play video games, they have never killed anyone. This is true especially from the United States FBI murder figures for 2010. From the survey, it was revealed that the murder rate in the US per year is 6 in 100,000. This is a low rate implying that murder from events like violent video games is highly unlikely. But this does not mean that violent video games do not lead to aggression. Secondly, the media have contributed to the denial that violent video games do not cause aggression. This is because; media personalities have failed to admit that the product they are marketing is dangerous. This is analogous to the tobacco industry; even though the manufacturers of tobacco know that the product is harmful, they have been reluctant to admit that their product is harmful. The role of parents in curbing aggression in their children cannot be underemphasized. Psychologists have identified that parents have a role of cautioning their children concerning violent media. Stopping your children from engaging in violent video games is unrealistic as a person is not able to supervise all the time, but it is necessary to regulate what children engage in. There are many ways parents can help (Pollard et al, 89). For one, they need not install violent media at home. Secondly, parents need to know the rating of all video games available at home, so that young children do not play games way above their level. Parents should also limit the time spent online and in playing these games. It is necessary for parents to monitor media consumption of their children. Violence in video games is impacting negatively on the users of these games. Significant harmful effects have been reported some of these effects are short term, but others are long term and affect the gamer for the rest of the life. The effects become harmful when parents who are supposed to monitor their children when they engage in these games become careless and leave the children to continue playing video games without limit. The endgame with this is that the child starts to be a psychopath and is likely to try and experiment what was being played in video games on the real world. The child will start to be aggressive when offended in a small way and may hurt everyone in the vicinity. Electronic media have the probability of enlightening the social and learning behavior of students by replacing reading activities, time for family interactions and social time with friends. If an average child spends 7 hours in a week to engage in these games, the child is not able to engage thems elves in any form of homework or reading. This results to the child becoming lazy and stubborn which may increase the aggressive nature of the child. Summary of Findings From the analyses of various studies and researches made, it is evident that more boys engage in violent video games than girls. Those who engage also acquire aggression with time, which leads them to engage in confrontations in school and landing in trouble in most times. These young individuals also grow up into aggressive people when their game time is excessive. Many researches also shows that, a majority of parents do not monitor their children and teenagers on the game time, making some young game players overindulge in violent games. A majority of parents also do not check the rating of the violent games, which allows even younger children to access games that are beyond their level. Study Interpretation Content analysis carried out by Walsh (2000) shows that more than 90% these games in the American market have some form of a violent nature and more than 60% in the global market have serious violence amongst those who take part in the game. The study concludes that a good proportion of games bought by gamers contain serious violence and the popularity of this form of games is mostly determined by the violence content that is developed among the characters. Pollard, Bushman Anderson in their 2011 research found out that, violence has spurred a lot among adolescents and children; this violence is mostly a result of violent video games. Bushman and Anderson (2002) conducted a Meta-analysis of 54 tests, which were independent about the relation between the violence of video games and physical aggression. This analysis involved more than four thousand participants and five results, which were consistent, among these gamers in relation to violent video games were derived from the analysis. Playing of violent games increases the aggressive cognitions of the participants. Violent games increase the arousal, physiologically aggressive emotion is increased by playing such games. Aggressive behaviors are increased among the gamers, and the pro- social behavior of the gamers is decreased with immediate effect. These effects termed as robust, and they are found in all ages of people in society, be it adults or children, females or males and non-experimental and experimental studies. Most of studies have been done out and results found with more than sufficient evidence that explains about the impacts of violent video games, b ut so far little has been done to avert this problem in the American society. Age restrictions have been imposed on accessing different kinds of video games with certain levels of violence, but somehow the young people end up getting the games from sources that are unclear. Gamers who are born aggression seem to have increased violence while and after playing video games of a violent nature. A study by Gentile, lynch, Linder and Walsh (2004) found that the physiological impacts of engaging in these games is worse in children who had developed a violent nature before they started playing video games than those who have no violent traits. These children are more likely to start excising the violent activities that they experience in video games, in real life. Gamers with the violence trait from birth showed increases in epinephrine levels in their blood and their arterial pressure increased too. This was the reverses of the gamers who did not have this trait. Moderation In moderating people who have the violent trait, parents and guardians should be able to notice this issue earlier when the child is growing up, and they should be able to help the child by restricting video games of violence nature. Children with this trait are not supposed to be exposed to any violence at all as they have a high probability that they will imitate the violent conditions that they experience. Parental monitoring should be able to play a significant role in ensuring that the children are safe, and they do not interact with violent videos. Instead, parents should ensure that they buy their children video games of an educational nature to motivate their children to think out of the box and increase their studies. When parents impose limits on television, the children tend to understand, the same should be done on video games and give children tight rules on accessing the games. Parents should be active in promoting positive messages that are brought with the entire vide o games and shun the negative messages conveyed by the violent video games. They should be the role models and convey a positive message to their children. Gentile and Walsh (2002) carried out a study about the ability of parents to input their control on video games that are accessed by their children. More than 55% of the parents allowed their children to take play video games of their choice including the ones that have a violent nature. 40% of the parents have the ability to control what their children play, they have the ability and responsibility of checking the regulations of the game before giving the children the opportunity to play, and 5% of the parents are never at home, so children are free to engage in any form of games of their choice and desire. This study shows how most of the parents have underestimated the damage that these games are doing to their children and perhaps it is because most of the parents nowadays are workaholics and do not have adequate time to be with their children and know about their lives. Some of the parents are not even able to name the game type that their children are playing which most childre n take advantage of since the parents are not concerned to know what the favorite things their children like. If only parents could step up and become active in the moderating process of these video games, then it is highly likely that the children could be saved from becoming aggressive. Active parents also know what to do when their children are not performing according to standards in school. They are able to consult with teachers and tutors so that the child is given additional motivation that is required to perform better in studies. Conclusion The importance of innovation is that it makes life enjoyable and modernized. One such aspect of modern innovation is the advent of video games. Video games have revolutionized the entertainment industry. It is entertainment for all age groups as one can relax and pass time especially during ones free time. Even though they are used by all age groups, the target market segment is young children and teenagers. Manufacturers of video games target the young market segment as they are the group that is easily enticed and enthralled by games, and one that can spend almost the whole day playing the games if it were possible. Children and teenagers of the modern world are spending much of their free time playing these games, unlike adults who have an aspect of moderation in video game playing. Despite teenagers and children spending most of their time engaging in video games, these games have a positive attribute in their development. These games are seen as a way of improving the reasoning and intelligence of children, and for this reason they are encouraged in all home settings. Through these games also, parents are able to occupy their children during the free time. Therefore, instead of engaging in mischief and wandering about the neighborhood, video games engage children by keeping them busy. As they are addictive, children remain glued to their seats playing these games. Despite technological innovations making life easier and better, one major problem associated with them is that, techno-scientists are obsessed with furthering their innovations to the point of coming up with principles that are bringing more harm than good to the users. When a product is liked in the market segment and the sales are always on a high, innovators always want to maintain this trend even though the product may be harmful to the market segment. One such is the discovery of violent video games. Violent video games are just the normal types of games, but they have aspects of violence by incorporating characters who engage in physical duels and confrontations with devices like guns. Initially, video games were a way of entertainment, but over time, the innovators wanted to introduce action movie concepts into these games as a marketing tool and as a way of adding appeal to video games. Manufacturers of violent video games aim to pump up the adrenaline of its users by introd ucing violence concepts in the games. Children and teenagers become elated by such concept. Video game manufacturers have succeeded to considerable degree because violent video game purchases have been on the rise recently. In every region of the world, video games are becoming the craze of children and teenagers. Even though violent video games cannot harm teenagers directly, the effect that is being noted is psychological and behavioural alteration. Through engaging in these games, teenagers and children start aping and copying what the games portray, and this alters their behavior. What has been observed is that, aggressive behavior has been noted in those who engage in violent video games. Being young children and teenagers, one can only wonder what individuals are going to emerge from these aggressive personalities. Most researches as outlined above reveal that video games that contain violence continue impacting negatively on its users, especially children and teenagers. This is related to the time-frame for games and the level of violence compared to the age group. Young people spend an average of nine hours per day to play violent video games, and this time has been determined to be too much, thereby affecting them negatively. Moderation is necessary in games so that teenagers and children are not obsessed with violent games. Video games were created to be a form entertainment source, but not as a negative influence. In order for violent games to be purely a form of entertainment, then parents and guardians need to moderate the use to a few hours in a day. Children also need to be investigated so that they do not engage in games that belong to higher age groups. The human brain develops with time, and in every age group, there is a degree of what an individual can handle. The younger the indi vidual is, the more likely they are to be affected by violent games. Older children are able to handle violent games when compared to younger ones. For this reason, every game should be used by the age group that it is created with. When this is done, coupled with moderation on the time spent playing the games, then aggressive behavior will be reduced by those that engage in violent games. However, as long as this does not happen, then violent games will continue causing the development of aggressive behavior in people, especially young users. Recommendation From the various studies conducted on the impact of violent video games study conducted, the following are the conclusions: a) More boys engage in violent video games than girls. b) Those who engage in violent video on a regular basis acquire aggression with time, derived from the characters they mimic in those video games c) Teenagers who have a history of video games are led to engage in confrontations in school and landing in trouble in most times. d) Young individuals grow up into aggressive people when their game time is excessive. e) A majority of parents do not monitor their children and teenagers on the game time, making some young game players overindulge in violent games. f) A majority of parents also do not check the rating of the violent games, which allows even younger children to access games that are beyond their level. g) Most modern households have video games, and with internet games, violent video games are easy to download These are appalling statistics. Something needs to be done to change this trend. Many products are being released into the market, and there is no one who has the right to control their release. People have the liberty to use products, but when these products start affecting users, then something needs to be done. Game manufacturers have the moral obligation to manufacture games that are not overly violent. But in a world where emphasis is on marketing and profit accumulation, no one can blame them. The onus is on parents to moderate game-time. Teenagers should understand that violent games correlate to aggressive behavior and moral decadence. They should restrain themselves and should treat games as merely an entertainment source and not as a behavior modifier. Parents will not always spend time with their children; hence, it reaches an age where teenagers need to do the right thing. Video games have become very popular in the contemporary world, and for parents it has become difficult for them to eliminate the games from their childrens lives. Research has shown that video games are important for children development. The problem comes in when they are overused and when young people play violent video games. These have been observed to cause aggression in young people. This research has proved that analogy. As it is difficult to eliminate videogames from the life of children and young people, the way to protect them is to reduce their negative effect through the following ways; a) Parents need to ensure that they are aware of the rating of the violent games played by their children. The ESRB considers the sex, violence, language and substance abuse contained in a game. From this, they give the age recommendation. Each game has a rating symbol for that particular age group b) Parents need to regulate internet usage in the homestead so that teenagers do not continually access violent games c) Parents need to set limits of video playing do that they do not overplay d) Parents need to monitor the media consumption of their children and guide them instead of according them too much freedom e) Guide children on the games they should play. A parent needs to take interest in video games so that they are able to offer guidance to children. Parents need to be free with their children and ask them about their feelings about the video games. By doing this, parents grow closer to their children. Therefore, the role of parents in curbing aggression in their children cannot be underemphasized. Psychologists have identified that parents have a role of cautioning their children concerning violent media. Stopping your children from engaging in violent video games is unrealistic as you cannot be with them all the time, but there is need to regulate what children engage in. There are many ways parents can help. For one, they need not install violent media at home. Secondly, parents need to know the rating of all video games available at home so that young children do not play games way above their level. Parents should also limit the time spend online and in playing these games. It is important for parents to monitor media consumption of their children

Tuesday, November 12, 2019

Green Alliances: McDonalds and Environmental Defense Essay -- Environm

Green Alliances: McDonalds and Environmental Defense On August 1, 1990, Shelby Yastrow, McDonald’s Senior Vice President of Environmental Affairs, and Fred Krupp, Environmental Defense’s Executive Director, announced that the company and the organization would form a partnership with the goal of improving waste management at McDonald’s. The announcement came as a surprise to many outside of McDonald’s and Environmental Defense; the alliance of the world’s largest fast-food company with one of the country’s oldest and best-known environmental organizations seemed improbable. McDonald’s seemed a more likely target for Environmental Defense’s litigation than a potential partner. Reaction to the announcement was mixed. Many, such as the Wall Street Journal, applauded the decision to cooperation, saying that the alliance could â€Å"break ground in the fight to protect the environment.†[1] Others, such as Warren T. Brooks of the San Francisco Chronicle, accused McDonaldâ₠¬â„¢s of caving into pressure from the â€Å"elitist yuppies†[2] of Environmental Defense. Still others, like Hans Schuttle of the Boston Globe, feared that Environmental Defense was catering to big business and â€Å"watering down† its stands.[3] McDonald’s and Environmental Defense themselves seemed unsure of the direction the partnership would take. Krupp spoke of â€Å"work[ing] together to improve the environment,† but also cautioned, â€Å"we’re always ready to roll out the heavy artillery.† Yastrow likewise expressed cautious optimism about the partnership. In this, Krupp and Yastrow were acknowledging McDonald’s and Environmental Defense’s very different histories and perspectives, yet they were also implying that each had evolved enough to a point where they were in a posit... ...26] www.environmentaldefense.org/pubs/Reports/McDfinreport.html, updated 8/21/00, accessed 11/16/00. [27] www.environmentaldefense.org/pubs/Reports/McDfinreport.html, updated 8/21/00, accessed 11/16/00. [28] www.environmentaldefense.org/pubs/Reports/McDfinreport.html, updated 8/21/00, accessed 11/16/00. [29] Langert, 12/4/00. [30] www.environmentaldefense.org/pubs/EDF-Letter/1991/Jan/a_mcdonalds.html, accessed 11/16/00. [31] Livesey, p. 5 [32] Livesey, p. 11 [33] Langert, 12/4/00. [34] www.environmentaldefense.org/pubs/StrategicPlan/, accessed 12/7/00. [35] www.environmentaldefense.org/pubs/Newsletter/1999/Dec/gc_ways.html, accessed 11/23/00. [36] National Resources Defense Council website, www.nrdc.org/cities/recycling/append.asp, accessed 11/14/00. [37] www.environmentaldefense.org/pubs/Reports/launchethic.html, accessed 11/23/00.

Sunday, November 10, 2019

American History II

One of the wonders of the modern world is the influx of modern ideas and the continuing improvement of the quality of human lives. The contemporary society caters to the innovations on the lifestyles and needs of people. Due to the inevitable changes in the needs of people and the creations of their productive and innovative minds, they develop dwellings that fit people’s needs. As a result, cities have been created and are continuing to grow with the process of industrialization and modernization. Cities render various advantages to its settlers. One of its main advantages is the promotion of commerce.The degree of civilization and knowledge existing in a country can be estimated through the proportion of the population living in the towns and cities. In cities, the different aspects of the city is developed and improved. There are also people offering the same trade and services. Thus, there is infinite rivalry, which leads to improvement (Dana, 1848). Cities were originally founded by individuals who congregated for the purpose of national protection and defense. However, in countries with well established governments, men only resort to settling in the urban due to its advantages.The high scale and affluence of the business transactions in cities could not be found elsewhere. Furthermore, the subdivisions of employments offer various fields of exercise in different skills and talents (McCulloch, 1852). As a result, cities became the center of political and economic freedom. In the medieval era, cities were concentrated by entrepreneurs who profited from the restrictions of the lords and the vassals. Nowadays, cities are also the center of the political and economic arena (Lachmann, 2002). The development of cities also has negative implications.The increasing concentration of the population in cities tends to congest the dwelling and cause little social and economic mobility. High concentrated places are also characterized by poverty due to the numer ous structural factors in the urban environment (Gilbert, 2004). In addition, the standard of living becomes low, and people are having a difficult time in seeking for employment due to the numerous people seeking for jobs. Urbanization also poses a threat to the environment, industries and factories continue to grow and come out that may bring substances and elements noxious to our environment (Gilbert, 2004).Due to the growing problems brought by urbanization and congesting cities, the U. S. government began its attempts to address these problems through the implementation of various programs which aim to help the citizens in the cities. They improved their healthcare and social welfare to help people without homes and employment. They also strengthened the laws which aim to protect the people and the environment in the noxious effects of urbanization. References Dana, W. B. (1848). Merchants' Magazine and Commercial Review. New York: Published At 142 Fulton Street. Gilbert, M. A. (2004, April). More than job creation: A case study of empowerment zones and opportunities for economic mobility (Abstract). Paper presented at the annual meeting of the The Midwest Political Science Association, Palmer House Hilton, Chicago, Illinois. All Academic. Retrieved August 11, 2008 from http://www. allacademic. com/meta/p83598_index. html. Lachmann, R. (2002). Capitalists in Spite of Themselves. New York: Oxford UP. McCulloch, J. R. (1852). A Dictionary, Practical, Theoretical, and Historical, of Commerce and Navigation. London: Longman, Brown, Green and Longmans.

Friday, November 8, 2019

Domestic Production of Marijuana and the Implications of Legalization Essays

Domestic Production of Marijuana and the Implications of Legalization Essays Domestic Production of Marijuana and the Implications of Legalization Paper Domestic Production of Marijuana and the Implications of Legalization Paper Widespread marijuana production and use, and lately, the calls for its legalization have created a stir in recent years. As such, there are a lot of things we need to know in order to understand this issue. What is the current state of marijuana domestic production? Who are the players in the legalization issue and what are its implications? This paper posits that legalization is being pushed primarily by business wanting a share of the market which is currently dominated by illegal organizations and users who wish to ease the moral and legal restrictions on its use. As such legalization will increase domestic marijuana production. Overview of the Domestic Marijuana Production Current Domestic Marijuana Availability Canabis has earned its status as the most valuable cash crop today. In 2006 alone, the current gross value of the estimated 68. 1 million marijuana plants in the U. S. stood at $35. 8 billion, far exceeding the value of legal, essential crops such as wheat. Outdoor marijuana made up 82. 8% of total production with a corresponding value of $31. 7 billion. Indoor marijuana accounted for 5. 2% pegged at $4. 1 billion (Gettman, 2006). Weed is typically for local consumption but its export is also viable. The annual supply of domestically produced weed is estimated between 8. 7-21. 8 million kilograms, a manifold increase since the 80’s (Gettman, 2006). Marijuana growing has been found everywhere. However, Alabama, California, Florida, Hawaii, Kentucky, North Carolina, Oregon, Tennessee, Washington and West Virginia rank as the top ten producers (Gettman, 2006), despite intensive eradication operations by the DEA. Large-scale production outdoors is easy and inexpensive with minimal plant care. Radical improvements in quality or potency have been achieved with advancements in technology such as the hydroponic system. As such, potency rates (measured in total plant THC content, the main mind-altering component) can now reach as high as 8. 77% from the 1. 5% average in the ‘70s (NDTA 2008). Local marijuana is expensive compared to other countries. According to one site, the average price for a quarter ounce of weed is $40 for low quality, $50 for medium quality and $80 for high quality and has remained steady for the past years (e-stoned. com). This proves that there is an established consumer base, proof that it is a very lucrative business and tax free too! Current Domestic Marijuana Consumption Among all the available illegal drugs, it is the most commonly used with consumers from all ages, genders, race and economic status (DEA website). However, use is most common among young people with its treatment as a recreational drug. There is no current government data on the actual number of marijuana users but the results of latest DHHS drug use survey show that there were 2. 1 million Americans, mostly minors, who used marijuana for the first time in 2006, a figure that has not changed dramatically since 2002 (NSDUH 2006). An estimate by one group using the current estimated supply and average consumption/user puts the number of American marijuana users at 15 million (NORML. com). This corresponds to 5% of the total population. The Global Youth Network also ranks the U. S. as one of the top 6 marijuana using countries in the world. Who Controls the Domestic Marijuana Production and Distribution? DEA 2008 reports show the involvement of drug trade organizations from Cuba and Asia in marijuana trafficking all over the country and they are now into indoor marijuana production as well, with expansions targeting the northern states. Mexican DTO’s, on the other hand are targeting outdoor marijuana production in the eastern states and marijuana smuggling in the border areas. Although there are freelance dealers who operate small-scale, widely commercial grade marijuana cultivation and sale, the wider, more systematic production and distribution targeting densely populated areas is controlled by drug-trade organizations. In addition, there is also a proliferation of internet pharmacies that offer marijuana (Scott hearing on the DEA’s Regulation of Medicine). Medical or Research Grade Marijuana Legal high potency Cannabis is used for FDA-approved studies or as prescription medicine. Medical marijuana is now legal in 13 states, permitting doctors to prescribe high-potency marijuana to increase the appetite of patients suffering from AIDS, alleviate pain or decrease the pressure in the eyes of glaucoma patients among others. Research grade marijuana cultivation is currently exclusive to the National Institute on Drug Abuse. Medical marijuana is produced only after acquisition of a license. In the case of California, which was the first state to legalize, patients/care providers are allowed possession of 6-12 plants or a maximum 8 ounces of dried marijuana (SB 420). Further, possession in excess of this is permissible if prescribed by a doctor. Counties and municipalities can also impose local ordinances that allow possession/cultivation beyond the limits set by state law. Further, the joint efforts at marijuana cultivation by patients/caregivers as well as marijuana dispensaries are also allowed (SB 420). The Legalization of Marijuana In 2001, the U. S. Supreme Court voted unanimously not to allow the use of medical marijuana and the drug remains in the DEA Schedule 1 (DrugFreeAmerica. com). However, states can adopt state-wide laws with regards to Canabis. Of the 13 states that legalized medical marijuana, 6 of them have further adopted decriminalization. There are 6 other states that decriminalized but did not legalize marijuana. Fourteen qualify â€Å"drug use in driving† as a criminal offense while 20 states issue marijuana tax stamps (NORML. com). Legalization efforts range from lobbying for the legal cultivation and use of marijuana for medical and research purposes to its commercial production and distribution alongside other substances like alcohol or tobacco. Subsequently, decriminalization aims to apply the individual freedom of choice and eliminate the penalties for marijuana-related offenses. Lobby work for federal legalization has resulted in H. R. 2592, initiatives and referendum polls in the various states. The Arguments for Legalization and Counterviews The primary arguments for legalization are 1. marijuana has medicinal properties, 2. marijuana will bring in more revenue and save taxes on the federal marijuana eradication drives, 3. marijuana is relatively harmless and 4. legalization will actually decrease marijuana use. That it does have medicinal properties for specific ailments is already proven by initial research and actual practice. That marijuana will contribute to state revenue along with cigarettes is also not debatable. An economist calculated that the state of California can put up $1 billion from taxing a joint for $1, up to $400 million retail sales taxes and save $156 million from law enforcement (CANORML. com). That the federal government has been largely unsuccessful in its well-funded marijuana eradication drives also holds true as indicated in various news reports. That marijuana legalization will actually decrease its use will depend on a lot of factors. It might lessen the number of first time users if we reason that alcohol consumption was at its peak when it was illegal. However, habitual users will continue to be a steady market. Finally, that marijuana is a safer alternative to harder drugs, alcohol or even coffee is relative. Federal government agencies and anti-legalization groups also argue that there are alternative drugs for the same that cause no â€Å"highs†. They also present the immediate and cumulative ill-effects of marijuana while the more liberal call for more extensive research on it for commercial, federally approved medical use. For people who put premium on their health, using marijuana or any other addictive substance for that matter might not be acceptable. The government’s main reasons for not budging on the issue besides citing the health effects of its use include the membership of the U. S. in international treaties banning marijuana (Scott hearing on DEA’s Regulation of Medicine). Some Proponents of Marijuana Legalization There are 2 prominent groups campaigning for legalization. The Marijuana Policy Project is the advocacy arm of the Multidisciplinary Association for Psychedelic Studies (MAPS. org), the first pharmaceutical company aiming to break NIDA’s monopoly over research grade marijuana by funding the construction of a medical marijuana production facility in the University of Massachusetts. This is the first step in a 5-year marijuana drug development study worth $5 million (MAPS. org). The National Organization for the Reform of Marijuana Laws, a non-profit public-interest advocacy group representing the interests of millions of responsible American marijuana smokers, started its advocacy way back in 1970. Working with the NORML Foundation, it currently has community/school chapters in 45 states and in 7 other countries. Active in lobby work and media campaign, it also provides legal assistance to people charged with marijuana offenses. It favors the Democrat campaign as it hopes to have a more favorable response to pro-legalization from Congress. Conclusion Marijuana’s promising medicinal values is a minefield for pharmaceutical companies which would explain their financial involvement in and all-out support for the pro-legalization advocacy. The equally promising possibility of being granted the right to choose to use marijuana without fear of being punished legally and morally anywhere in the country is motivation enough, given the vast number of users. Politicians will also be happy with more taxes and guaranteed votes. Legalization, especially at the federal level, will affect production by stimulating legal private enterprises involved in medical/research grade as well as commercial marijuana production. Canabis will become another profit commodity which does not need much effort in marketing with the intensive campaigning by pro-legalization groups that target recreational users and patients as well. However, the effect of legalization on illegal production remains to be speculated but it will surely lose a portion of the occasional users market to legal marijuana producers. Finally, the greatest challenge and burden will fall on parents and law-enforcement agencies in how they can successfully educate children to prevent future marijuana addiction. For one, legalization makes further access to marijuana a whole lot easier because unlike other drugs that are manufactured in laboratories, this is planted everywhere. References Clint. Marijuana Prices in the USA. Retrieved February 12, 2008 from e- stoned. com/rec/44-Marijuana-Prices-in-the-USA/ Economics of Canabis Legalization. Retrieved February 13, 2008 from norml. org/index. cfm? Group_ID=4421 Gettman, John. (2006). Marijuana Production in the United States (2006). Retrieved February 12, 2008 from The Bulletin of Cannabis Reform, drugscience. org/bcr/index. html National Drug Threat Assessment, 2008. (2007). Retrieved February 12, 2008 from http://149. 101. 1. 32/dea/concern/18862/2008. pdf National Survey on Drug Use and Health. (2006) Retrieved February 12, 2008 from oas. samhsa. gov/nsduh/2k6nsduh/2k6Results. pdf MAPS DEA Lawsuit. Retrieved from Multidisciplinary Association for Psychedelic Drugs, maps. org/mmj/DEAlawsuit. html#6 Marijuana Overview. Retrieved February 13, 2008 from the Drug Enforcement Agency, http://149. 101. 1. 32/dea/concern/marijuana. html Medical Excuse Marijuana. (2008) Retrieved from DrugFreeAmerica, dfaf. org/marijuana/excuse. php Putting a Value on Cannabis. (2008) Retrieved February 12, 2008 from National Organization for the Reform of Marijuana Laws, norml. org/index. cfm? Group_ID=4424 Results from the 2006 National Survey on Drug Use and Health. Retrieved February 13, 2008 from the Office of Applied Studies-SAMSA, oas. samhsa. gov/nhsda. htm Rep. Robert C. Scott Holds a Hearing on the Drug Enforcement Administrations Regulation of Medicine. Retrieved February 12, 2008 from maps. org/mmj/dealawsuit_congressional_hearing. html Senate Bill 420. Retrieved February 13, 2008 from albanyca. org/archive/pdf/022007_8_1_AttF. pdf

Wednesday, November 6, 2019

The Life of a Woman Plantation Slave essays

The Life of a Woman Plantation Slave essays The life of a typical woman plantation slave was one that is somewhat troubling to think about. These women were forced to leave their homes and their families to become the property of a plantation owner who, for the rest of their lives, dictated what these women were to do. These women had to adjust to many different and new things. When a new slave woman arrived, she spent the majority of her time learning the native tongue, learning the new agriculture, and adjusting to the difference in the climate. (Berkin, p. 62). In learning these new things, they also had to learn to be totally submissive to their masters in body and mind or they suffered abuse and this abuse included sexual abuse as well. In order to fully understand the life of a typical woman plantation slave, it is important to know where she came from, the type of work she does, what her relationships are, and how she copes with her lifestyle. In the late seventeenth century, the importation of Africans from the coastal regions of Africa begins. (Evans p. 27) This proves to be an asset for plantation owners as African women were known for their abilities in agriculture and, therefore, their expertise at planting and cultivating could be put to use to produce huge crops for the plantation. Men and women were both put to work in the fields at the discretion of their masters. Their workdays were very long going from sunup to well into the evening hours. Early on men and women on the plantation did the same types of work which usually included planting and harvesting by hand. Later on when plantation owners began using the plow instead of the hoe, the men were responsible for doing the more skilled labor such as plowing and the women were left in the fields to hoe what could not be done with the plow or to transport harvested grain from the fields to the barns on their backs. (Berkin, p. 62) Women did not only work in the fields though. S...

Sunday, November 3, 2019

Marketing influences Essay Example | Topics and Well Written Essays - 750 words

Marketing influences - Essay Example The four elements of marketing mix which are product, place, promotion and price affects consumers in various different ways. This project aims to project a report on marketing influence on consumer making decision making and also aims to show how the marketing influence which are product influence, price influence, promotional influence and place influence. The influence which would be discussed in the rest of the project is about promotional influence that a marketer has over its customers to influence the consumers to purchase the products. Marketing strategy varies as per the involvement of a consumer while purchasing a product. Promotional influence is the tool which is mainly used by the marketers to promote and sell its product and is the most effective tool in attracting consumers. For a high involvement product marketers have huge responsibilities. Promotion is an important tool and it should be informative and extensive. A good and effective advertisement helps the consumers with information that they need to make the purchase decision and also stating the advantage of owing the desired product. For example the two page advertisement made by the Toyota Company for its Toyota’s Camry Hybrid provided extensive information of the benefits of driving the vehicle. The photo of the young eyed girl along with the globe appeals to consumers to care for the future and the caption on the interior photos of the vehicle notes its unique technology which benefits the consumers in its decision process. In case of low i nvolvement product the consumer makes the decision of making it only after entering the store and when the consumers see the product. Thus to influence the customers, in store promotion is an important tool which is mostly used by marketer. Marketing manager puts on special attention to packaging so that the product can

Friday, November 1, 2019

The Price of Integrity Thesis Example | Topics and Well Written Essays - 750 words

The Price of Integrity - Thesis Example The film has, besides, received several accolades in other international film festivals such as The Bangkok International Film Festival (2005) for cinematography, Golden Globe (2002) again for best music score, Toronto International Film Festival and the Cinematic Intelligence Agency Trenchcoat Awards (2003). Thus, the movie has been a grand success both in terms of critical acclaim and its mass appeal because it integrates such unique life experiences of a woman, which the audience has never known. Frida’s accident and the resultant physical pain and suffering she endures will, in the normal course, render a woman helpless and she would have never come up again in life. But Frida has such a spirit within her that she overcomes her physical limitations and expresses herself through art. The movie’s focus is Frida’s relationship with Diego Rivera, her mentor and husband, a prominent artist of that time and a notorious womanizer. She first meets him when she was a fifteen year old girl and visits an art exhibition. At age 18, she gets involved in an accident and sustains serious injuries on her back and pelvis. Three years later, she meets Rivera, who at that time is elder to her by over 20 years, and works on a fresco for the Ministry of Education building. She approaches him, seeking his opinion about her art, and falls in love with him. Later, in 1929, they get married in Coyoacan in Southern Mexican City. In the following years, Rivera takes Frida on a â €Å"sojourn to the US† and the couple visits San Francisco and Detroit and finally they arrive at New York, where Rivera â€Å"paints a series of murals in public and private buildings and engages in many extra marital affairs† (Laurier par. 8). These are events are so unique and exclusive that make up for Frida’s strength of character and her appeal. In fact, not until this trip does Frida becomes really aware of the actual