Wednesday, November 27, 2019

Suicide Essays

Suicide Essays Suicide Essay Suicide Essay Teenage years are the hardest times. Your having changes in your body, going through relationships, and trying to plan your future. When you go to look for answers, it seems like no one has them. Thats what starts teenagers to feel alone. When they feel this way they will try to medicate themselves by drugs and alcohol or violence. Studies show that teens who feel this way are Suicide, intentional, self-inflicted death. A uniquely human act, suicide occurs in all cultures. People who attempt or complete suicide usually suffer from extreme emotional pain and distress and feel unable to cope with their problems. They are likely to suffer from mental illness, particularly severe depression, and to Suicide is becoming a public-health problem. It is now the leading cause of death worldwide. Researchers believe mental illness in young people are the cause of the increase in suicide. Not only do suicides rates differ between age groups but also men and women. Men succeed in more suicide s but more women attempt. Methods of suicide can differ from drug overdose to hanging. Poisoning or overdose is the least amount of suicide rates. Hanging is the leading method worldwide. The United States has 60 percent suicides committed by guns. Where it is less easy to get a gun in Canada there is only 30 percent committed suicides. Only 15 to 25 percent of those who kill themselves leave suicide notes. People often think suicide is caused by difficult situations such as failure in school or marriage. Experts believe those are just triggers and its really caused by the brain, genetics or social forces. The majority of people who kill themselves are suffering from depression. Researchers believe that genetics play a role in suicidal behavior. They believe it runs in the family. There are also some psychological theories.

Saturday, November 23, 2019

Online video and computer games

Online video and computer games Video and computer games emerged around the same time as role playing games during the 1970s, and there has always been a certain overlap between video and computer games and larger fantasy and sci-fi communities (King and Borland 2003). Many early games were solitary endeavors, but the past decade has witnessed a massive explosion in the popularity of networked games, with titles such as Doom and Quakes standing out as early exemplars.Advertising We will write a custom essay sample on Online video and computer games specifically for you for only $16.05 $11/page Learn More In the mid 1990s, online video and computer games (OVCGs), which could be played through servers that connect hundreds of thousands of computers together, began to appear across the US, Europe and Asia. Online video and computer games (OVCGs) do not require that players be physically co-present; rather, players gather in virtual game worlds where they play avatars- computer-mediated fantas y characters. For online video and computer games (OVCGs) to function it needs a computer as well as the software, instead of other tools used by several other games. In addition, many online games, such as EverQuest (Sony) and World of Warcraft (Blizzard), have a monthly subscription fee. Similar to Role-playing games (RPGs) and collectible Strategy Games (CSGs), but different from many non-networked video and computer games, Online video and computer games (OVCGs) are specifically designed to offer hundreds of hours of highly interactive gameplay and for the development of characters’ identities (Schubert 333). Online video and computer games have settings and systems, just like Role-playing games (RPGs), but the computer controls both, which simplifies the games in some important ways. Online video and computer games involve multiplayer game worlds and allow for instant peer-to-peer communication, either through typed conversation or through voice-over chat. As players coo perate with one another on multiple occasions and for multiple purposes, they develop the same sense of shared community, and become known to one another through their specific style of play and their characters’ names. Perhaps the biggest draw of on-line gaming, however, is the visual effects, which can be highly detailed with a sense of three dimensional spaces. The ability to play at any time one desires, for as long or as short a time as desired, is also an advantage since a player can find others online at any hour of the day or night.Advertising Looking for essay on communications media? Let's see if we can help you! Get your first paper with 15% OFF Learn More Many online games today allow for a high degree of character customization and allow various paths towards success, so it is possible to create an interesting, original character that is not only present in one’s head, or on a piece of paper, but which is walking, jumping, fighting , or flying on the screen in front of the player. As Online video and computer games become more akin to â€Å"movies that I can control† their attractiveness increases. Unfortunately, OVCGs requires a substantial monetary investment and a degree of technical proficiency. Additionally, Online video and computer games are still less portable RPGs and CSGs. Despite these problems, Online video and computer games are the fastest growing segment of the fantasy game industry and have gained more widespread acceptability than either table top RPGs or CSGs (Schubert 338) To continue our fictional example of Academia: The Overeducated, the online version immerses players in a virtual university and the opening shot on the computer screen is that of the Registrar’s office. There, the player selects his/her character’s name, age, sex, height, weight, race, and other physical characteristics, and also signs up for first-year classes. This would generate a graphical represe ntation of the player’s character that one could then watch, control, and manipulate through virtual world. The character would be given a campus map and directions to a dorm room, as well as a key to the room. From that point on, the player would navigate through the halls of the Administration Building, on his or her way to the dorm, realizing that every person walking through the hall is also a player; a real person, somewhere in the world, sitting in front of a computer. The player could have the character to stop and ask people about classes, inquire if a teacher was strict with attendance or not, and learn about useful bits of information that would help the character succeed in whatever tasks were encountered during game play. Many role playing and collectible strategy gamers are also computer gamers, and those that are not are typically at least familiar with inline computer gaming and likely know some of the more popular game titles. In the gaming industry, several o f the larger RPG and CSG publishers have produced computer games based on their projects, or else have licensed their products to computer game manufacturers. While each type of game has its distinct advantages and disadvantages, an increasingly internet connected world and today’s fast paced life make Online video and computer games very attractive to gamers generally.Advertising We will write a custom essay sample on Online video and computer games specifically for you for only $16.05 $11/page Learn More Some current online, multiplayer video and computer games include: Hallo 2 (produced by Sony Online Entertainment), and Dark Age of Camelot (Produced by Mythic Entertainment). King, Brad, and Borland John. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic. New York: McGraw-Hill, 2003. Print. Schubert, Damion. Online Games: An Insider’s Guide. Boston: New Riders, 2003. Print.

Thursday, November 21, 2019

Commentaries on a company's performance over last 2 years Assignment - 1

Commentaries on a company's performance over last 2 years - Assignment Example This means that the company is in good position in respect to its debtors since lower receivable days indicates that the company takes less time to collect the receivable amounts. By faster receive of due, collection related problems get reduced, and also the company has improved its profitability and rate of return on investment by better management of funds receivable. Finally, payable days have been calculated which has increased in 2012-13 from the previous year. This means compared to previous year, Morrison has been delaying payment to creditors to conserve cash. This can happen because Morrison has good terms with vendors. Compared to the previous year, Morrison has been holding on to its cash for a longer period in 2012-13. In this section, horizontal analysis is done by measuring the amounts receivable and payable in the two concerned financial years. Amount receivable has reduced in 2012-13 which means that Morrison has shown a better performance in collecting debts this year. This means increased cash which can be used for operational purposes. On the other hand, amount payable has increased in 2012-13. As already explained Morrison may have been holding on to cash and delaying payments for operational purposes. In this section, profitability ratios have been calculated to determine the operating success of Morrison. There has been an increase in the gross profit margin from 1.76% in financial year 2011-2012 to 1.86% in 2012-13. This indicates that the company is enjoying an improvement in its market position, and is in a position to charge higher price for its products which in turn can result in enhanced revenues. However, there has been a 7 percent decline in EBIT (earnings before interest & tax) in 2012-13 from previous year. The major reason attributed is difficult conditions in the market. According to chief executive Dalton Philips â€Å"economic backdrop remains