Saturday, May 23, 2020

Juxtaposition Of Adlerian Therapy And Cognitive Behavioral...

Juxtaposition of Adlerian Therapy and Cognitive-Behavioral Therapy Cognitive-Behavioral Therapy (CBT) is widely known and utilized in the psychological field; however, Adlerian therapy, also known as individual psychology, is not universally known yet has roots that appear in CBT. In fact, Albert Ellis, founder of CBT, has acknowledged that Alfred Adler, founder of individual psychology, was one of the earliest therapists to emphasize the importance of understanding people’s thoughts, their observations of themselves, and their conscious experiences (Carlson, Maniacci, Watts, 2006). Therefore, a juxtaposition of CBT and Adlerian Therapy is warranted in order to evaluate the similarities and differences in conceptualization of client psychopathology, of their approach to treatment, and of how these therapies stand in terms of empirical evidence. Conceptualization of Client Psychopathology Human Nature and Psychopathology in Individual Psychology Alfred Adler maintained that the first four to five years in a child’s life were crucial in developing the child’s life style, which contains values and guides to life, as well as the child’s schema of apperception, which is how the child sees himself and the external world. The life style has two main components: one, beliefs about what exists, which is established through self-concept and worldview, and two, beliefs about what should be, which is created through the ideal self and ethical expectations (Carlson et al., 2006).

Tuesday, May 12, 2020

Video Games - 1762 Words

This review is an experimental study on the way playing video games, against watching violent video games, effects children’s aggressive behavior. This study was conducted by Utrecht University students, in Utrecht, The Netherlands. The research conducted, and article written was by Hanneke Polman, Bram Orobio de Castro, and Marcel A.G van Aken, and copy-written in year 2008. The hypothesis behind this article is how does playing a violent video, rather than just watching one, affect a child’s aggressive behavior in real life. In this new world of technology, children are exposed and entertained by watching television and playing video games. â€Å"One study showed that children spend up to 25 hours a week watching television and 9 hours a†¦show more content†¦This is an example of a naturalistic observational study. The researchers are observing the children in their own environments, which helps the participants feel comfortable to act as they normally would act. (Wade Travis, 2012) For the last activity of the day, the children took a questionnaire based on their peers and the aggression they witnessed amongst one another. This is an example of the survey testing method. The researchers are gathering information through questioner; by asking the children about how often they play video games and how much violence they have witnessed from their peers in the play sessions following the video game play. (Wade Travis, 2012) The first questionnaires was based on how often the participants played video games and was set on a 1-5 scale, 1 being almost never and 5 being once or more per day. (Polman, de Castro, van Aken, 2008) The next questionnaire was based on the aggression of other children. â€Å"The six categories used were â€Å"hit, kick, or push someone†, â€Å"fight with someone,† â€Å"name calling or have a quarrel,† â€Å"tease someone†, â€Å"frighten someone off to get what he/she wanted,† and â€Å"gossip.†Ã¢â‚¬  (Polman, de Castro, van Aken, 2008) Then asked to specify if they felt the intentions were meant to be in a joking manner or to be intentionally mean. The reason being is if the children are playing and joking then this is just considered rough- and tumble, not necessarily a hostileShow MoreRelatedVideo Game : Video Games1658 Words   |  7 PagesVideo games first entered into the world around the 1970s, while the violence started occur ring in the games about 20 years later (Anderson and Bushman 354). Some of the first violent video games included â€Å"Mortal Kombat, Street Fighter, and Wolfenstein 3D† which had amazing effects that were top notch at the time (Anderson and Bushman 354). Wolfenstein 3D was the first big video game that gave gamers the opportunity to shoot in the first person point of view (Anderson, Buckley, and Gentile 5). OverRead MoreVideo Game : Video Games1584 Words   |  7 Pagesviolent video games that are commonly played by boys and girls, young and old alike in today’s society. Many experts fear that this violence in video games increases violence in people in real life, causing people to act out as if they were in the video game, increasing aggressive behavior so much that it could actually escalate to shooting, stabbing, and killing people. There have already been many cases of these extreme examples of violence in the news that share a connection with video games. EricR ead MoreVideo Games : Video Game1933 Words   |  8 PagesEnglish 132 9 March 2015 Video Games A video game is an electronic game that involves human interaction to generate visual feedback on a video device. The word video in video game means any type of display device that can produce two- or three-dimensional images. The electronic systems used to play video games are called platforms; examples of these are video game consoles and personal computers. Platforms can range from small handheld devices to large computers. Some video games can become popular andRead MoreVideo Games And The Video Game Industry2174 Words   |  9 PagesVideo Games and the Video Game Industry The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individual’s health and behaviour. There are still some people in the world that believe video games are contributing to the decline of today’s generation. However, video games and their industryRead MoreVideo Games And The Video Game1301 Words   |  6 Pages The 2000’s and 2010’s has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the amount of gaming devices in homes has risen to eighty-eight percent. This is a large leap from where the original â€Å"Brown Box† console created by Ralph Baer in nineteen sixty-seven, but video games didn’t just go through a cut scene and magically appear in everyone’s home s. They have had it rough from lawsuits, heavy competition between companies, and evenRead MoreVideo Game And Video Games1905 Words   |  8 PagesINTRODUCTION 1.1 Background of the Study Involving human interaction with a user interface,a video game is an electronic game which generates visual feedback on a video device such as a TV screen or computer monitor. The word video in video games traditionally referred to a raster display gadget, but it now indicates any type of display gadget that can form two or three-dimensional images. In allowing a video game to operate,platform refers to the specific combination of electronic components or computerRead MoreVideo Games And The Video Game917 Words   |  4 Pagesothers for the rest. When it comes the video gaming industry, companies like Microsoft, Sony, and Nintendo have developed new ways for the population to enjoy new entertainment and hobbies. However, when these companies create new systems to be flawless, users always seem to find at least one problem. The problem is not the gaming consoles themselves, but the the violent video games that companies create for these consoles. Allowing children to purchase these games, are one of many reasons why the youthRead MoreVideo Game : Violent Video Games927 Words   |  4 PagesThe video game industry possible causing behavioral problems for people of all ages. Video game violence isn’t breaking news for years people have played games with murder and sexual innuendos. People ask why violent video games are so attractive, maybe it’s a way to escape from real life or even therapeutic. History shows us that human being like violence, in roman time gladiators killed people and animals for sport with huge number of people as an audience. Today the video game industry has foundRead MoreVideo Games And The Video Game Industry1290 Words   |  6 Pagesthe mainstream video game industry has seemed to operate under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may somedayRead MoreVideo Games and Violent Video Games Effect1225 Words   |  5 Pages A video game is â€Å"an electronic game in which players control images on a television or computer screen† (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamer

Wednesday, May 6, 2020

Neck Neck Business Strategy Free Essays

The elements that helped in the success of â€Å"Neck Neck† are the following: – Create a brand image. It’s very important to consolidate the brand. The â€Å"Made in Spain† brand had an important position in the international market, so it was very important to achieve a new brand positioning. We will write a custom essay sample on Neck Neck Business Strategy or any similar topic only for you Order Now â€Å"Neck Neck† is an exclusive brand for children. â€Å"Neck Neck† is recognized under the brand name â€Å"Made in Spain† – Professionalism. Since the Zamacola family took over the management of â€Å"Neck Neck†, the company began to have continuous growth. This is due to investing time and energy into creating an efficient and professional team. Although the previous management had an adequate business strategy, they had an overall inefficient management team. The new administration is focused on being professional in every aspect of their business. – Brand Franchise. â€Å"Neck Neck† established a new plan to grow and expand the business globally. The new strategy included the creation of franchises. Each new store is expensive so the franchise is a strategy to reduce the economy impact. Also, the franchises will help introduce the brand in the international market. One of â€Å"NECK NECK† goals is to become a major supplier of children’s clothing. Do you think they have taken the right decision about their internationalization strategy? Internationalization is a very important strategy for â€Å"Neck Neck† growth. Certainly, the foreign franchises provide information about the culture, preferences, and prices of each location. This information helps to establish the design and product strategy. Each place is different. It is recommended that the businesses be managed by local people. The internalization of â€Å"Neck Neck† give a competitive edge to the company. Franchisees provide information needed to make decisions regarding distribution, production and marketing. Also, according with the General Manager, â€Å"Neck Neck† uses a portion of it’s cash flow to invest in foreign stores. This way, managers can learn about the market of each location and how manage it. Analyze â€Å"NECK NECK† internationalization strategy. Do you find their expansion To choose the right place to introduce a new location, â€Å"Neck and Neck† takes cultural affinity between the new consumers and the â€Å"Made in Spain† consumers into consideration. The market segment will be the same – sophisticated people want their kids to wear great clothes. The product is targeted to people that are looking for new and unique children’s clothing styles. Which expansion model do you think NECK NECK should follow in the future: company owned points of sale, or franchising? Which advantages and disadvantages does the second have with respect to the first one? The franchise strategy established by â€Å"Neck Neck† has been positive. Therefore, â€Å"Neck Neck† should continue with this plan or establishing excellent management and a rejuvenated brand positioning. However, taking in consideration the success of the trade mark, the company should consider points of sale to expand the brand all over Spain. In fact, the enterprise made a strategy alliance with the Corte Ingles to expand the brand in Spain and Portugal. In any case, the franchise strategy is a priority and thanks to global brand recognition the company will continue to expand internationally. Franchising is the best strategy. The development of franchises will reduce â€Å"Neck and Neck’s† dependence on the Spanish market and be in a position to open new global markets in Asia and Latin America. How to cite Neck Neck Business Strategy, Essay examples

Saturday, May 2, 2020

Homeless Youth Essay Example For Students

Homeless Youth Essay Powers, Jane L. and Barbara Jaklitsch. Reaching the Hard to Reach. Education Urban Society, Volume 25, Issue 4, August 1993. At some point in time, all teenagers are expected to leave home and venture out on their own. Separating from parents and gaining independence are two central tasks that teenagers must overcome in order to become adults. Teenagers usually learn how to make this transition through either home or school. Unfortunately, there are some teens today that do not fully develop these two tasks before deciding to leave home. These teens are the teens that we see out on American streets today. Leaving home at an early age can be devastating to the teenager, the cities they live in, and our society, in general. Teens are often victimized and exploited fairly easily while they are out on their own. Due to this, crime rates skyrocket in cities with a large homeless teenage population. Teens often turn to drug trafficking, prostitution, and other forms of criminal activity in order to survive. In turn, this also causes a wide range of physical and mental health problems, including substance abuse. Although there are large numbers of homeless teens, they still remain lacking in many services. One of the most important services is education. This journal article focuses on the barriers to educating homeless teens and mechanisms that are being created to assist in helping them to survive. Education is severely affected by homelessness. Most homeless adolescents do not attend school because they are unable to make it to school every day. This, in turn, causes teens to fall behind or fail classes. This causes them to end up dropping out of school. Schools are unable to help the homeless teen. Instead, they cause the teen more frustration and depression, thus encouraging them to stay away from education. Without the basic skills that one earns during high school, the teen is unable to gain legal employment. This not only affects their current situation, but it also affects their future as well. Although some states have set up programs to assist Homeless Youth Essay in gaining an education, the teen population still remains virtually ignored. In this journal article, the definition of homeless adolescents is unaccompanied youth who live independently of their families. When referring to the governmental definition, there is a difference between the homeless youth and the runaway youth. The runaway youth is defined as a person who is under the age of 18 and has been away from his or her home or legal residence at least overnight, without the permission of a parent or guardian. The runaway has chosen to leave home and has a home in which he or she can return (395). The homeless youth is defined as an individual who has no shelter and needs services providing supervision and care. It is important to understand definitional issues when estimating the scope of the problem of youth homelessness. It is very difficult to obtain an accurate account of homeless youth. The US Department of Justice found that at least 500,000 youth under age 18 become runaways and throwaways each year. Other studies have found that there are 2 to 3 million youth between the ages of 10 to 17 years are living on the streets, in abandoned buildings, or in welfare hotels. This means that there is anywhere from 1/2 million to 3 million uneducated, homeless youth on American streets today. Due to lack of education, homeless teens are being exploited by adults. This means that the youth is likely to become involved in criminal activity. The length of time a young person has been on the streets should be considered in determining their educational needs. Increased time on the streets makes it harder to reach kids and serve them. Age is also a factor that needs to be considered when trying to serve the homeless youth. .u756ca6186a25221690b1c2be94873e2e , .u756ca6186a25221690b1c2be94873e2e .postImageUrl , .u756ca6186a25221690b1c2be94873e2e .centered-text-area { min-height: 80px; position: relative; } .u756ca6186a25221690b1c2be94873e2e , .u756ca6186a25221690b1c2be94873e2e:hover , .u756ca6186a25221690b1c2be94873e2e:visited , .u756ca6186a25221690b1c2be94873e2e:active { border:0!important; } .u756ca6186a25221690b1c2be94873e2e .clearfix:after { content: ""; display: table; clear: both; } .u756ca6186a25221690b1c2be94873e2e { 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; } .u756ca6186a25221690b1c2be94873e2e:active , .u756ca6186a25221690b1c2be94873e2e:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .u756ca6186a25221690b1c2be94873e2e .centered-text-area { width: 100%; position: relative ; } .u756ca6186a25221690b1c2be94873e2e .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .u756ca6186a25221690b1c2be94873e2e .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .u756ca6186a25221690b1c2be94873e2e .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; } .u756ca6186a25221690b1c2be94873e2e:hover .ctaButton { background-color: #34495E!important; } .u756ca6186a25221690b1c2be94873e2e .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .u756ca6186a25221690b1c2be94873e2e .u756ca6186a25221690b1c2be94873e2e-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .u756ca6186a25221690b1c2be94873e2e:after { content: ""; display: block; clear: both; } READ: Geneticists Essay Youth under the age of 16 are required by law to attend school. Due to this, it is easier to force youth into school. Youth over the age of 16, however are not required to attend school. This causes it to be much harder to force these teens to engage in .