Damage to the frontal lobe cortex of the brain can cause difficulty in everyday activities. The frontal lobes role in people’s behavior includes executive processes, language, emotional expression and movement. Ryan Godfrey has difficulties in some areas of executive processes due to the damage tumors caused in his brain. Ryan and others with frontal lobe damage can benefit from knowing these deficits by taking steps to reduce their impact. The brain tends to compensate for damaged parts and a faith in God brings power to overcome deficits. Thus, behavioral difficulties for frontal lobe damaged patients are only a guideline not a box, for nothing is impossible for God to accomplish.
A 23-year-old man, named Ryan Godfrey was observed in his everyday behaviors to understand how he deals with frontal lobe damage. When he was 7 years, old the doctors discovered a grapefruit size benign meningioma tumor in his brain. After this, he had six more surgeries and his last one left him paralyzed on his left side. This was because most of his tumors were found in the right hemisphere, prefrontal cortex with his last surgery towards the premotor and motor cortex causing his paralysis. Ryan overcame being paralyzed with a desire to play basketball and video games. Today he is running sound for church, working full time and helping with student ministries. People like him can benefit from understanding the brain and its functions.
The frontal lobe comprises a third of the brain and it enables us to engage in higher cognitive functions such as planning and problem solving (Jonides & Smith, 1999). The frontal lobe is divided into 3 regions, the motor cortex, premotor cortex, and prefrontal cortex. The motor cortex is located in the precentral gyrus and directs fine motor coordination. The premotor cortex is involved in planning, organizing, and integrating body movements. The prefrontal is involved in executive functions, including short-term memory, working memory, decision making, and prioritizing behaviors (Wilson, 2003). Some of the frontal lobe disorders than can cause brain damage and behavioral changes are Huntington’s disease, infection, stroke, tourettes, dementia, epilepsy, Parkinson’s disease, tumors, closed head injury and traumatic brain injury (Chow, 2000).
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...however issues such as reliability, validity and bias occur when studying brain damaged patients therefore is not always a valid way of studying working memory (in Smith, 2007).
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
The Bloody Chamber is a remake of the original fairytale Bluebeard; however Angela Carter rewrites the fairy tale using her feminist views to raise issues concerning roles in relationships and marriage, sexuality and corruption. Carter challenges the classic role of the male protagonist and the female victim; she does this by changing the stereotypes of the traditional fairy tale’s males as the saviours and females as the victims. She challenges the fairy tale’s traditional sex roles when she replaces the brother of the bride for the mother as the rescuer, “one hand on the reins of the rearing horse while the other clasped my fathers service revolver” this demonstrates to the reader that women are as strong as men, even stronger and can take on a expected man’s role and make it their own therefore challenging the stereotypical gender roles of Men. In addition to this as a feminist, Carter uses anti-essentialism to present that time, power and position are the details that makes a man act like he does and a woman like she does. This is revealed through the setting, France 1790’s, were men and women were not equal. The Marquis in this story is presented as a wealthy older man who has the ability to seduce and retrieve what he wants, “his world” this emphasizes the power he maintains and it gives him ownership not only of his wealth but the young bride and even possibly the...
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent behavior.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
Americans have been blaming violent forms of entertainment since colonial times. From dime novels to music, to movies to television shows. The most recent medium are video games. Aided by crime-saturated news reports, a lot of people are convinced that video game violence transfers to real-life youth crimes like the school massacres. They think that violent video games make people violent, but that is not the case. Violent people play violent video games. Not everyone who plays video games are violent, but those who already are violent will play them as an outlet for their frustration and rage. If anything, video games keep violent people from going out and killing people in real life because they can vent in the virtual world.
4. Tuition costs of colleges and universities. (2012). National center for education statistics. Retrieved from:
As a result of the horror installed in the Marquis’s masculine dominance, the narrator objectified herself to discover her personal identity. The transition from being a child into a married woman allows the narrator to be curious and gain knowledge that she may not have had before. The knowledge that the narrator gains challenges the masculine dominance that her husband has restricted on her. Through this lens, the intention that Carter may have is to deconstruct gender norms. In “The Bloody Chamber,” masculine dominance was the end for some individuals, but just the beginning for others to
One of the most common criticisms of video games is that they encourage the violent tendencies among people. One of the most remembered incidents was on April 20, 1999, when Eric Harris and Dylan Klebold made one of the biggest shocking news stories by murdering 13 people and wounding 23 people before shooting themselves at Columbine High School. Various people think that because the boys “enjoyed playing Shoot-Em -Up video game “Doom” “which is a licensed game by the U.S. military to train soldiers to successfully kill” (Shin). Harris made a web site with his own edition of Doom, which he modified the game so there were two shooters just like “Doom”. Harris and Klebold created a videotape for a class assignment that was very similar to their version of Doom. In the video game Harris and Klebold created they were dressed in trench coats, carrying guns, and killed school athletes. The exactly the same as what they did in life at Columbine High School(Shin). People felt that the video game “Doom” influenced the Harris and Klebold on doing the Columbine shootings.
Gatsby believes in the aforementioned "American Dream." Thus, Gatsby believes that money alone will allow him to enter the upper class. However, the unspoken truth of the "American Dream" is that class mobility requires money and the culture typical of the upper class. Gatsby becomes wealthy, but his lack of this culture prevents him from fulfilling his goal of social mobility. Writer Andrew B. Trigg discusses Gatsby 's inability to climb the social ladder: "culture provides a barrier to entering the top echelons of the leisure class" (Trigg.) Throughout The Great Gatsby, Gatsby 's lack of taste is evident, which leads to the upper class 's rejection of him. Gatsby repeatedly displays his wealth in excessive ways. Gatsby throws extravagant parties, buys flamboyant clothes, and purchases an opulent car and mansion. Throughout the novel, these displays of wealth are met by criticism from those that Gatsby is trying to impress. Tom Buchanan, Daisy 's husband, and a man of inherited wealth, detests Gatsby. In Chapter seven, Tom frequently criticizes Gatsby for his gaudy displays of wealth. First, Tom criticizes Gatsby 's car: " 'Come on, Daisy, ' said
Flanagan explains throughout her article that out of the American youth today, 97% of them play violent video games for at least two hours per week. Also in the article “Imaginary Guns Don’t Kill People, either” by Scott Shackford, he explains that since violent video games have become such a popular activity, it is considered surprising if one hasn’t played one by now. Violent video games show teens that shooting people is acceptable. In “Is video game violence bad?” by Christopher J. Ferguson, he states that the trigger of violent video games causes at least some of aggressive actions that happen throughout the world, including school shootings. For example, in the Columbine High School shooting in 1999, two students carried weapons into the school and proceeded to kill thirteen people. Unsurprisingly, the roots to their actions were speculated to be prior bullying experiences and violent video games (History.com). Also, Ferguson states that violent video games are correlated with mass shootings across the nation. Teens that have been influenced by violence are a dangerous factor to themselves, classmates, friends, and
Going to college has been an ongoing discussion for ages. Some people believe that college is not worth the time and money, and some believe college is. People can benefit from having a college degree. College degrees are worth the time, the hard work, and the money, and there are facts to prove it. Although some people debate this issue, the right answer is to attend college and obtain a degree.
The day was April 20th, 1999. During an otherwise peaceful day at Columbine High in Columbine, CO, two seniors—Eric Harris and Dylan Klebold—finally committed an atrocious act. That act had been in the planning for a long time, perhaps even since Harris designed a website for popular, controversial, extremely violent video game Doom in 1996. The Columbine High School shooting is known as the deadliest high school shooting ever, with its death toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident was massive, but one of the long-lasting effects has been the worry in people’s minds that there is a connection between video games and violent acts performed by teenagers. Those who do believe that may claim that before the digital age, violent acts—at least those performed by teenagers—were few and far between. (This is an obvious rumor, not a fact.) If that were the case, it’s understandable why some believe that games are causing more violence in today’s youth. Teachers are worried about the issue, as are parents and government officials, and teenagers and game producers are involved in it as well. The issue itself raises many questions: are teenagers so easily affected by images on a screen? Is the world merely a product of its pastimes? If video games really do cause increased aggression in youth, what are people supposed to do about it? Despit...
Pepsi and Coca-Cola are both sodas, but they differ in terms of the satisfying flavors, the color and the graphic design that represents their two products, and then how Coke makes more money than Pepsi. With that said, you should have gotten the ideology of what we will go further in discussing about. Everybody loves these two very well-known sodas which can inject caffeine into you, which makes you all jittery in filling you up with an energetic energy. Alright, enough of this, let's go straight in-depth in talking about the two rivals throughout this paper of how Pepsi beats Coke in sales, but Coke is usually ahead when it comes to annual net income (Feigin) or how Pepsi is a sweeter brand compared to Coke, though Coke brand is more valuable