Schizophrenia: Effects on the Brain
Schizophrenia is a disease that affects the brain. It alters brain chemistry and brain form to produce the different behavior in those afflicted with the problem. It appears that these alterations change the inherent I-function in each individual. Loss of important functions associated with this piece of the greater nervous system box is found in these people. To understand why this occurs, it is necessary to have some background knowledge of what schizophrenia does to a person's brain. The conclusion of altered I-function can be drawn as this information is presented. The symptoms of the disease also aid in the explanation. Schizophrenia results in varied and abnormal responses compared to those of normal, healthy individuals. The brain of individuals with the disease endures such changes that their basic functions and operations are altered.
Schizophrenia is an internal disease caused by fundamental organizational differences in the brain. It begins to be noticed in a person's late teens through twenties. Signs of it can be seen from early childhood and it is now being hypothesized that it is actually present during adolescence (1). Since this hypothesis extends to fetal development, brain formation in the earliest stages is effected. The alteration of pathways and deviation of neurotransmitters from normal arrangement is believed to be a factor behind the affliction. The brain of these individuals forms differently. Neurotransmitters are believed to misfire altering the chemical balance of the brain causing behavioral problems. There are deficits in cortical and subcortical cognitive processes (5). There are also enlarged ventricles in the brain causing further impairment of ability (3). When the disease is present there are certain symptoms that are easily recognizable. They fall into three categories overt, negative, and positive. The overt symptoms are delusions, hallucinations, alteration of the senses, inability to sort and then respond appropriately to incoming sensations, an altered sense of self, and changes in behavior (2). The negative symptoms are emotional flatness, inability to start or follow through on activities, brief speech lacking content, and lack of pleasure or interest in life (2). All of these include an inhibition on processing information and further imply a differentiation in the normal self. The basic information above provides a solid background to understanding the disease and already possible problems to a person's I-function can be seen.
The afflicted person's lack of knowledge concerning the disease suggests a hindrance to the I-function.
...gan to intermarry. The same people even held both thrones for a while. The countries, however, remained separate until 1707, when the Official Act of Union created the United Kingdom. This battle had a huge impact on both countries but it will always be remembered as an impressive victory for the Scottish
In 13 patients a significant difference between verbal and performance IQ was found. In 10 of them the performance IQ was higher than the verbal. The results of subtest analysis indicate that cognitive strengths are more visible than cognitive weaknesses.
Schizophrenia: From Mind to Molecule. Washington, DC: American Psychiatric Press. Kalat, J. (2004). Biological Psychology.
Scotland to stay with us."Daily Express UK RSS. N.p., 23 Feb. 2014. Web. 26 Feb. 2014.
Bryant, Jennings, and Mary Beth Oliver, eds. Media Effects: Advances in Theory and Research. Third ed. New York: Routledge, 2009. Print.
Videogames are looked down upon by parents who see them as a waste of time and experts on education who believe that games corrupt the brain. Many say violent video games are to blame for young people being so violent. Psychologists and scientists believe that videogames have a lot of benefits. One benefit being that it make kids smart and cause them to use high-level thinking skills. Video games requires many skills that aren’t taught in school but, also enhance skills that the gamer already has. Skills that are enhanced by video games include following instructions, problem solving and logic with games like angry birds and cut the rope. Hand eye coordination, fine motor skills and spatial skills used in shooting games. Research has shown enhanced skills in surgeons and fighter pilots. Planning resources management and logistics encouraged by the game SimCity.
New Zealand has the second highest imprisonment rate in the Western world (101 East, 2013). With Māori being overrepresented in all spectrums of the criminal justice system. The institutional racism that is present in the justice system links to the isolation and disconnection that many Māori will feel in New Zealand society. Quince (2014) states that ‘nearly 200 years of dispossession and alienation as a result of the colonising process that undermined Maori epistemologies and methods of dealing with harm within the community,’ is what causes Māori to fall into this cycle of crime. Where there is no connection in modern New Zealand society with
In the real world, people automatically assume that video games can help make people smarter and healthier. People think that without video games; they do not have any abilities to learn or to mend their mind and body. Researchers tried to find a solution on how video games affect a person as a human being. They were surprised that video games are the solution to people’s problems. Video games can help improve three different difficulties: hand –eye coordination, can help people with learning disability, and can help strengthen people’s muscle. It can be good for you, confirm that playing video games can allow children and adults to have a good life with their mind and body throughout the real world.
Curran, J. and Gurevitch, M. (eds.) Mass Media and Society: fourth edition. Arnold, pp. 29-43.
After a discussion in class I was encouraged to re-position my understanding of biculturalism as a relationship existing of any two divergent cultures that live in Aotearoa, working together in partnership to achieve common goals. However as tangata whenua I cannot help but feel the ‘unique’ bicultural relationship between Maori and the crown, losses its ‘uniqueness’, when it is applied across all bi-cultural relationships. Duri...
The history of New Zealand begins between 800 A.D. and 1300 A.D., when the Māori people arrived from Polynesia to the mountainous island they called “Aotearoa.” The people “lived in tribal groups” fairly peacefully (Wilson). However, life began to change for the Māori people when they first came into contact with a European in 1642, when Dutch explorer Abel Tasman “discovered” the island. In 1769, “[James] Cook successfully circumnavigated and mapped the country” (History). These explorations marked the beginning of Europeanization for the young country of New Zealand. Whalers and traders soon arrived, and missionaries arrived in 1814. When the Māori met with Europeans, events followed a similar path to the colonization of America and the decimation of the native populations-- “contribution of guns…, along with European diseases, led to a steep decline in the [population of] Māori people.” (History). Consequentially, “their chieftains entered into a compact with Britain, the Treaty of Waitangi, in which they ceded sovereignty to Queen Victoria while retaining territorial rights,” in...
Green building has come forth over the past decade as a positive movement to produce high-performance, energy-efficient structures that improve comfort and health for resident, meanwhile, minimizing environmental impacts. Nevertheless, a common sense that green features is expensive and not suitable for affordable housing. Recent studies are showed that green buildings have a modest initial cost premium, but the long-term benefits far exceed the additional capital costs. For this report, I will introduce a financial analysis -Net Present Value (NPV), and discuss the impacts of NPV analysis for green affordable housing.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Since the industry of video games has been around, people have been skeptical about video games and their effects to our society. People are so used criticizing video games, claiming that they only corrupt our families, ruin our social lives, and make us and our children more violent. People that are against video games also claim that spending your time reading books is a better and more beneficial alternative. But to blindly claim these things while there are so many benefits for playing video games is really absurd. In the essay “Games” written by Steven Johnson he talks about multiple advantages that there are to playing video games over reading books. Shigeru Miyamoto, a renowned video game designer, once said in response to critics “Video games are bad for you? That’s what they said about rock-n-roll.” Video games are an important developmental tool for young people because they enhance hand-eye coordination, teach problem-solving skills and strategy, relieve stress, and build team work, things which you would usually not find in reading books. Video games can be proved just as useful as reading books by statistics and studies, as well personal experiences from people who read, or play video games, or both. One doesn’t simply restrict themselves to one or the other and receive the qualities of both.
Media system dependency is a theory that predicts people in society will use media for interpersonal needs and goals. It is researched as a system that allows people to meet these goals through sources of information found in different media forms (Loges & Ball-Rokeach, 1993). While media does help us understand who we are, and possibly what we may be becoming, it can also give us insight to the outside world. Media gives the consumer what is desired, and often that is the intense, hostile, and sometimes hopeless views of the world around us. For example, we watch the news and believe that a particular place isn’t safe because that is what media portrays. With all of these notions media gives us, and our dependency on media, it may be one big cycle of information that gets filtered and changed as the society and culture changes as well. Media dependency is also a concept and will continue to evolve as technology advances and new avenues of media consumption are explored.