Friday, July 26, 2019

DARWIN Essay Example | Topics and Well Written Essays - 1500 words

DARWIN - Essay Example Reading through the book reveals that Darwin was aware of not only what the book would mean to others with regard to their values, but also with regard to his own religious beliefs. Drawing had all his adult life embarked on a research interests that would eventually lead to him have to denounce high faith. But it is not this that most affected him. Charles had friends not only within the scientific world but also in the religious realms. In fact, even those in the academia world were still not completely open to the idea of a scientific theory that ruled out the existence of God. It is probably due to this that Darwin is seen to be cautious with his worlds. Throughout the book, although Darwin is discussing a theory that does not have a place for omnipotent deity, he refrains from discussing this issue boldly and leaves from for the religious people to still see a place for a deity in the new understanding of things. In fact, it is not once that a religious academic claimed that eve n though they did agree that evolution was real, it was only indication that God had planned it, and created creations with the power to recreate themselves, and that this was an indication that God was even greater. Darwin deliberately left these grey areas in the book, including the subsequent editions, so that he would leave a room for those who would want to look at the issues in this way. The fact that Darwin also anticipated great criticism from those who would believe that his book was an attack on God can also be clearly seen in his choice for diction. Despite the fact that Darwin was a seasoned academic, he used diction that was less scientific and, as a way to appease those who would not necessarily completely like the idea of evolution where God does not have a place in the creation of people, and other species. In this regard, Darwin is seen using vocabulary such as beautiful, wonderful etc., as a way to connect with the religious people of the time. This can be seen in chapter one where Darwin (30) has used the term beautiful to describe a number of things. First, he describes the results of cross-breeding some birds as beautiful, describing a process which he used to cross-breed birds of different colours to produce a generation of beautiful birds. This use of the word beautiful may be seen as an appeal to the emotion, as opposed to appeal to mind. In this regard, Darwin did not use to appeal to the scientific and academic aide of the debate that would ensue, but to the moral debate that would follow the publication of his manuscript. It would seem that Darwin was trying, while introducing a controversial idea, to appeal to those who could not immediately accept his ideas. Darwin also probably hoped to talk directly to the lay person as opposed to only leaving other scholars to interpret his theory to the masses. Throughout the book, it is obvious that he understated that there would be a lot of politics around his book and hat most of the academ ics would attack his book not necessarily on principle, but to be politically correct. In this regarded Darwin chose to write in a language that would be easy to read, even buy the common person who did not have a lot of scientific knowledge. He believed that

Thursday, July 25, 2019

Exercise Induced Asthma Essay Example | Topics and Well Written Essays - 3000 words

Exercise Induced Asthma - Essay Example Asthma is chronic, or long term. (Exercise-Induced Asthma, 2006.) It is a condition of the lung and the main symptom is difficulty in breathing. The airways are extremely sensitive and when they are irritated, they react by narrowing or obstructing. As the air is restricted from moving, or circulating, wheezing, shortness of breath, chest tightness, and shortness of breath are symptoms that result. Risk factors include lifestyle (location, the weather, diet, etc.), environmental (smoking, allergens, and pollutants, etc.), use of antibiotics, exposure in the workplace, and genetics. Sawicki and Dovey (2005) report, "Children with one asthmatic parent are 2.6 times more likely to have asthmaMaternal asthma appears to make a bigger contribution than paternal asthma to asthma in offspring; one study found a frequency of atopic manifestations (including atopic asthma) of 44 percent in children whose mothers had atopic asthma compared to only 25 percent of children whose fathers had atopic asthma." Factors that can exacerbate asthma include respiratory tract infections resulting from viruses, allergens (dust mites, pets, pollens, indoor contaminants, etc.), stress, and Last Name 3 exercise. Exercise is one of the most common triggers. When exercise triggers asthma attacks, this is known as exercise-induced asthma, or EIA. 7-10 percent of school children are affected by asthma and is a major reason for missed school days. There is twice the chance of low grade scores due to absence. When children miss school, parents also miss time at work. (The American Thoracic Society, Am J Respir Crit Care Med cites Dekker, Dales, Bartlett, et al, 1991; National Institutes of...30 percent of children under the age of two face incidences of wheezing and at this age, the incidences tend to peak at the ages of two and six months. allergens, and pollutants, etc.), use of antibiotics, exposure in the workplace, and genetics. Sawicki and Dovey (2005) report, "Children with one asthmatic parent are 2.6 times more likely to have asthmaMaternal asthma appears to make a bigger contribution than paternal asthma to asthma in offspring; one study found a frequency of atopic manifestations (including atopic asthma) of 44 percent in children whose mothers had atopic asthma compared to only 25 percent of children whose fathers had atopic asthma." Factors that can exacerbate asthma include respiratory tract infections resulting from viruses, allergens (dust mites, pets, pollens, indoor contaminants, etc.), stress, and 7-10 percent of school children are affected by asthma and is a major reason for missed school days. There is twice the chance of low grade scores due to absence. When children miss school, parents also miss time at work. (The American Thoracic Society, Am J Respir Crit Care Med cites Dekker, Dales, Bartlett, et al, 1991; National Institutes of Health Publication, 1995; Taylor and Newacheck, 1992.) Storms (2005) cite Hallstrand (2002), "9% of school children have EIA" and they cite ) and Rupp (1

Wednesday, July 24, 2019

English Paper on Sunday Morning and Swan and Shadow Essay

English Paper on Sunday Morning and Swan and Shadow - Essay Example The drifting of swam through water gives a pleasant feel to the readers as it takes a person to a place of peace where there is no complexity or fear. The way the writer of the poem has structured this poem reflects his creative skills and thoughts. The poem was written in the early 20th century and it shows that the poets of that time had a good sense of innovation and creativity. An interesting point in the poem is that the reflection of swam has not been shown as the reflection of the poem in the water. Had the writer done that, it would have produced a relatively ordinary feeling to the readers. The writer has continued the poem in the reflection instead of showing the reflection of text of the upper part of the poem. As far as the wording of the poem is concerned, there is not a smooth flow between them. At some points, the words do not seem to be joining with the next coming word but when a reader extracts the meaning of the whole sentence, the construction of words becomes logical. One cannot say that understanding the poem is easy because of the structure of sentences. A reader has to read the poem several times in order to get out of the Hollander’s frustrated and puzzled use of words and sentence construction. The structure of the poem makes it a bit difficult to read in a flow because the poem flows from the head of the swan to the neck and then shifts to the body part, which makes the reading somewhat difficult. A reader can question himself/herself whether he/she is reading the poem in a correct flow or there is some other way to read the poem correctly. Lack of periods and commas also make the reading of the poem more difficult than it actually appears to be. Continuously passing out memories and inadequacy of the memory to store the scenes form the theme of the poem. The writer might have tried to demonstrate that the world is not as simple as it appears to be. One has to go through various experiences of life to

Tuesday, July 23, 2019

Essay/ memorandum Essay Example | Topics and Well Written Essays - 250 words

/ memorandum - Essay Example People may disregard other health precautions such as healthy eating habits since they will have a remedy to old age in Sniurb 13. This may lead to deaths from several diseases contracted such as cancers and even dangerous viruses such as HIV/AIDS. Eventually, the state may end up spending more on the health of its citizens as a result of the introduction of Sniurb 13. The company should at all times be faithful to the ethics of marketing. This entails relaying only true and accurate information to the public. It will ensure the company remains within the legal parameters set by the Food and Drugs Administration (FDA) before and after approval of the drug. Most importantly, the public must be reminded regularly the drug is still subject to approval by the Center of Drug Evaluation and Research under the FDA as the final authority. In addition, the company should inform the public that side effects have not been yet discovered but it is not the final position as side effects in drugs could occur well after 20 years of use. Sticking to marketing ethics and the law in the Food, Drug and Cosmetic Act and the Public Health Service Act will ensure the company moves forward whether the drug succeeds or

Monday, July 22, 2019

Binge Drinking Essay Example for Free

Binge Drinking Essay Currently, binge drinking has become a crucial issue in the UK, it causes many problems such as car accidents, underage drinking, health. Drinking alcohol is an acceptable activity in a positive way such as people celebrate their holiday or family day. However, it is not recommended binge drinking that means drink beverages over 8 units for men or 6 units for women regularly. (The Drinkaware Trust, 2012) Therefore, government tries to reduce the harm of alcohol by introducing minimum price of 40p per unit. ( BBC News, 2012) I suggest that the minimum price for alcohol is needed to be implemented because it can save lives, improve public health and stop drinking in long-term. This essay will discuss that the reasons why people binge drinking, the consequences of alcohol abuse and the pricing policy of the government. [Drinking is quite normal behaviour in the UK. For example, people usually work on weekdays, which they need to have leisure time to relax or go out with their friends, they might drink during this period. On the other hand, some people drink too much alcohol when they spend time in club or city centre. And another issue with drinking alcohol is that there are too many hazardous drinkers among the young generation in the UK. According to Mistral 2009, younger people has a high percentage increase in alcohol-related death at 57%. Furthermore, they drink more beverages than older people. (Mistral, 2009) There are many researchers suggest that binge drinking can be reduce by the pricing policy for alcohol. (Mistral, 2009) There are several causes of binge drinking. Firstly, most people spend their weekend in a pub or city centre with friends because they do not want to become a unsocial people, which means some of them went to the pub because peer pressure not volunteer, especially among young people. As Szmigin et al. (2007) suggest that they would like build friendship through drinking alcohol. Then another reason that cause people excess drinking is drinking culture and history. It has become an essential part of Britons drinking habit since Vikings period. Traditional drinking behaviour is not the only reason that cause people to drink. Thirdly reason is that the majority of heavy drinkers want to find the self confidence and depression. (Institute of Alcohol Studies, 2010) For instance, students face hard work in school, people who live in a terrible life condition or they want to reduce tension. Moreover, the supermarket always provides great price to drinkers such as buy one get one free by using advertisement, which is beneficial for moderate drinkers but not hazardous drinkers. Therefore, some people buy beverages because they are attracted by the low price. Turning to the consequence of heavy drinking, it causes many problems including physical and mental health problem. According to The Salvation Army 2000, there are two different types of physical including long and short-term risk of binge drinking. Keep abusing alcohol regularly for a long time can lead to brain damage, cancers or infertility. In comparison, drinking enormous beverages in a short period might cause car accidents and violence. In addition, short-term effect of alcohol often involves some violence, crime and road traffic accidents amongst younger people. (Salvation Army, 2000) There are many young people and busy worker likely to spend their pubs or club which create excess violence at midnight. Therefore, people are afraid to go to town centre at night. Follow this, there is a solution for this drinking issue that the UK government announced an alcohol price policy that is raising prices of 40p per unit in March, 2012. There are different argument from the cross-party group. They argue that minimum price for alcohol not really solve drinking problem because pricing policy just for the short-term influence not for the long-term phenomenon of binge drinking. (Triggle, 2012) Furthermore, it seems that this strategy quite unfair to the responsible drinkers who just want to have fun or relax in the local pub. (Woodhouse, 2012) On the other hand, Prime Minister estimate that this alcohol pricing strategy can lower hospital admissions because hazardous drinkers will stop to get drunk to get drunk at night and also reduce the affordability of young people, which will save lives and improving public health.( BBC News, 2012) Prime Minister David Cameron claims that there were one million violent crimes and 1.2 million hospital admissions associated with alcohol last year. Following this, he says that this pricing policy can reduce harmful levels of alcohol and the cost of hospitalization. (BBC News, 2012) Many researchers suggest that the raising price of alcohol can lower the consumption of wine, beer and spirits. In addition, there is a research shows that younger drinker, excess drinker and harmful drinker are likely to buy cheap alcohol item. (Mistral, 2009) Therefore, minimum price for alcohol is the best model in order to solving binge drinking issue in England. in conclusion, many reasons caused binge drinking such as peer pressure, self doubt. In particularly, this is general phenomenon among young people. There are wide range evidence show that problem such as health, economic and young generation associated with alcohol misuse. Many researchers have focused on the relative between the pricing and the consumption of alcohol. (Mistral, 2009) There are many authors show that minimum price can reduce the consumption of wine, beer and spirit in all age, especially among younger drinkers and excess drinkers who likely choose low price alcohol product. Therefore, this study has clearly illustrated the minimum price should be implemented.

Gordon Bennett Essay Example for Free

Gordon Bennett Essay The following contemporary artists both represent their works in a post-modern frame. Post-modern can include irony and paradox, appropriation and pastiche and intersexuality. Gordon Bennett and Fiona Hall fit into one of these categories. Bennett’s painting Outsider, Oil and acrylic on canvas, 1988 is a violent painting using appropriation of Vincent Van Gogh’s artwork, and the treatment of aboriginals in today’s society. Fiona Hall’s sculpture of the Nelumbo nucisera, lotus, elum, thamarei, aluminium and steel, 1999 is made up of a sardine tin rolled down revealing a bare stomach, and plant leaves. Bennett’s work can be seen as post-modern as Bennett takes Van Gogh’s famous images and recreates them in his own manner. Bennett’s painting Outsider, is a violent painting using appropriation of Vincent Van Gogh’s artwork Vincent’s Bedroom in Arles, 1888 and Starry Night, 1889, and the treatment of aboriginals in today’s society. He fits into the category of appropriation where he uses another’s work in a new context, with the intention of altering its meaning. He seizes copies and replaces the original imagery of Gough, by interpreting it in his own way. He uses cultural aspects of aboriginal art and is in search for meaning and identity. Bennett identifies with the world through people, events and issues involving the aboriginal people. His work is political about both Aboriginal and European-Australian history. It helps him and his people to redress the disparity between the two cultures. Many of his views about Aboriginal culture have been understandably formulated from a European perspective. His shocking, violent and traumatic work was painted while Bennett was still at art school. The painting raises many issues from Aboriginal deaths in custody to Bennett’s feeling of isolation. Frustration is also evident with the suggestion that it can lead people to suicide or self-mutilation, as in the case of both Van Gogh and the figure in the picture. The Aboriginal figure complete with ceremonial paint is frustrated and confused, that his head explodes, with blood whirling into Van Gogh’s turbulent sky. The classical heads with eyes closed, may relate to Europe, or the famous Greek marbled heads, blind to the consequences of its actions and unwilling to acknowledge the blood on its hands. They are humming or dreaming to block out the exploding head. Bennett figuratively displays his own dilemma of violently contested genealogies. The hands on the figure reach towards or draw away from the closed eyed heads on the bed. The red hands on the wall represent the hands of the ‘white’ people. It may suggest that the ‘white’ people are caught red handed by the way they react to the mutilated figure. The red in the painting is strong and contrasting with the other natural tones; the same red is taken from the bed cover, and used in the handprints on the wall and the blood on the wrists and neck of the figure. The window seems to be a window to the dark swirls of the night, which may represent death. The figure’s head is almost exploding into the dark metaphysical zone, here drawn from Starry Night. For Van Gogh the starry night was a forbidding of death and return to an ultimate peace for which he longed. Bennet seems to deliberately take on this same theme. The dots, dashes and roundels in Bennett’s starry night may suggest Western Desert Aboriginal paintings.

Sunday, July 21, 2019

What are the effects of violent video games?

What are the effects of violent video games? Running Head: EXPOSURE TO VIOLENT VIDEO GAMES INCREASES AUTOMATIC AGGRESSIVENESS 1 INTRODUCTION Playing video games have become a hobby among people especially children and teenagers. Some video games are violent at the same time addictive and when they are played, there is an impact on the person playing the game. This has led some people to state that children become more aggressive after playing such games (Koop, 1982; Zimbardo, 1982). Parents nowadays have to sacrifice their time to monitor their children and to control the amount of time their children spend playing these video games. There are many types of new video games being introduced because of the popularity of these games and the number of players playing these games. Many researches have been conducted over the centuries about violent media and violent video games and the empirical evidence regarding the negative effects of violent video games and media is overwhelming. Violence has been a big issue in societies around the world for centuries and violence on the media causes violent behaviour among people. Findi ngs suggest that one way in which the violent media may influence behaviour is through the changes in a persons’ automatic self-concept. There were no researches on this done before. Therefore this research was carried out to find out the possibility. CONTENT This journal is about the effects of exposure to violent video games on automatic aggressiveness. A sample of 121 students were used in this research. Playing the violent video game Doom lead participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Many researches have been conducted in the past regarding the effects of exposure to violent video games as well as violent television shows on aggressiveness and results show a positive correlation between the variables. According to a research, trait aggression as well as self-reported, peer reported and teacher reported aggressive behaviour correlates with exposure to violent television shows and video games (Anderson Dill, 2000; Singer Singer, 1983, 1986; Singer, Singer, Rapaczynski, 1984). Experimental studies as well as longitudinal studies have been carried out in the past. Experimental studies have shown that watching violent movie scenes on television and playing with violent video games increases aggressive behaviours such as delivering electric shocks and blasts of noise to another person (Anderson Dill, 2000; Anderson, &Murphy; Bartholow Anderson,2002; Bushman, 1998; Bushman Huesmann, 2001; Wood, Wong, Chachere, 1991), increases agressive expectations for others ( Bushman Anderson, 2002 ) and reduces prosocial behaviour ( Anderson Bushman, 2001 ). Longitudinal studies on the other hand have shown that watching violent television is one of the best predictors of future violent behaviours for example, criminal behaviour. (Huesmann, Eron, Lefkowitzb, Walder, 1973; Johnson, Cohen, Smailes, Kasen, Brook, 2002). What is not so clear and well understood is the mechanisms by which exposure to violent media increases aggressive behaviour. In addition to other influences, such as learning of aggressive values (Bandura, 1978; Bandura, Ross, Ross, 1963), current models (Huesmann, 1986; Berkowitz, 1990; Bushman, 1998; Anderson Bushman, 2002) assume that the mechanisms underlying the effects of violent media are often automatic in nature. According to Berkowitz (1990), violent media automatically causes aggressive thoughts and feelings. Anderson Dill (2002) pointed out that playing violent video games increases the automatic accessibility of aggressive traits and actions in one’s memory. When one is repeatedly being exposed to violent media, one’s aggressive thoughts and actions are easily accessible causing an increase in the likelihood that the person will behave aggressively especially when the person is being provoked or in a frustrated state. (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998; Todorov Bargh, 2002). Besides, according to researches there will also be an influence on automatic relations with the self when one is exposed to violent media (Greenwald Banaji, 1995; Greenwald, McGhee, Schwartz, 1998; Todorov Bargh, 2002). Research involving the area of automatic social cognition on the other hand suggests that people’s cognitive associations with the self and other attitudes objects would mediate the relationship between their environment and their behaviours. (Bargh Chartrand, 1999; Greenwald Banaji, 1995; Todorov Bargh, 2002). Measures of these associations (Fazio, Jackson, Dunton, Williams,1995; Greenwald et al., 1998) are strong predictors of relevant judgments and behaviours, including the actions that discriminate members of social outgroups (Bessenoff Sherman, 2000; Dovidio, Kawakami, Johnson, Johnson, Howard, 1997; Fazio et al., 1995; Gawronski, Ehrenberg, Banse, Zukova, Klaur, 2003; McConnell Leibold, 2001; Rudman Glick, 2001) and psychological abuse of oneà ¢â‚¬â„¢s spouse (Zayas Shoda, 1999). According to this journal, exposure to violent media may exert an influence on one’s behaviour through changes in a person’s automatic self-concept. For example, the extent to which one associates the self with aggressive traits and actions. It is time this research is carried out because till date, there are no researches that have explored this possibility. This study investigated the relationship between exposure to violent media and the automatic self-concept on two levels. The first one was, can exposure to media, in this case the violent video game Doom in the laboratory temporarily change the extent to which people associate the self with aggression ? Second, does the extent to which a person plays with violent video games in their own life predict their automatic self-concept with regard to aggression, above and beyond self reported aggressiveness? Violent video games have the tendency to influence the player more and cause the player to learn aggressive scripts compared to violent television and movies (Anderson, 2002). In this study, 121 introductory psychology students took part in the experiment in return for course credit. 54 were males, 65 females and another 2 did not give an answer. All the participants were 18 years old and above. The materials used in this study were violent games,non-violent video game, implicit association test, feeling thermometers, semantic differentials, Buss and Perry aggression questionnaire and previous game exposure questionnaire. A popular 3d game, Doom was selected as the violent video game. The non-violent video games used was â€Å" Mahjongg : Clicks†, a puzzle game. The Implicit- Association Test ( IAT ) was used to measure the automatic aggressive self-concept. This test was developed by Greenwald (1998). The participants completed two feeling thermometer measures whereby they rated themselves on a scale from 0( not aggressive ) to 100 ( extremely aggressive ) and on the other one they rated â€Å"other people† on the same scale. They also rate d themselves and other people on three semantic differential scales and also completed the Buss and Perry (1992) Aggression Questionnaire to measure trait aggression. Besides, participants were also asked on their previous game exposure. All the participants were asked to play Doom or Mahjong for 10 minutes. They were then assessed using the IAT, feeling thermometers, semantic differentials, Buss and Perry Questionnaire and the previous game exposure questionnaire in a fixed order. This was the procedure conducted. Various results were found soon after that. Overall, participants associated themselves more with â€Å"Peaceful† than with â€Å"Aggressive† on the IAT. The more positive a person’s IAT score, the greater their association of Aggression with Self. A 2 (game condition : violent vs non violent ) Ãâ€" 2 ( gender ) ANOVA on participant’s IAT scores. Participants in the Doom game condition were more likely to automatically associate themselves with aggression than participants in the Mahjongg game condition and there seem to be no interaction between the participants’ gender and game condition. As hypothesised, playing violent video games did increase automatic aggressiveness and it applies to both males and females. However on the feeling thermometers, semantic differential measures and Buss and Perry measure, participants reported a low level of aggressiveness. The same was done whereby a 2 (game condition : violent vs non violent ) Ãâ€" 2 ( gender ) ANOVA on participants’ scores on the 3-self reported aggressiveness measures. The results gained from this was that there were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. There were no gender effects on both feeling thermometer and differential measures but on the Buss and Perry scale, there was a significant gender difference whereby the score for aggressiveness for men were higher than for women. Overall, the results suggested that exposure to violent video games did not significantly influence the self-reported aggressiveness of both males and females. For the prior game exposure questionnaire, the results showed that more men played video games and spent more time playing violent video games compared to women. However, both these genders did not differ in their exposure to non violent video games. Both the IAT and the Buss and Perry scale were positively correlated with self-reported prior exposure to violent video games and neither correlated with prior exposure to non violent video games. The relationship between the measures and prior exposure to violent video games remained significant after controlling for game condition. Therefore, long term exposure to violent video games makes largely independent contributions to automatic and self-reported aggressiveness. The author came up with a good discussion about this research and several conclusions were drawn. Most people have the belief that exposure to violent media has no effect on them personally but they do believe that it has an effect on other people (Innes Zeitz, 1988). As a conclusion, in this study participants that played the violent video game, Doom for 10 minutes associated the self more with aggressive traits on the IAT. However, they did not associate self with aggressive traits on the other self-report measures. Thus, the findings suggest that the short term effects of game exposure on the self-concept in this study were strongest at an automatic level. It is easy to imagine how playing a violent video game could temporarily increase the accessibility of aggressive concepts, feelings, and thoughts through priming or spreading activation (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998). There have been many correlation, experimental as well as longitudinal studies over the decades that suggest that exposure to violent media is a cause of aggressive behaviour (Bushman Anderson, 2001; Singer Singer, 1983). From the results of this study, it is found that violent media may also exert their effects through changes in automatic associations with the self. There will be several strengths as well as limitations when it comes to research. First, the critique will be on the strengths of this research. There are a few strengths that must be highlighted. The hypothesis and purpose of study of this research is clear and understandable. This is one plus point of this whole research because without a clear and proper purpose of study, the readers would not understand the whole research and what it is all about. Therefore, having a proper purpose of study in all researches is important. The purpose of study for this research was to examine the relationship between exposure to violent media, in this case the violent video game and the automatic self concept on two different levels as mentioned previously. This research is different from other research because this research focuses more on the self concept. Another strength of this research is that it provides cognitive awareness through its clear explanations in the discussion section of the research. According to social cognitive models, the self is a knowledge structure, organized as a network of associations (Greenwald et al., 2002). It provides a clear knowledge on how priming can increase the automatic accessibility of a possible self. There are other studies, Wheeler Petty, 2001 ; Blair Ma Lenton, 2001 that explains more on how priming increases the automatic accessibility of a possible self. Participants will gain more knowledge in the sense that they know and have an idea on what is actually going on and why they react in such ways. Therefore this research in other words will create awareness among people. Every research will have strengths as well as several limitations. The limitations of a research need to be pointed out so that future researchers would take the weaknesses into consideration when conducting their research. The first limitation identified in this research is that the researcher did not really get the expected results from the participants. There were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. Therefore the first limitation of the study would be the self report measures. Several other studies for example Rushbrook (1986) have measured the aggression using self reports. The problem with the research is that the correlational evidence is not so convincing and sometimes the observed positive correlations may not only be due to aggressive individuals having a greater desire for video games. It can be due to other factors such as low educational level or low socioeconomic status. Vid eo games studies with better methods typically yield greater effects, suggesting that heightened concern about harmful effects of exposure to violent video game is warranted. Another limitation would be health issues of the participants were not taken into consideration during the experiment. For example, when one plays violent video games, some biological processes occur inside the person’s body. This could be dangerous. A study carried out by Lynch (1994) proposed that playing video games with violent content would produce greater cardiovascular responses. Besides, exposing one to violent video game is not good even if it was for an experiment purpose. Researchers in the British Journal Nature (1998) reported that the brain releases a hormone called dopamine when one is playing video games. Dopamine is a pleasure chemical hormone. Those exposed to these video games then tend to get addicted to it. It can be addictive even if exposed once. New brain research (Bartholow, Bushman Sestir, 2006) stated that violent video game players are showing less healthy development, brain tend to be more response to real-life violence such as gun attacks and th at those with these less empathic brain responses were more likely behave aggressively in the laboratory. Future researches should take this seriously before conducting any kind of experiments. It would be better if surveys on consumption of violent video games are used rather than carrying out experiments. CONCLUSION Although previously there have been many researches on violent video games from many aspects, this research showed something new. According to this research, there is a relationship between exposure to violent video games and the automatic self-concept. Therefore, it is proven that exposure to violent video games increases one’s automatic aggressiveness. Video games are not always bad. It depends on what video game one is playing. There are video games that are quite beneficial that can be used as training aids in classrooms and therapeutic settings. Violent video games on the other hand definitely have negative effects and causes aggression among children and teenagers. There are many different types of violent video games that which probably have different effects. Therefore researchers should carry out more studies to find out all the different effects caused by playing violent video games. Future studies perhaps could use more surveys instead of experiments because experi ments sometimes could be quite harmful if certain measures and precautions are not taken into consideration. This journal is quite useful in the sense that it gives a lot of information to readers about this new aspect of violent video games that never have been studied before. Studies such as this would create awareness among people and hopefully would have an impact on them as well. Such researches are carried out with the aim that somehow or the other the information and results that the researchers have found could help people for example reduce the amount of consumption of violent video games in the future. REFERENCES Uhlmann, E, Swanson, J. (2003). Exposure to violent video games increases automatic Aggressiveness. Journal of Adolescence. Retrieved from, http://www.lionlamb.org/research_articles/study 3.pdf Carnagey, N.L ., Anderson, C.A ., Bushman, B.J. ( 2007 ). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology. Retrieved from, http://www.psychology.iastate.edu/faculty/caa/abstracts/2005-2009/07CAB.pdf Griffiths, M.(1998). Violent video games and aggression : A review of the literature. Retrieved from, http://www.sciencedirect.com/science/article/pii/S1359178997000554 Hasan, Y. , Begue, L. , Scharkow, M., Bushman, B.J. (2013) The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behaviour. Journal of Experimental Social Psychology.Retrieved from, http://www.sciencedirect.com/science/article/pii/S0022103112002259