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The research bases most information in relation to New York Times practices.
The New York Times newspaper initiated the use of videos in newsrooms following the dawn of digitalized technology and an aspect that propelled sales and profits. The company adapts to the practice and is able to reduce paperwork and unnecessary workforce (Hale c1). The company acquires an edge of efficiency as the editors find ease in making story scripts through the relay of videos. The company prints information promptly and reaches the buyer on time. Therefore, the editors post intense and accurate information online to reach the desired reader (Cornelissen, 78).
The New York Times implements that the photographers should work closely to the live footage journalists who cast the videos on the occurrence of the events. The newspaper company establishes that the photographers should take still photos, and write scripts to remain informative to the occurrence of the events (Hale c1). New York Times’ photographers cast video scripts to support their still photos, and written scripts. Therefore, the use of videos in the newsrooms affect the photographers to present supported information to the editors who find ease in revising information, attaching relevant information to the chosen articles and promptly posting it online (Day 48).
New York Times relays most of the news via websites to cover a wider area. The company saves unnecessary expenses through the criteria as transport cost reduce accordingly. The use of videos in newsrooms, and in online relay of information curbs the low-income earners from accessing information. The company notes that most of the readers to newspapers lack access to digital informative sources. The newspaper company seeks to reach all the readers accordingly but deviating to the online channels curbs some readers out of reach. Therefore, use of
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At its best, video games provide maximum entertainment, but at its worst, these modern innovations present serious damaging effects on children. This type of media entertainment greatly affects the behavior of the younger generation. Today, the aggressive behavior in children and the mounting occurrences of crimes by young gamers may be attributable to their constant exposure to video games with violent content.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
The video has largely been blamed to have sparked violent protests in Libya that led to the death of Christopher Stevens, American high commission to Libya. Additionally, this anti- muslim video mocking the prophet Muhammad has put its author and director, Nakoula Basseley Nakoula, aka Sam Bacile in the same limelight as Terry Jones and ignited a debate on the First Amendment Right to speech, especially around protection of speech.
Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
This paper will discuss the negative impact of violent video games on teenagers’ behavior. This paper is organized in to the introduction, the body and finally conclusion. Introduction Violent video games have attained a high popularity and formed an integral entertainment tool of many teenagers (Gentile 23).
Video game addiction refers to compulsive use of video games in a manner that end up interfering with an individual’s daily activities. Excessive use of computer games is a mental disorder that affects people of all age groups though it is evident among many pre-teen and teens.
Some people relate to it in an emotional kind of way for it brings out certain feelings that were initially embedded in these people secretly. Others watch this music for it gives them hype and they get to enjoy it while partying. Going through two of these artists is
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both