Thursday, October 31, 2019

Critically evaluate John Rawls claim in political liberalism to Term Paper

Critically evaluate John Rawls claim in political liberalism to justify Justice as Fairness as a political conception - Term Paper Example In liberalism, the individual, which is the moral and ethical foundation in which it is established, asserts that it is under democracy, â€Å"the whole force of the community, the person and goods of every associate, and by means of which each, uniting with all, nevertheless obeys only himself, and remains as free as before† (Rousseau 1989 bk 1 ch 6). As such, the free, rational, and autonomous individual serves as the main image of human persons. However, these attributes give rise to the question how can liberal strangers be turned into democratic citizens. In other words, how can the free and rational individual (liberal strangers) be political (become democratic citizens)? John Rawls’ political liberalism is one of the several approaches use in determining the connection between the individual and the state while taking into account the reality of pluralism and diversity of worldviews that frames the social life of the individual. In the face of this reality, one c annot maintain the position of indifference towards the state and assert that as â€Å"long as the vast terrain of social relationships and communities existing alongside the individual†¦ the state is not taken into account† (Chaplin, 1994, p. 81). ... nsive views there is the possibility of shared ideals pertaining to justice, which then, enables the formulation of the basic structure of society and the foundation for social-cooperation (Lehning, 1998). In this regard, this paper will undertake a critical evaluation of political liberalism to justify â€Å"justice as fairness† as a political conception. To achieve this, the paper will be divided into eight sections. Each section will be dealing with critical concepts that are essential to clarify the issue being raised in this research. The first section is the introduction wherein the reader is introduced to the subject and structure of the research. This section serves as a guide as to what may be expected from the entire paper. The second part will provide a brief explication of â€Å"justice as fairness†. This helps in knowing Rawls’ conception of justice. Likewise, it serves as a platform in understanding how Rawls’ political liberalism justifies à ¢â‚¬Å"justice as fairness† as a political conception. The third part deals with the notion of comprehensive views. This will look into the private-individual and public divide. This will assist in clarifying the relationship between â€Å"reasonable comprehensive views† and the idea of conception as discussed by Rawls. The fourth segment will take a more thorough look on comprehensive views and the notion of overlapping consensus. These two doctrines are central in understanding the pluralist’s condition that forms the basic concern of Rawls, â€Å"How is it possible for there to exist over time a just and stable society of free and equal citizens, who remain profoundly divided by reasonable religious, philosophical, and moral doctrines† (Rawls, 1993, p xxvii). The fifth segment will deal with the reasonable

Tuesday, October 29, 2019

The Environmental Impact Assessment Process Essay

The Environmental Impact Assessment Process - Essay Example EIA has the potential of cutting down on costs involved in an unanticipated environmental impact (PADC, 2007, pg.7). The costs involved in facilitating the changes that have to be made upon completion of the project, due to environmental effects, will be more than the costs involved in trying to avoid the harmful ramifications (EIA, 2015). The processes involved in coming up with an EIA report may not necessarily translate to a delay in the planning of the project. However, experience has shown that delays experienced in the planning of projects can be significantly reduced with an effective EIA that will lead to saving time and costs. The exact period of coming up with an EIA may range from anywhere between three months to two years. The time depends on factors such as the nature of the project, its location and availability of research data. It is highly recommended that the process of EIA be integrated with other project planning activities so that it can be carried out at the same time with the rest of the project. The integration will enable saving of time, thus avoiding delays as a result of the EIA planning. The EIA process raises environmental issues that have to be put into consideration when carrying out the planning of any project. The EIA has the potential of necessitating the redesigning or delaying of a project. It can also offer suggestions that can be made on the project once it has been found out that the project can cause significant impacts on the environment. An effective EIA will have the effect of cutting down on costs and delays that otherwise would have affected the planning of the project. Therefore, EIA makes a significant difference to projects and decision-making once it has been approved. 2. Critically review the role of consultation and public participation (CPP) in the EIA process. Indicate the benefits and difficulties associated with undertaking CPP at various stages and in involving various types of stakeholders, and discuss the main methods of achieving effective CPP. Use examples as appropriate in your answer.

Sunday, October 27, 2019

Impact of Video Games on Society

Impact of Video Games on Society Video games are a pastime for masses of adolescents worldwide. The unprecedented technological advancements to this entertaining culture have caused many gamers, especially adolescents, to acknowledge it as the ultimate fantasy. According to many studies, video games can increase aggressive behavior, cause emotional outbursts and decrease inhibitions in many people (Kardaras 2008). As a result of the increased exposure to this modern phenomenon, a mounting body of research is linking video games to violent, aggressive and anti-social behavior. For this reason the study focuses on investigating the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behavior. The first aim of this investigation is to document the different types of video games and how they operate through electronic devices, and therefore examining the associations between video game exposure and the different attitudes and behaviors displayed by gamers. The second objective is to explain the key factors which lead to violent, aggressive and anti-social behavior and the extreme lengths to which the gaming industry will go to in order to reap the advantages of video games. The investigation also presents an outline of the current rating and censorship systems in Australia, which has resulted in some violent video games being banned for their violent and inappropriate content. To end the research a feasible solution is proposed to maximize the potential advantages of rating systems. In conclusion, the paper summarizes the impact of video games on society. It concludes that gamers who expose themselves to greater amounts of video game violence are more likely to be prone to violent, aggressive and antisocial behavior over time. Word Count: 272 Section One: Introduction The gaming industry has grown immensely through the evolution of modern consoles, games and accessories. Therefore the ever growing hype that surrounds these technological gadgets is unprecedented even in the world of gamers, causing many adolescents to perceive video games consoles as a necessity in their lives, rather than an accessory. The impact of video gaming has been a debated issue for many years, and consequently the problem appears to be influencing many of my peers therefore I took this opportunity to explore the effect of video games on society. This paper presents an investigation into the impact of video gaming on society to determine whether it leads to aggressive, violent and anti-social behavior. For the purpose of this examination the information has been divided into four sections. The first section examines what video games are and the genre of games which have resulted gamers displaying different behaviors. The next section assess how video games have an impact on society through real life examples, and then the possible factors which could lead to aggressive, violent and anti-social behavior. The final section in addition to a proposed solution to this issue, aims to discuss how effectively game ratings restrict inappropriate content from adolescent users. There is no question that video games have an impact on society. One thing that is certain is that the gaming industry is growing rapidly which consequently increases the impact of video games on society. Section Two: What are video games and the different type of video games played? A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a device specially made for game play called a video console; these interactions are entered via input devices such as controllers, joysticks and hand-held peripherals. The electronic systems used to play video games are known as platforms which range from: personal computers, video game consoles and small handheld devices and through these platforms video and sound are produced to interact with the user (Video Game 2009). The advancements in gaming consoles have become a major factor in promoting video game addiction, and therefore amplifying the video game influence among users. As gaming technology continues to expand, consoles such as Microsofts Xbox 360 and Sonys Playstation are becoming more sophisticated due to the customer demand for an enhanced gaming experience. Recent developments allow gamers to have access to video games at any time; for example with the PSP (Play Station Portable) a gamer is able to carry their console around with him/her anywhere, thereby adding to the amount of hours spent playing games. Similarly consoles like the Wii set a new precedent for the gaming world, trying to create a physical and more realistic gaming experience through innovative accessories such as the Wii MotionPlus which provided true motion and position information to the console (The Wiire 2008), and therefore encouraging users to become more engrossed in the game. Furthermore, the development of graphical interfaces and televisions appear to be significant factors in endorsing excessive gaming time. In particular the transition to LCD (Liquid-Crystal Display) and plasma televisions, which introduced a gratifying experience for gamers through the addition of surround sound speaker systems and improved graphic resolution. Subsequently the enlargement of graphic interface screens also added to the attractiveness of video games, as the screen sizes increased from 14 inch up to the unprecedented size of 65 inch (LCD television 2010). As the mind-blowing graphic resolution becomes more available, users are promised real entertainment in these virtual worlds, by creating a more realistic gaming experience. The most commonly played games are action games; these games encourage the development of aggressive characteristics to emerge in gamers, as they have a large amount of violence due to their fast-paced nature. The games usually allow the user to play person against person or person against animal/aliens; a classic example is the game Halo which incorporates violent confrontations which are practised through violent combat between the user interface and the console (Caruana, Caruana Bruner 2009). Currently the most recent video games present players with expansive spaces and allow users to interact in multiple ways; resulting in each player having a unique experience (Garrelts 2006). One of the most problematic games of recent times is Grand Theft Auto: San Andreas. The controversy behind this game stemmed from many politicians condemning its frequent violent and sexual scenes. As illustrated above (refer figure 3), the game encourages inappropriate actions such as violence to be practised through gang warfare, raising concerns as these types of games have been turned into fodder for entertainment (Loftus 2002). Another genre of video games is adventure/role playing games; these games are usually less graphic than action games but contain mild violence and typically have an element of surrealism and fantasy. Games like Starfox Adventures are usually combined with a role playing element and allow the character to initiate dialogue. These games tend to be among the most addictive due to their narrative fantasy themes together with their mild violent content (Caruana, Caruana Bruner 2009). In a study conducted on video game usage and content this genre of games was found to encourage an increasing amount of antisocial values of a violent nature (Tompkins 2003). Section Three: How do video games have an impact on society? Adolescents and children are the group of people which are mostly engrossed to video games in society. The vulnerability of these groups especially children is prominent, as they are at such crucial stages in their development that they are highly influenced by their environment. For this reason some concerns have arisen as to why video games have become very influential story-tellers for this generation of children and youth (McCain J 2000).This may be a result of the technological advances which have exposed new generations to more graphic games which emphasize violence. With regards to this argument there are two very opposite sides, the first being put by the gaming industry who argue that gaming is secure entertainment with no link to violence and the others being the psychologists and researchers who argue that violent media promotes aggression (Tompkins 2003). Research dedicated to this issue is enormous, with many scientific studies concluding that significant exposure to violent video games increases the risk of aggressive behavior in certain children. From this exposure children become desensitized to violence making them believe that the world is a meaner and scarier place than it is (Tompkins 2003). Unfortunately, these thoughts are often said to be difficult to change later on in life. Therefore children begin to think that violence is normal behavior as depicted in the games. The idea of violence in video games can be similar to that of domestic violence, where children who are exposed to violence either become offenders or victims as they believe that what they observe is the norm (Tompkins 2003). The development of these thoughts in gamers could potentially lead to gamers becoming more violent and aggressive over time. Much of the research found on video games, like Dr Andersons, a leading researcher in the field of gaming reveals unequivocal evidence that game violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts (Anderson et al. 2003). The studies conducted found that the short-term exposure increases the likelihood of physically and verbally aggressive behavior, thoughts and emotions immediately after playing the game. While large-scale longitudinal studies provided converging evidence linking frequent exposure to violent video games during childhood leads to aggression later in life, including physical assaults and spouse abuse (Anderson et al 2003). Other researchers illustrate a comprehensive correlation between playing of M-rated games and bullying in schools. The gamers who played M-rated games, commonly adolescents, were found to be more likely to be reported for bullying other members in the school community (Thomas 2008). Sadly thes e negative outcomes are real as they are affecting our childrens behavior in schools, therefore creating more violent and troublesome youth within the wider community. The aspect of video games that is of most interest for this investigation is the content due to the fact that the violent content exposed to users can potentially be a factor which leads to aggressive outcomes (Gentile, Lynch, Linder Walsh 2004). Although current researchers conclude violent affects, Dr Anderson himself describes the relationship between games and aggressive behavior as similar to that between smoking and cancer. This comparison illustrates the idea that exposure to violence in video games may not always necessarily lead to aggressive outcomes; likewise smokers do not always develop cancer. Nevertheless, the chances of video games causing violent behavior in adolescents are increased dramatically (Hian Hou 2009). The negative effects of violent video games are evident in a recent study which involved adolescents playing two different games for 30 minutes. The researchers divided a group of 44 adolescents into two groups and randomly assigned the children to play one of the two games; the first being the high-octane Need for Speed: Underground, and the other the ultra-violent first-person shooter Medal of Honor: Frontline. Following the gaming session the children were given MRIs (Magnetic resonance imaging) of their brains. The scans revealed that the adolescents who played Medal of Honor, as a result of the exposure to violent and destructive scenes, showed an increase in emotional arousal and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention(Kalning 2006). Unsurprisingly that same effect was not present in the children who played Need for Speed. For many gamers the exposure to violent video games increases their violent behavior; the cumulative effect of the exposure to these realistic and disturbing graphics is that it is creating a more violent society. Many modern time games now have been designed to demonstrate stereotypical characters. For example regarding gender, the portrayal of men has caused many adolescents to learn from these violent games, but unfortunately they are getting the wrong messages across. The men which are often portrayed as large and aggressive characters have resulted in gamers using violence as a means to solve conflict and problems with negotiation and non-violent solutions being totally disregarded. The concept of the gamers solving issues themselves in a similar manner through the practice of violence and aggression in order to be a man becomes apparent in gamers, ultimately resulting in some gamers imitating scenes from games in real-life situations (Haymes 2009). The impact of violence in video games has ignited debate in recent times, due to the rise of video games as a modern phenomenon. Psychology lecturer Caleb Owens, an obsessive gamer himself who spends lots time at a console, was so disturbed by scenes from the game Modern Warfare 2 where a player could at an airport assume the role of a terrorist in a Mumbai-style massacre (Dikeos 2010), that he complained to the Classification Review Board. The response from the games publishers was that this is to help gamers understand terrorism from the other side(Dikeos 2010). Supporting this response is Laura Parker, who is a devoted gamer and an online journalist for a gaming website, saying that a lot of people take these violent scenes out of context and say that the whole game is made up of these elements and thats often not the case at all (Dikeos 2010). Even so, frequent scenes which depict blood and murder have caused greater concern, as it could potentially encourage gamers to imitate vi olence in real-life situations. Despite the negative associations, some experts have come to other conclusions, strongly arguing that video games have no link to violence. In recent times Modern Warfare 2 has been criticized for its violent content but it is not going to cause a change in adult behavior (Barnett 2009) says Professor Mark Griffiths. The professor explained that there is no definitive proof or research to show that violent video games make adults behave any more violently (Barnett, 2009), adding that younger gamers, typically under the age of eight tend to be more influenced by games and what they see on screen. They usually try and mimic what they have watched on the big screen. However adults, which this game is certified for, have already formed their cognitive sensibilities and will not usually start acting differently because of a video game (Barnett 2009). Although these justifications sound reasonable they overlook the ease with which children can access violent and adult rated games. Currentl y video games cannot be certified to a specific group of people because the chances of a child obtaining a MA18+ rated game have increased due to the feeble enforcement of censorship regulations enforced in many countries. Section Four: Factors which lead to aggression, violence and anti-social behavior. The most worrying issue is that most violent games are landing in the hands of millions of children, despite ratings attempting to restrict prohibited access. For this reason inappropriate games have become implicated in a string of recent school shootings and murders which has raised concerns to new heights (McCain J 2000). Modern games are designed to be entertaining and challenging. The reality is that manufacturers are shamelessly exploiting children for revenue. Currently 89% of video games released contain some violent content. For this reason when consumers specifically children, who are highly influenced by what they see on the big screen, expose themselves to violence they begin to incorporate aggressive concepts and behaviors into their typical behavioral repertoire (Anderson, Gentile Buckle 2007). Despite these unethical practices by manufacturers being scrutinized, many retailers still insist on advertising games where it is better to kill people, attack police and drive dangerously. Although video games exposure is correlated to many negative outcomes, some research suggests that video game exposure independent of content is related to improvements in certain types of cognition and learning. These benefits are real but are limited, as the majority of games played tend to incorporate an increasing amount of violence and inappropriate content (Barlett, Anderson and Swing 2008). Despite some research in support of positive outcomes, the negative outcomes of video games are more evident. As research, in this case a meta-analysis by Anderson and Bushman (2001) found that across 54 independent tests of the relation between video games and violence, involving 4262 participants, there appeared to be five consistent results from playing games with violent content. Playing violent games tend to increase aggressive behaviors, awareness, emotions, and physiological arousal and decrease pro-social behaviors. These effects are noticeable and have been found in children and ad olescents, in males and females and in experimental and non-experimental studies. Therefore it can be considered as concrete evidence supporting the negative effects of video games on gamers. Further research by Anderson suggests that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers and adults which leads users to demonstrating fierce behavior (Anderson et al. 2004). Perhaps the best example of violent video game influence over adolescents is the case of Dylan Klebold and Eric Harris. The two video game fanatics opened fire in their Colorado High School in 1999, killing 13 people. Experts made a convincing link between the murder and the continuous playing of video games with reports revealing that Harris and Klebold spent long hours playing video games like Wolfenstein 3D, Doom and Mortal Kombat. The two murderers enjoyed playing various violent games, which effectively played a focal role in their violent acts. Eric Harris had actually modified a version of the game Doom and placed it on his website.   In his version there were two shooters, extra weapons and other characters in the game that couldnt shoot back. Harris and Klebold essentially acted-out their version of Doom on innocent classmates demonstrating how violent content in games played could have a pronounced influence on the users behavior and actions (Holmes 2005). The dramat ic rise in violent shootings by adolescents many of which have been linked to playing violent video games supports the argument that video game violence transforms into real-world situations (Layton 2007). Another murder which was linked to video games was that of a 14-year-old British boy by an older friend. The court heard that Warren Leblanc, the convicted murderer had struck Stefan Pakeerah over the head with a claw hammer from behind. The spark behind the prolonged assault was found to be the horrific images observed on the computer while playing a violent video game, as Stefans parents proclaimed that Leblanc had mimicked a game called Manhunt, in which the players score points for violent killings. The parents of Warren themselves claimed that their son was obsessed with the game, as a result guiding him to rehearse violent scenes of this game in real life in an exceptionally disturbing manner (Video game sparked hammer murder 2004). The ethical question arising from these cases is that if these violent video games are having such a pronounced influence on gamers causing them to commit crimes in such a cruel manner, should they really be developed and sold in the first place. Moral concerns also arise with recent studies suggesting that adolescents playing such games have difficulty distinguishing between fantasy and reality, therefore guiding them to perform acts played on consoles in real life. (Video game sparked hammer murder 2004). For many the line between reality and fantasy is lost through their addiction. In some fantasy games like Second Life players are able to live their fantasy life in a virtual world, to the point where the virtual world overrules their daily life. Even though these types of role playing games do not necessarily encourage aggressive or violent behavior, nevertheless they still contribute to the possibility of a gamer engaging in anti-social behavior as they create an alias where people can live technologically, contrary to their usual social life. The addictive nature of video games can lead to gamers developing anti- social behavior. This addiction is so problematic that such games have affected non-adolescents day-to-day activities. An example of an addictive game is the popular online game The World of Warcraft which has over 10 million online users. Due to the extended hours spent playing these game extreme cases have occurred as excessive exposure to this online game has resulted in some mature aged gamers getting divorced, fired from their jobs, and in a rare case, someone dying as a result of the lack of sleep or proper nutrition (Do Video Games Cause Aggression and Death The Truth About Video Game Effects 2010). Often gamers can connect with multi-players around the world through the click of a button, without even meeting them or knowing who they are. The availability and easy access to the internet directly from the console eliminates the need for users to go out and socialize as these technological communications are in effect replacing social interactions for gamers; thus leading to isolation and the development of anti-social behavior over time. On the other hand, a report by Greg Thom suggests that fun games which encourage teamwork and friendship can lay the groundwork for positive interaction between children, leading to better behavior and academic results (Thom 2009). Although these findings exemplify positive outcomes, they are limited as such results only apply to gamers who play non-violent and G-rated games. At present the number of fun games has diminished as the growing culture within the gaming world demands more violent and adventure orientated games. For this reason the negative associations allied to video games are more apparent with an increasing number of gamers spending hours playing violent and role playing games, isolating themselves from the rest of the world. The exposure to long hours over time allows for basic social functions to be forgotten leading to players hesitating when handling social activities. Other impacts are loneliness, aggressiveness and disregard for rules and regulations. An initial addiction to video games which may not be considered severe can easily turn into a psychological anti-social disorder (Anti-Social Behaviour n.d.) 5. Section Five: Overview of ratings and censorship in Australia. The purpose of a rating system is to provide concise and impartial information about the content in video games so consumers, especially parents, can make informed purchase decisions (Game Ratings Descriptor Guide 2009). Nevertheless rating systems implemented in many countries including Australia are open to manipulation quite easily whether it is because of dishonest retailers or careless parents. Unfortunately games that are rated MA15+ or AO are potentially at risk of falling into childrens hands. With pirated media rampant in society a game that is banned in your country could be downloaded to a destination where it has not been released, again limiting the effectiveness of current rating systems. The main reason that games are banned is because they promote anti-social behavior and expose users to high levels of violence, sex and drug use. An example of a game banned in Australia for its explicit adult content is Phantasmagoria, which goes so far as to have a rape scene in it. Without censorship, games like these which are highly inappropriate could easily be found in childrens video games consoles. However while it is possible to control the content of what hits the shelf, it is what happens once they have been bought that remains the issue. Another game is Left 4 Dead 2 a first person shooter game which was refused classification because of its frequent and intense portrayal of violence and graphic depictions of blood and gore. The disturbing scenery resulted in some politicians correlating between the people playing such violent video games and the increase in criminal activity (MacDonald, 2009). Of the thirty three games that have been banned in Australia fourteen of them contained images that were deemed inappropriate for users and considering that the average age of a video gamer in Australia is 30 years old, that is indicative of just how explicit the content is (List of banned video games 2009). There are already issues in todays society with children being exposed to images/cultures which are inappropriate and the addition of unsuitable video games can add to the increasing problem of media influence on children and adolescents. The unfortunate failure of these ratings is that some parents are not aware retailers are selling inappropriate games to their children, who, by law are not permitted to purchase them. Even though this is the case parents should be encouraged to monitor and be more attentive to their children while playing video games by restricting their time in front of the television and computer (Tompkins 2003). Governments should strive to insure that all parents are fully aware of the rating system and the way it works. To promote awareness a campaign should be launched across all media regarding the negative implications of the exposure to inappropriate video games on their children. With the support of a rating system to try and minimize the amount of inappropriate content, parents should make an effort to become more involved in their childrens lives before it is too late (Tompkins 2003). Effectively if the parents take more responsibility by endeavoring to cooperate with their governments i n an attempt to limit the amount of violent and inappropriate content displayed to their children then the potential impact of video games on society could be lessened. Section Six: Conclusion The impact of video games is apparent as it is affecting thousands of people around the world daily. From Street Fighter to FIFA 09 these games are impacting the gamers in society psychologically and physiologically. Many gamers have become attached to the life and person they believe they have become through virtual worlds experienced in games. These worlds have caused gamers who otherwise would not be living their ideal life in reality to get caught up in the fantasy and unrealistic expectations of video games. The objective of this research was to investigate the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behavior. The essay demonstrated how video games have a pronounced influence on adolescents in society, with violent behavior becoming more prevalent amongst adolescent, gamers begin to act like the characters they seek to control in games. Video game impact on society is evident, as the exposure to video game violence was found to be a significant risk factor for aggressive and violent behavior (Tompkins 2003). Unfortunately, games which contain violent content are reaching our childrens hands, therefore encouraging them to act aggressively and anti-socially. One question which we should ask is Who should be held responsible for the increase of video game exposure in society? Are the gaming companies to blame for releasing highly graphic and violent games d, the irresponsible parents who allow their children to spend long hours playing inappropriate games or simply the young people who choose to play the games? Consequently, other possible issues attached to this effect can be examined; for example more stringent regulations or laws to implement impose accountability for the retailers. Therefore the focus for further research should be based on these questions that are emerging to possibly come to a conclusion about how to finally address this issue. Currently there is no definitive solution to the issue of gaming and the effect that it has on the users behaviors. Nevertheless, there are some recommendations to a possible solution; these include the need for more governments to impose stricter rating systems, parents becoming more aware and responsible for their childrens game play and also gamers themselves becoming more mindful of separating the gaming world from the real world. 7. Section Seven: References and Bibliography Reference list: Online books: Anderson, C, Gentile, D Buckle, K 2007, Violent video game effects on children and adolescents: theory, research, and public policy, Oxford University Press Inc., New York. Garrelts, N 2006, The meaning and culture of Grand theft auto: critical essaysHYPERLINK http://books.google.com.au/books?id=Woct9TuzNNoCpg=PP1dq=The+meaning+and+culture+of+Grand+theft+auto:+critical+essays++By+Nate+Garreltscd=1à ¢Ã¢â€š ¬Ã… ½, McFarland and Company Inc, North Carolina. Online journals/articles: Anderson, C.A. Bushman, B.J (2001). Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12 , pp. 353-359, retrieved on 2 May 2009. Anderson, C. A., Carnagey, N., Flanagan, M., Benjamin, A.J., Eubanks, J., Valentine, J. C. (2004). Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior. Advances in Experimental Social Psychology, 36, p. 199-249, retrieved on 23 April 2009. Anderson et al., (2003), The influence of media violence on youth. Psychological Science in the Public Interest, 4(3), p.81-110, retrieved on 10 September 2009. Barlett, C. P, Anderson C.A, Swing, E.L (2008). Video Game Effects- Confirmed, Suspected, and Speculative: A Review of the evidence, Simulation Gaming, vol. 40, pp. 337, retrieved on 25 August 2009. Gentile, D.A, Lynch, P.J, Linder, R.H Walsh, D.A (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Journal of Adolescence, vol. 27, pp. 5-22, retrieved on 11 November 2009. McCain, J. (2000), The impact of interactive violence on children. Committee on commerce science, and transportation United State Senate, retrieved on 20 July 2010. Tompkins, A. (2003), The Psychological Effects of Violent Media on Children. AllPsych Journal, retrieved on 15 June 2010. Websites: Anti-Social Behaviour (n.d), A social, psychological and economic study of the positive and negative impact the internet has on children and families, viewed 27 June 2009, http://people.hamilton.edu/bhouse/DoWeEncourage/DoWeEncourage5.html Barnett, E 2009, Modern Warfare 2: No link between video games and adult violence, Telegraph, viewed March 20 2010, http://www.telegraph.co.uk/technology/video-games/6536966/Modern-Warfare-2-No-link-between-video-games-and-adult-violence.html Caruana, V, Caruana, C Bruner O 2009, Types of Video Games, Focus on the Family, viewed 28 June 2009, http://www.focusonthefamily.com/entertainment/mediawise/parents_guide_to_video_games/types_of_video_games.aspx Dikeos, T 2010, Emotive debate over R rating for video games, ABC, viewed 20 March 2010, http://www.abc.net.au/7.30/content/2010/s2848891.htm Do Video Games Cause Aggression and Death The Truth About Video Game Effects (2010). Update Reality: Self Improvement, viewed 15 Ju

Friday, October 25, 2019

Racial Barriers in Grace Paleys Short Story Samuel Essay -- Grace Pal

Racial Barriers in Grace Paley's Short Story Samuel It is hard to distinguish the difference between which race is more important. One might ask themselves if white is superior over colored skin. There have been numerous struggles and much success in the fight towards equality between the races. Although many large steps have been made, there are still existing racial barriers. One particular struggle is whether or not people of different races should interact with each other. Should Caucasian adults interact with young children of color? A question that becomes especially critical when children are putting themselves in potentially dangerous situations. This moral debate is portrayed in Grace Paley's short story, "Samuel." The same conflict haunts both men and women, but is portrayed as two completely different groups. The narrator is selective omniscient and allows the men's and women's feelings to be expressed when presented with the same racial issue such as portrayed in "Samuel." This also allows the reader to observe how each sex responds to the issue. Grace Paley writes, "The men and women in the cars on either side watch the young boys playing on the platform. They do not like them to jiggle or jump but don't want to interfere" (191). This shows that both men and women did not like what the boys were doing outside on the platform, and each deals with it in very different ways. The men in the subway cars make no effort to break through the barriers. They take no initiative to interact and stop the boys from the risky situation the put themselves in. The men seem to excuse themselves and the boys' actions by reminiscing their boyhood and all the brave adventures they had in their lives. Instead of ... ... He becomes the symbol of hope that the Caucasian adults are willing to break down the barriers separating them from the African American children. When the other men just stood there daydreaming, this "citizenly" (192) man struck the first blow that could break down the racial wall. But because of this single action, one of the boys (Samuel) falls off the platform and dies. I believe that if we stand together to fight the battles and the struggles of our society today it would only make us stronger. One individual cannot make a difference. The one blow of the "citizenly" (192) man is nothing, but many blows that are consistent and strong will break down the wall of inequality. Bibliography: Paley, Grace. "Samuel." Literature for Composition: Essay, Fiction, Poetry, and Drama. 5th ed. Ed. Sylvan Barnet. New York: Longman, 2001. 190-192

Thursday, October 24, 2019

Communist victory in the Second Indochina War Essay

When assessing the importance of the Viet Cong (VC) in the Communist victory, one cannot look past the unity, discipline and effective organisation in the vanguard of the VC forces. The Viet Cong were made up of volunteer servicemen who traveled to South Vietnam as Autumn Cadres – ready to exploit the coming political harvest. The central purpose of the Viet Cong campaigns was to polarise the population, to divide it irrevocably from the GVN, and to mobilise it for service and sacrifice in support of the Revolution. The importance of the Viet Cong lies in their contribution to the Indochina conflict, and can be assessed through a social, political and military context. The role of the VC in a sociopolitical context is of a significant importance in the Communist victory in the Second Indochina War. The VC forces were most numerous in rural South Vietnam, especially in Strategic Hamlet-run villages. Once the VC established a strong presence in an area, they attempted to seal off the local population both physically and psychologically from any further contact with the Government of South Vietnam (GVN). They were particularly intent on denying the government all intelligence on Communist troop movements, bivouac sites, supply cachà ©s, and information relating to those who serve in their local military and political infrastructures. To inhibit intelligence penetration and collection in Communist-controlled or contested areas, the VC not only systematically identified and neutralized anyone suspected of being a GVN spy or informant, but they also imposed and enforced very stringent regulations governing travel within the villages and hamlets and proscribing all unauthorized contact with GVN persons. The indoctrination performed by the VC didnt limit the villagers hatred to just to GVN intelligence personnel; indeed, all repressive activity was cloaked in highly emotional propaganda designed to arouse the people to a deep hatred of, a desire for revenge and to heighten their concept of revenge against the military and civilian officials serving the government. For example, in guidelines for a propaganda campaign in the Ben Tre Province for the period October 1968 to March 1969, the VC directed cadres to â€Å"make the people feel a profound hatred of the enemy’s savage crimes and incite  them to avenge their compatriots and kinfolk by enthusiastically and actively taking part in combat activities to heroically annihilate the enemy and achieve great merits.† The indoctrination performed by the VC allowed them to gain mass support from the villagers, taking it away from the controversial GVN. This support allowed the VC to form networks across the province, which, m ilitarily, facilitated the late offensives by the North Vietnamese Army (NVA) during the final stages of the war. The role of the VC in a military context is of a significant importance in the Communist victory in the Second Indochina War. The Communist Field Commander for China during the Second Indochina War, Lin Piao, stated that, In order to win a peoples war, it is imperative to build the broadest possible united front and formulate a series of policies which will ensure the fullest mobilisation of the basic masses as well as the unity of all the forces that can be unified Although the VC were a persistent and ingenious force, further assessment identifies that a war of attrition was not going to win them the war. General for The NVA, General Vo Nguyen Giap, stated that, the way to win the war is by small defeats, one after the other until the coup de grace.Viet Cong strategy differed from other communist nations in that military activity prepared the way for a political showdown, rather than political activity preparing the way for a military showdown. Having defined the goal of the struggle in the South as a political rather than a military victory, the Viet VC at first sought to make credible the inability of the Saigon government to administer. In response to a growing American presence, they increased their military activity in order to exploit contradictions in the American position. The VC revolutionaries took full advantage of the contradictions and tailored their military activities to exploit these perceived weaknesses by making the war so long, bloody and expensive that American opinion would turn against it. These activities intended to damage psychologically the U.S. commitment to the war, thus generating a negative cost-benefit analysis among American political leaders and thereby producing a victory more like that obtained by the Viet Minh in 1954. The essence of the VC strategy was not to defeat the U.S. and allied forces militarily but to convince the Americans through the use of violence,  both persuasively and at selected points, that their position is hopeless. This stratagem was evident in the Tet Offensive of 1968. The initial goal of Tet was to destroy the morale of the United States and GVN by proving that the communist threat did not only exist in the countryside, but in urban areas also. The VC forces attacked the US embassy in Saigon, surprising the Americans and forcing them into a conventional war. This proved costly for the Viet Cong as there were serious casualties and loss of manpower one third (38,000) of the VC fighting force were either killed or wounded. Due to the loss of numbers, the North Vietnamese had to infiltrate the ranks of the Viet Cong. Moreover, the VC lost local knowledge of the South Vietnamese terrain, which inhibited the abilities of the new forces from the North. Paradoxically, although the U.S. saw Tet as a military victory, the American home front did not. Television effectively brought the brutality of the war into the comfort of the living room. Vietnam was lost in the living rooms of America not on the battlefields of Vietnam (Marshall McLuhan). Following the Tet Offensive, support for President Johnson dropped to 26 percent, resulting in his withdrawal from the Presidential race. Nixon was elected on a promise to end Americas involvement in Vietnam. Politically, the Tet Offensive is considered a Communist victory. Although they lost, the military contribution of the VC during Tet effectively led to the U.S. withdrawal in 1973, allowing the NVA to initiate the North Vietnamese Offensive in 1975, causing South Vietnam to surrender unconditionally. The role of the VC in a political context is of a considerable importance in the Communist victory in the Second Indochina War. Being influenced by mainly China and Russia, members of the VC learned the power of propaganda and in doing so became skilled at manipulating people by symbols, and in general they acquired a view of the world in which politics is the driving and dominant force. Historian Ithiel de Sola Pool states, the elements of the Viet Cong that will remain effective the longest after the main forces have been increasingly battered in combat will be those cadres who have built a political base in their own villages, including of course military cadres who will try to slip back into the main force. Further research shows  that it is these cadres that are the political force in the populated areas and who can be partially won over in any politically stable settlement. They are the most politically significant and the most responsive to citizens needs and problems. Without giving and receiving political support from the South Vietnamese population, North Vietnam was not going to win the war. As stated before, the goal of the struggle in the South was a political rather than a military victory and this became the primary doctrine for the Communists throughout the war. The numerous guerilla incidents throughout the war had no purpose but to serve the Communist political movement. The destruction inflicted upon Vietnam by the U.S. gave the VC a political advantage in that they won the support of the South Vietnamese peasantry. The political struggle movement allowed the South Vietnamese people to contribute to the war, emphasizing that the politics within the VC are highly significant when assessing the Communist victory in the Second Indochina War. The complex facets of the Viet Cong forces prove that they were essentially important in the Communist victory in the Second Indochina War. The Viet Cong effectively established their role in the revolution, providing support to the North as well as fighting in foreign territory. In contrast to such heterogeneous and disorganised elements of the GVN, the Viet Cong had at its disposal a government which dated back to 1945, a reservoir of manpower which had been unified by years of war and Communist Party discipline, and a network of agents which it had established during the war years in the cities and villages of the south. It is for these reasons that the Viet Cong were important in the Communist victory in the Second Indochina War. Bibliography Primary SourcesChalmers, J. The Third Generation of Guerilla Warfare, Asian Survey, Vol. 8, No. 6. (Jun., 1968), pp. 435-447. de Sola Pool, I. Political Alternatives to the Viet Cong. Asian Survey, Vol. 7, No. 8, Vietnam: A Symposium. (Aug., 1967), pp. 555-566. Doc. Log No. 11-1020-68 (Confidential), dated January 15, 1969, quoted in Le, Thanh Nam (1996). Control and Polarization of the Populace, 25th Aviation Battalion (online). Available at http://25thaviation.org/history/id926.htm (Accessed 21 July, 2006)Lin Piao, Long Live the Peoples War (Peking: Foreign Languages Press, 1965), pp. 44, quoted in Chalmers, J. The Third Generation of Guerilla Warfare, Asian Survey, Vol. 8, No. 6. (Jun., 1968), pp. 435-447.

Wednesday, October 23, 2019

Traditional Chinese Culture on the Influence

Traditional Chinese culture on the influence of the enterprise culture construction in China Name: Wang Shuyun (Sophie) Any business, its survival and development with its own cultural conditions and cultural environment are inseparable. Enterprise culture is the basis of survival, the standard of behavior, a guarantee of success. My article focuses on the traditional culture, Confucianism, Taoism two ideas on the positive role of enterprise culture, but also a brief analysis of the traditional culture of negative impact of enterprise culture.China’s enterprises in creating organization culture should absorb the essence of traditional culture, discard the dross, the traditional culture in building of enterprise culture to play its due role. Enterprise culture refers to the business philosophy, value systems, historical traditions and work style, performance for the whole spirit of enterprise members, common value standards, precipitation of habit, certain moral norms and cultu re quality.It not only can play the guidance and constraint role to the thought and behavior of staffs, motivate their creativity, enhance the cohesive affinity of enterprise, but also can be more clearly to distinguish this enterprise and the competition, so that it is convenient for consumers to identify enterprise, and then produce identity Enterprise culture is the foundation of the enterprise existing, criterion of performance, and the guarantee of success. The formation of enterprise culture theory began in the 1980 s in the United States.At that time, the whole international economic situation has undergone great changes, Japan in just 20 years, it became the world’s second developed capitalist countries from a defeated country, and became the major competitors of American enterprises, which makes people rethink the phenomenon deeply. After a deep analysis, in the process of enterprise competitions, is the enterprise culture makes Japanese rapid rise, is the enterprise culture plays a major role on Japan's economic development. So the western business US-Led opens a wave create enterprise culture boom.When we explore the Japanese enterprise culture, and found that the Japanese enterprise culture was influenced by Chinese traditional culture. Therefore, when Chinese enterprise is creating the enterprise culture and improving competitiveness, in addition to learning and introducing advanced enterprise culture of eastern and western outside, still necessary to learn from Chinese traditional culture in the ideological treasure. Chinese traditional culture on the influence of positive aspect, about the positive influence of Confucianism and TaoismI The positive influence of Confucianism The representative figure of Confucianism is Confucius, Confucius' thought often is used by the enterprise. There is a ‘the father of the modern industry â€Å"who is called Shibusawa Eiichi, he established the enterprise for the whole life, operated hundreds of business enterprise for example, Prince paper, Oriental textile, and Ishikawajima-Harima Heavy Industry, the enterprise has been founded more than one hundred years, they are still prevalent.How does he do the enterprise so well, Shibusawa Eiichi explained by himself, is† the analects of Confucius and abacus â€Å", it is Confucian moral and interests are the interoperability of pursuit in the production and business operation, also the moral and economy are the one, or call justice, we consider the ethical moral when we aspire interest factors, we aspire interest factors when we consider the ethical moral. Confucian explanation and couterfacture explanation,made Confucian ideas gain the new strength.The analects of Confucius and the thought of Confucianism are very available for the enterprise culture construction in China, this article mainly from the â€Å"benevolence†, â€Å"faith†, â€Å"justice† and â€Å"harmony† several aspects to discuss Confucianism on the influence of the enterprise culture construction in China. The thought of â€Å"Benevolence† â€Å"Benevolence†, kindheartedness, â€Å"benevolence† is the core of Confucius' thought, is the essence of the Confucian. the word of enevolence appeared 109 times in The Analects of Confucius ,had a variety of explanation, one of the most common and the most important explanation is † love the people,† Confucius answered for several times when Xushen who is his student asked him, did explain:† benevolence is intimate â€Å". In the business management of enterprise in China need to respect their staffs, understand them, trust and tolerant them, and care about them, thus it is effective that enterprises foster employees Loyalty and trust of employee, if the enterprise must consider employees, it can arouse the enthusiasm of employees fullyThe thought of â€Å"Trustworthiness † â€Å"Trustworthiness † is words and dee ds are the one, mentioned trustworthiness for many times in The Analects of Confucius; Analects  · government-funded said: â€Å"people who have no faith do not have to recommend him, â€Å"The Analects of Confucius ·YanYuan† said â€Å"people who have no faith do not have any space to stand â€Å". Faith is a neutral concept, does not contain the class, any person must stress trustworthiness when dealing with people and handling affairs, people who have no faith do not have to recommend him, people who have no faith do not have any space to stand.The enterprise must stress the trustworthiness to make the enterprise success. â€Å"trust† is the positive thought in the Confucian, also is the important model of exchange moral principle in China. It is worth for us to learn and use for reference in the enterprise culture construction today. Because the good faith, externally, first of all, good faith can greatly reduce transaction costs, improve business efficiency ; Secondly, the good faith can set a good reputation for the enterprise to develop a broader market space, thus get more benefit.Internally, only on the basis of good faith, the internal enterprise can achieve the mutual trust, the harmonious interpersonal relationship of mutual understanding, then minimize the internal friction, give full play to people's biggest potential. An entrepreneur with strategic vision should understand these: the enterprise survival is not a day or two days, but the long career. Some enterprise implementation of the principle of bad faith, they will be kicked out the fierce marketing competition quickly. The thought of â€Å"Righteousness† â€Å"Righteousness† is about the moral and socialist.Confucius said, â€Å"One has not lived in vain if he dies after he is told of the way†, the enterprise must set up the correct moral as their action creeds in the cultural construction, and fight for it. Especially, when the righteousness and in terest conflict are contradicting, we must keep a clear head and the right values. Confucius said, â€Å"a gentleman is always moral, vile people just focus on the only gain† († The analects of Confucius, benevolence â€Å"), â€Å"Riches and position without are to me as the floating clouds†, he also put forward the thought that â€Å"Consider righteousness when seeing benefits†.Advocate people to do it when seeing the righteousness, sacrifice for justice, pay more attention to the righteousness and be careless benefits, No matter what to do, don't forget the righteousness. Make personal behaviors conform to the righteousness and moral, and don't care about the utility or material interests. In the enterprise culture construction in China, should set up the correct â€Å"merit† as an important content, when making staffs consciously aware that stress â€Å"justice†, should admit that â€Å"benefit† of necessary, when meeting the purs uit of â€Å"benefit†, need to accept the constraint of â€Å"righteousness†.So, can achieve â€Å"use the righteous to estimate benefits†, â€Å"With a moral to develop interests†, adjust and regulate the action that the enterprises in the economic activity, and make the enterprise obey the law, legitimate the business in a correct way to make money, treating making money as a way, not a destination, Consciously let making money associate with the national prosperity and interests, do charity donations for the education, make benefits reward the society, embody the value orientation of traditional Chinese culture.The thought of â€Å"harmony† Confucian culture emphasizes â€Å"harmony†, Confucius said â€Å"highly summarizes the basic spirit of ritual† harmony is the most precious† is the history of several thousand years of interpersonal relationship, national culture, social relations’ traditional principles. Use the w ay of seeking more common grounds while reserving differences, to coordinate the part of people's interests and requirements. To achieve the overall coordinating, harmony is the Chinese society long-term stability of the important cultural pillar.The Chinese nation strong cohesion also is the result of the tradition of â€Å"harmony†. For the enterprise culture construction is concerned, the relatively popular approach is using three harmony to manage the enterprise , three harmony s are harmonious people,harmonious objectives, and harmonious benefits, namely, the enterprise management need to make people' relationship harmonious, enterprise production and environmental harmonious, the enterprise competition and cooperation get together organically .The Confucian ideas from different aspects in the construction of enterprise culture plays a role, is the enterprise' lubricant of operation. Therefore, the enterprise should with extraordinary grand vision, pay attention to absor b excellent Chinese traditional culture reference to educate staffs and develop employees, make them love their work, solidarity and cooperation, the spirit of harmony, the competitiveness of the enterprises can strengthen. II The positive influence of Taoism The representative figure of Taoism is Laozi, Zhuangzi. The respectively writings are â€Å"Laozi â€Å", â€Å"Zhuangzi†.Enterprise culture construction can absorb reasonable nutrition in China. 1. The thought of â€Å"The nature of the Tao, govern by non-interference. † â€Å"The Taos† is the center thought of the Taoist . Laozi ‘said † The nature of the Tao, govern by non-interference. † means things have its development rule, people should do something according to rules, shall not act just as you please. In applying the enterprise culture construction, firstly, the leader behavior should conform to the natural development rules, and set legal system according to the rules.Secondly, the enterprise should consider its own characteristic and the surrounding environment totally when involving enterprise reform, don't take it for granted. Thirdly, for leaders, should be good at stressing the important issues. the routine affairs are made decentralization to subordinates, so the duty and right are clear, exhaust its power each, leaders seem be at leisure, actually,the work is in the perfect order, it is â€Å"inaction and without exception† 2.The thought of â€Å"Dialectical to things, dialectical at all things†. This is the Taoist thought and essence. Laozi thought, all phenomena are in opposition to each other, such as new and old, filled with failure, high and low, long and short, fortune and misfortune, and so on, and the opposite relationship is also can be changed. Focus on present enterprise, the market is like the battlefield, there is success,also there is fill, in the face of the fierce competition, the enterprises should have a clear underst anding.When the enterprise is in the management difficult period, the enterprise should not be discouraged, through unremitting efforts, have the difficult situation improved and developed in the opposite direction , which is succeed; When the enterprise is in prosperity, also should recognize that the enterprises still exist some problems, which is likely to be hidden, and at the same time, the enterprise competition rises rapidly on barely detectable speed ,the enterprise will fall behind, even may be eliminated carelessly.The thought of dialectical to things to know things, manage the enterprise, is also one of magic weapon that many enterprises win the game to success or avoid arrogance and keep lead. 3. Thought of † The beginning of crumbs† Laozi thought, all the great things of the world, start from the trifle deeds. He said: â€Å"The close columns are born in Baekho wood; the platform of nine layers of begins tired soil; A journey of miles begins with a single s tep. † This has a great enlightening significance for enterprise culture construction.Each enterprise has one dream, the constant development and growth. In order to o realize this dream, it will have to start from scratch, however many enterprise doesn't do this, they are anxious for success, expect them to compare blindly, expand the scale recklessly, introduce foreign capital, ignore its own conditions, also regardless of what are the procedure and regularity, result in appearing management difficulty, funds are wasted, the increase in liabilities and so n a series of unhealthy phenomenon. The enterprise of world Top 500 enterprise, Which enterprise is not clear about the history of hundreds of years? Which enterprise does not rise abruptly based on its accumulated strength? Then they achieve the brilliant achievements. Taoism, broad and profound, it educate today's enterprise has dialectical view of success or failure, conform to rules to manage the enterprise in a thought of â€Å"The nature of the Tao, govern by non-interference. † at the same time, look upon the business enterprise growth in a thought of † beginning of crumbs†, causes the enterprise to sustainable development. The negative influence of Chinese traditional culture Everything is split into two, there is no absolute good or completely bad, when seeing the excellent traditional culture, also should see its negatives, here is the simple analysis of the Chinese traditional culture on the influence of negative aspect 1. The doctrine of the mean impartial, the maintenance arts of harmonic fold Wood show in the forest, the wind will destroy them†, â€Å"shoot the bird which takes the lead†, these proverbs advise Chinese not to be the world's firstly will affect the enterprise competition consciousness of first-class , also greatly affect the enterprise internal personnel selection, training and the use. Governor General of Canada, Wu Bingzhi's father educate d his kids, â€Å"if you don't want to pick the stars in the sky, so you even the dust of the ground also can't get†.In the age of globalization now, the business is more competitive, is full of risk, who is too timid and overcautious, everything is not dare to do it firstly, or competition consciousness is light , no desire to make progress, and do the industry in â€Å"muddle through †mind, I'm afraid the enterprise is difficult to live forever. When former general electric CEO jack Welch talk about general enterprise culture, Had one well-known saying is â€Å"competition, competition, and competition again†. 2. How do you view the success or the failure.How to evaluate the person who often fails. No one dares to say that he will never fail. Modern scientific education research indicates that people learn from mistakes, so, to a certain extent, successful people are the failure of more than others. As a modern merchant, must be not afraid of failure, only the person is not afraid of the failture, who would know failure, will distinguish which is the success through failure, which is the failure of forever, so as to avoid the failure in the key problems.In the traditional Chinese culture, the evaluation of a person is often not see who makes it so many things, but more is to see how many he made the mistake, against many people, how many times he has failed. In this standard, the kind of person who doesn't care no fame, only request no faults, the person who takes care of a good relationship is in the ascendant, but the person who has the big momentum, who is careless of the relationship, who plunges into the affairs often suffer more loss. Long-term since, the enthusiasm of employees will be hit, the harm to the enterprise is self-evident. . Pay more attention to the history, experience, authority and the thought of ranking. â€Å"Don't know the ancient, no righteousness. † I had passed a bridge more than the path where you had w alked . † A big officer's saying is more virtuous than small officer, as if all the leaders are wiser than subordinates in all the problems . The experience of past, were not completely intact are used to guide today's real life, The experience of the past, were not completely intact used to guide today's real life, many experiences for today's often are only core thought about.Above in the role of thought enterprise culture construction, will only make enterprise feudal breath is strong, it is difficult to develop for the Long time. 4. The trend in thought, to pay attention to â€Å"the metaphysical† of the research, and neglected the â€Å"physical† quest, cause â€Å"pay attention to traditional culture, neglect art† bad tendency. In the Confucian culture dominant, formed a very bad idea: advocating â€Å"principles†, despised the â€Å"skill†, People has always attached great importance to â€Å"learn the traditional culture†.This kind of idea and further encourage â€Å"the value of intolerance. The idea for the enterprise culture construction, easy to cause the enterprise just talking morality, no material technology pursuit, in science and technology is the first productivity of modern society, ignore technological innovation is dead, must avoid this narrow traditional culture. Overall, as the traditional Chinese culture running in Asian for the thousands of years, is a complex culture on both sides of the body.Speaking from the positive aspects, it plays the positive role in the construction of enterprise culture, is the enterprise culture innovation, the basement to continue to progress; Speaking from the negative aspects, it also can form the block role in the construction of enterprise culture, is a heavy burden of history. We should see the positive aspect, also need to see the negative aspect, take the essence and discard the dross in order to service modern enterprise culture construction.