In this essay I will discuss Daniel Weintraub’s article, The Battle against Fast Food begins in the home. The only thing I’m trying to accomplish in this essay is to articulate my point of view on the subject. The only thing I will try to prove is that I agree with Daniel Weintraub and his opinions. In the article , The Battle against Fast Food begins in the home, author Daniel Weintraub argues that parents are to blame for kids being obese not fast food companies. Weintraub supports his argument by explaining the research and data shows “But parents-not the fast food companies, not the government-are in the best position to fight the epidemic of obese children. The author’s purpose is to inform and raise awareness that guardians/parents to …show more content…
I agree with this idea. People may think that it’s the video-game manufacturers’ fault, because kids play video games besides playing outside. I think this is an idiotic thought. I mostly think this is idiotic, because if parents don’t like how much time their kids spend playing video games they should just not let them play their video games. It’s as easy as that. Another flaw I find in this idea is that people think video-game manufactures make video games for kids. While there are video games targeted to kids, I take from my experiences in the “gaming” world that more games are targeted towards mature audiences. In fact 49% of gamers are between the ages of 18-49. Only 25% are under the age of eighteen. These studies were taken by the ESRB or the Entertainment Software Rating Board, these are the people who decide who the video game is intended for, so you know it’s a reliable source. Another flaw I see with the idea that obesity is caused by video games is that video game consoles have parental controls. These parental controls let the parent control how long their children can play video games on a daily or weekly basis, so if a parent doesn’t like how long their children play video games they can do something about it. There are even video games that help your kids exercise. If you have a Wii you can play Wii Sports or Wii Fit, these games help your child exercise and have fun at the same time. If you have an XBox 360 with the kinect add on you can have your child play Kinect Sports or even Dance Central, a game where your kids are forced to use their whole body to get points. The Wii even displays a message saying that you should take a break in some of it’s games. Nintendo is even making a Pokemon app called “Pokemon GO” where the player has to actually go outside to catch Pokemon. The Nintendo 3DS even has a feature where you could get points if you
Jamie Oliver explains, in excruciating and terrifying detail, the horrors of fast food and its effects on children. He explains how on three different levels, School, Home, and Main St., what food children are consuming on a daily basis and how it is contributing to childhood obesity. The food that children are consuming on a daily basis at school is horrifying to me. Jamie Oliver then goes on to explain how in our own homes, food consumption is. We have gone away from the classic “home-cooked meals” and have turned to the more fattening foods for breakfast and lunch.
In “What You Eat Is Your Business,” Radley Balko tackles the issue of who is responsible for fighting obesity. Balko argues that the controversy of obesity should make the individual consumers culpable for their own health and not the government (467). As health insurers refrain from increasing premiums for obese and overweight patients, there is a decrease in motivation to keep a healthy lifestyle (Balko 467). As a result, Balko claims these manipulations make the public accountable for everyone else 's health rather than their own (467). Balko continues to discuss the ways to fix the issue such as insurance companies penalizing consumers who make unhealthy food choices and rewarding good ones (468).
Junk food is responsible for the growing rate of obesity. This is outlined by David freedman in his article of “How junk food can end obesity.” David Freedman has credited the “health-food” motion, and followers of it along with Michel Pollan. Freedman claims that if the America desires to stop the obesity epidemic, or at least reduce its effects, they must shift to the fast meals and processed meals enterprise for assist, now not the “health-food” movement.
In both David Zinczenko’s “Don’t Blame The Eater” and “ Radley Balko’s “What You Eat is Your Business”, the argument of obesity in America is present and clear from opposing viewpoints. Both articles were written in the early 2000’s, when the popular political topic of the time was obesity and how it would be dealt by our nation in the future. While Zinczenko argues that unhealthy junk food is an unavoidable cultural factor, Balko presents the thought that the government should have no say in it’s citizens diet or eating habits. Zinczenko’s article was written with the rhetorical stratedgy of pathos in mind.
The negative stigma surrounding video games has certainly lightened up since the 1990's but that's not to say they're without faults. These days kids spend hours staring at screens. That much time spent indoors is simply not good for anyone. To help bring kids away from the screen and on their feet, a new device replicates the entertainment of Nintendo, Playstation or XBOX in a healthier fashion. NINTENDO INSPIRED
In Margaret Visser’s essay, “The Rituals of Fast Food”, she explains the reason why customers enjoy going to fast food restaurants and how it adapt to customer’s needs. Some examples of the most loyal fast-food customers are people seeking convenience, travelers, and people who are drug addicts. First, most loyal customers are people seeking convenience. The reason why fast food restaurants are convenient because longer hours of being open, the prices are good , etc. As Visser said in her essay, “Convenient, innocent simplicity is what the technology, the ruthless politics, and the elaborate organization serve to the customer” (131).
Playing video games is a favorite activity of kids and most of kids today often spend more time playing video games. Yet its effects on their health are often perceived to be negative. Playing video games provide a rapid growing form of entertainment and also use for educational and business purposes. Playing video games are fun and having fun has a lot of benefits mentally. It has positive effects that we could apply to our daily activities.
You know all those people that told you video games are bad for you? They were wrong. Video games aren’t bad for you, they’re actually making your life better. For years video games have been criticised for making people more anti-social, overweight, or depressed.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Fast food companies have demolished competition throughout the last 30 years in the restaurant industry. The practices used to eliminate competition such as using unhealthy food to make a profit have been reported unethical by Americans, but it tends to be desired by the American society. According to the American Franchise Corporation, certified by TrustArc, fast food companies generate $570 billion annually in the United States ("Fast Food Industry Analysis"). These statistics continue to rise as more and more fast food companies become ubiquitous. As a result, fast food companies get richer, while people contract life-altering health effects.
The following research paper is about the detrimental effects which video, computer and Wii games have on children’s health. Upon analysis of this issue statement, the impact it has on children will be discussed to show how it affects the well- being of children. Support and refutation of the same issue statement will also be provided in this paper to provide evidence of the research findings in this context. Approaching the end of this paper, personal view point will also discussed followed by few recommendations which are given to improve health or well- being of children who are too much involved video games.
Video games from Call of Duty to Super Mario, people have very strong opinions for these games. But which side has a more valid argument for or against? This essay will explore what video games mean for elders, what they mean for kids and what could shut down the positives. Video games can be positive for elders, but negative for children. Video games can be associated with kids but they are actually really unhelpful for a kids.
Data from statistics has also shown that while video game sales have gone up over the past couple of years, crime rates have also gone down, i 'm not saying video games stop crimes but there does seem to be a coincidence. Video games can also help with motor skills development, helping with memory, co-operation with other people, helping with leadership roles, understanding orders, and video games can even help with developing better spatial reasoning, and helping with things like problem solving and making quick important decisions. People can also meet other people online and make more friends which can help if they don 't have many friends in real life, video games can also help people become more confident and more sociable along with
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
In the pro article, it supported video games having a positive effect on children because it increased children’s learning by making it fun. However, a limitation to the pro article includes a small group of participants who were all from Taiwan, a country known for limiting their children to the exposure of video games. An additional flaw in the study was that the game was never intended for instructional purposes so it is uncertain whether the results are valid since the video game is not valid. One way this article could have been more convincing is if it specifically stated if these results were long-term results or short-term results and how they would compare to previous studies. In the con article, it supported video games having a negative effect on children because it decreased verbal memory and disturbed their sleep which is very concerning to their overall health.