Abstract This paper looks at several approaches by different authorities regarding assertive behavior and the role it has in improving self-esteem. The paper then draws conclusions about the improvement of self esteem based on the information that is presented.
From the Paper "One way that a person can improve his or her self esteem is to practice assertive behavior. Assertive behavior can be defined as the ability to maintain control over a person's behavior and emotions in order to achieve the goals, results, or communications that he or she seeks. behavior is not aggressive and manipulative. Assertive actions are based on reason and self-awareness rather than as an emotional response to a situation. The authors of the book Don?t Say Yes When You Want to Say No state, "People with Excitatory Personalities do not fear their feelings. Frightened neither of closeness not combat, they act out of strength. The excitatory man knows who he is, what he wants. He is assertive" (17). The individual's strength is used to communicate needs and ideas rather than coercing other people. Traditional theories such as those of authors H. Fensterheim and J. Baer have several valid concepts, but they have limitations."
From the Paper "This paper will analyze the book, Don't Say Yes When You Want to Say No by authors Herbert Fensterheim, Ph.D, and Jean Baer. The discussion will focus on some of the important techniques used in assertiveness training.
Author Jean Baer begins the book by sharing how she spent 18 years in an unpleasant job because she did not think that any other employer would hire her. After meeting her husband and co-author, Herbert Fensterheim, a clinical psychologist who specializes in behavior therapy, Baer explains that, by using her husband's behavioral therapy techniques, she learned how to be successfully self-employed and is no longer defensive when her friends say things like "Anybody could write the books you write, you just sit down and do them, that's all" (13-16). Thus, the..."
From the Paper "Hans A. Baer and Merrill Singer, in African-American Religion in the Twentieth Century: Varieties of Protest and Accommodation, approach their subject employing a unique combination of conceptual and contextual elements. In addition, they seek to shed light on connections not dealt with adequately by previous researchers.
For example, they aim to clarify the connection between the origins and development of African-American religion and capitalism. Their conceptual framework is "social scientific" (xii) and their approach is "methodological agnosticism" (xiii). They honor the variety of expression and practice in their field by providing "the first comprehensive overview that covers this period and attempts to recognize the diversity of forms that African-American religion takes" (xii). They refer to themselves ..."
Abstract This paper takes a look at the method of descriptive analysis and assessment. According to the paper, descriptive analysis can provide useful solutions in terms of individual behavior analysis and observation. There are various descriptive analysis techniques, which this paper reviews and discusses.
From the Paper "As such, related to observance and the difficulties that occur in such situations, Kazdin brings into question and discusses the nature of the observation, in terms of realism, accuracy and convention ((Kazdin, 1977)). Indeed, descriptive analysis relies on one of the essential tools: observation. If we look at the descriptive assessment as an evaluation of the "how", observing and recording how this "how" will determine the eventual outcome of the analysis. The problem that Kazdin is debating is the existence of a multiple number of observers and, more importantly, the complexity deriving from having different observations and from checking their reliability. The accuracy of the observation is one of the main issues to be discussed when referring to the challenges and implementation of descriptive analysis. "
Abstract The paper discusses how video games and the video game industry have become as ubiquitous as any everyday gadget. The paper examines how many of the higher powered personal computers are purchased by "gamers" who want the fastest equipment, to power the latest cutting-edge games. The paper further examines how modern games are some of the most demanding on PC resources, so the latest hardware is often targeted at the sector that is most likely to purchase and make use of the latest features.
From the Paper "Although the video game actually started with the "boob-tube" or television, it has evolved into a completely rewarding and challenging tool. As a point of reference, video games and its historical innovations have been subdivided into seven generation: "First Generation, 1972 - 1977; Second Generation, 1977 - 1981 (Golden Age); Third Generation, 1981 - 1984 (Dark Ages); Fourth Generation, 1985 - 1989 (Post-Crash - 8-bit era); Fifth Generation, 1989 - 1995 (16-bit era); Sixth Generation, 1995 - Present (32/64-bit era); and Seventh Generation, The Future. " "