Thursday, October 31, 2019

Level 6 Diploma in Careers Guidance and Development Essay - 1

Level 6 Diploma in Careers Guidance and Development - Essay Example Reflective practice involves the ability to reflect on an action in order to take part in a continuous learning process that defines the traits of a professional practice. Reflective practice can also represent a criterion of paying attention to the practical theories and values that inform the everyday action through looking through the reflexively and reflectively practice. This leads to insight development. Reflective practice is a vital tool in professional practice-based learning settings where people learn out of their own experiences, instead of learning from a knowledge transfer, and a formal teaching. This means that reflective practice is the most crucial individual source of professional improvement and development. In this respect, the idea of reflective practice has obtained a huge take-up especially in the development of a practitioner’s profession in areas of health care and education. This means that reflective practice surrounds the issue of lifelong learning where one practitioner analyses different experiences so as to learn out of them. In this case, reflective practice promotes the professionals that are independent and continuously take part in situations of reflection that they come across in their world of profession. However, critics hold that reflection is time consuming and an annoying interruption to learners. It is noted that learners can end up becoming somewhat more anxious and introspective concerning their actions. Moreover, the lack of experience by learners can adversely affect the quality of reflective practice they adopt. This explains why there is need for continued evaluation of assumptions, beliefs, as well as hypothesis against the existing data on reflective practice. Needless to say, there is need to ensure that there is justification of the reflective learning design, and measurement of process, which need to focus upon the reflective

Tuesday, October 29, 2019

The Calling of Saul of Tarsus Essay Example for Free

The Calling of Saul of Tarsus Essay The calling of Saul of Tarsus is in the Books of Acts and Romans in the New Testament. Paul born a Jew in Tarsus, and breathing threats and murder against Christ disciples. Paul works against the church years before his calling he witness the death of the first Christian Martyr. Paul considered himself chief sinner among peers. Paul finally met face to face the one persecuted. 1.Paul questionable calling. a. Born a Jew from Tarsus. b.Paul was commissioned by Jerusalem High priest to pursues any followers of The Way 2. Paul brag of being passionate about his mission. a. Self-proclaim number one sinner b. Paul stood by as a witness to martyrdom 3.Saul on Damascus Road a.Saul see a bright light b.Saul is converted and baptizes 4.Saul of Tarsus as a final point, meet face to face the one persecuted

Saturday, October 26, 2019

Effect of Produce Placement in Computer Games

Effect of Produce Placement in Computer Games Product Placement Does Product Placement in Computer Games Affect The Consumer’s Buying Behaviour? Chapter 1 Introduction Can you remember a movie in the cinema without some kind of product placement (a product and/or a brand intentionally placed in a cultural medium (Lehu, Bressoud (2007))? Placing branded products in entertainment media like movies is not a new developed concept. This kind of advertising nowadays is very common. People often ask themselves what exactly advertising is. The term advertising describes any communication effort that might influence consumer purchase decisions (Rotfeld, H. J., 2008). Different types of models can therefore be used like product placement used in movies or in computer games. Everything started with investments in the production of radio programs at the beginning of the 1930s. Consumer product manufacturers tried to reach their target audiences via the radio through so called sponsor-owned shows (Lavin, 1995). Product Placement, also called brand placement and â€Å"brand casting†, appeared first in motion pictures as early as the late 1940s and early 1950s. One example was in 1948 in the drama Mildred Pierce where an actor in the movie drank Jack Daniels whiskey (Nebenzahl Secunda, 1993). In the beginning, using branded property by donating, loaning or purchasing them for particular movie scenes just to enhance their artistic qualities (Spillman, 1989). Since Reese’s Pieces appeared in the blockbuster movie E.T. The Extraterrestrial, over 20 years ago, product placement has developed and evolved significantly. That implicated that after the film release, Hersey claimed a 65% increase in sales of Reese’s Pieces (Karrh, 1998). Today, almost every movie contains product placement. While in the â€Å"James Bond†-Movies 007 drinks Martini, Will Smith drives a Porsche 911 Turbo in Bad Boys. (Quellen) There could be mentioned thousands of examples like this as today ads in movies are very common. Beside movies, another media based method to reach a wide range of consumers, can be seen in ads turning up in computer games. To date, except for movies or television, attitudes toward product placement in media have received little attention, despite increased product placement in games (Nelson, 2004). Computer and console games are getting more and more interesting for marketers due to today’s households own at least one PC and playing computer games nowadays is very common. This applies not only for the youngsters in a family but also for their parents who also play games. Computer games are emerging as a new medium for advertising but yet there is comparatively little empirical independent research investigating the outcomes of marketing communications using this medium. Ads in computer games have not a very long tradition like ads in movies but nowadays it is more and more often used. To reach key consumer segments, marketers are turning to games in order to improve their chances. In 2005, advertisers spent $80 million to reach video game players. Experts expect this spending to top $400 by 2009 (Park Associates 2006). Whether it is billboard ads, sponsorship and product placement, or the game character experiencing the product by drinking, wearing, driving or listening to it as a part of the game, the opportunities for branding in computer games are vast (Townsend, J., 2007). While European gamers’ most popular form of entertainment is watching TV, the $25 Billion gaming is even bigger than the $10 Billion film, as well as the $20 Billion home video industry. If we believe analysts from PricewaterhouseCoopers, the worldwide game industry is set to rocket to revenues in 2009 of about $54.6 billion (Ferrand et al., 2006). In regard to those numbers for today’s companies advertising in computer games has also become important to gain popularity. As 75% of people who have internet access also play online games for more than an hour per month (NEUE STUDIE IGDA Online Games SIG Steering Committee 2005). Another important issue today is subliminal advertising in media. Beginning in 1982 many people were concerned about subliminal messages in rock music claimed that messages had been recorded backward into popular rock music (Vokey Read, 1985). They feared that these messages could be perceived while listening to the music in the normal way. Even in computer games there is advertising that is perceived just incidentally. This might be true for example in racing games. Here might raise the question whether the player perceives billboards while driving with a speed of 130 MPH. Nobody can say if some kind of messages have an impact on our decision making process. Yet no empirical study has explored incidental effects on computer game players by advertising. Furthermore, it has not been investigated if the placement of the ads is designed to be subconsciously processed. 1.2 Reasons for Choice of Topic The topic in this paper was specifically chosen due to the writer’s interest in the area and desire to learn more on the subject of game related advertising issues and effects on the consumer of computer games. 1.3 Research Objectives This paper explores recent developments in the video game market in marketing practice that have resulted in brands being found in an increasing number of computer games. The main target of this investigation is to work out if product placement has any impact on the consumer in terms of the buying behavior and actions that the consumers enforce as a result of brands appearing in computer games. To investigate the prior research question, there will also be investigated if product placement is perceived by the respondents and their attitude towards product placement will be examined. As the subconscious as a component that should not be neglected in terms of subliminal advertising, it should be questioned whether it has any influence on the consumer or not. All these questions are coherent as if people perceive the product placement and have a positive attitude towards product placement it is possible that they subliminally perceive the placements. As all this is coherently, it is also possible, that buying decisions are predicated on these variables. 1.4 Computer Games Limitations Academic and professional literature on gaming often makes distinctions between computer games, video games and electronic games. These boundaries are blurred and moreover the situation is complicated by the availability different types of games. There are console games, PC games, mobile games, handheld games, interactive entertainment and virtual worlds that could be differentiated. Some of these distinctions are made to describe the hardware on which the games are played. Others also refer to a particular characteristic of the medium or the social aspects of playing. This variety of different types of consoles and handhelds is not helpful especially considering that today many games like for example the game Doom can now be played on cell phones, calculators in addition to PCs and tricked out consoles. Creating and using a separate name for each case/instance of a new hardware group would quickly become obstructive. The term â€Å"electronic games† might be too broad as it could also include games that are technically electronic like for example pinball machines. This kind of media is rarely discussed in the context of â€Å"video† or â€Å"computer games†. Like a good fit on the other hand seems to be â€Å"computer games†. The term â€Å"computer games† refers to games that are controlled or used by a computer which is a machine that digitally processes data according to a set of instruction. This then again includes a large range of devices that contain an embedded computer. Computer games that use a video display as the primary feedback device can be described by the term â€Å"video games†. Since most of the games discussed in this paper rely on computer monitor or a television screen for the visual playback, â€Å"computer games† and â€Å"video games† will often be used alternately. Below there will also follow a contextual definition while clarifications will be provided when necessary. 1.5 Chapter outline Following from this chapter; chapter two gives a crucial review of the literature available on the chosen subject matter and identifies an apposite theoretical framework for this study. It looks at the issues raised by academics and provides a basis for what has been observed. Chapter three discusses the quantitative methods used in this dissertation to collect the research required. The set up of a questionnaire is depicted as well as the appropriate methods that need to be factored in. Chapter four presents the findings of the primary research undertaken for this dissertation and the findings will be analyzed using content analysis in order to put some figure to the numeric nature of quantitative research. It will present the participant’s answers to the questions asked for the research of this project, and reiterate statements made in the data collection process (questionnaires). Finally in chapter five the research findings and analysis and attempts to draw conclusions from this are considered. To resolve the matters discussed and argued in this paper, the conclusion will help to draw an end to this dissertation. Chapter 2 Review of Literature 2.1 Introduction This chapter deals with the academic literature and pre-existing studies on the subject of product placement in computer games and its impact on the consumer. This chapter’s aims and objectives are to afford better clarification of the topic and the variables that affect consumers. Existing studies will be explored further and perhaps bring new understanding to the subject. This is achieved through the way in which this chapter is structured; by looking at the definitions presented by academics of product placement; subliminal advertising; brand recognition and recall; brand equity and trust; considering various studies and selecting the most appropriate ones for this dissertation to prove the research questions. 2.2 Product Placement From the time when movies provided brands in the 1940s and 1950s, they have been served as background scenery as well as props and character developers. Advertising supports media economically, yet for product placements but when the practice began with branded products it was donated, bartered or bought (Nelson et al., 2004). Today, companies generally are paid by film-makers to appear in the movies (Chunovic, 2002) and that change was then being followed in the game industry, too. Brand properties or placements differ from conventional broadcast advertising in leastwise three ways: At first, placements do not suspend the media experience of the consumer like it is done by paid media advertising which operates between media content (Nelson et al., 2004). Secondly, placements are according to Wasko et al. (1993) not always paid by the brand. Thirdly, Nelson et al. (2004) claim that it would be important that placements are not be perceived by consumers as commercial messages. In a public policy debate the extent of the consumer awareness and knowledge about product placements is considered an important measure. Product placements are presented as subversive, subconscious techniques, even though others assert that most consumers are aware of the practice (Nelson et al. 2004). The continuous advances in technology have made it incrementally easier for consumers to circumvent traditional advertising messages. Whether bypassing advertising by switching to another channel via the remote control or VCR and DVR make it necessary for advertisers to find other ways to catch the attention of the consumers to make them buying the company’s products. One such strategy that marketers have begun to make use of is product placement in entertainment media (Lee, Faber, 2007). 2.3 Definition of games and information about the people playing them While taking all the time about games; what is a game in the sense used in this paper? Jesper Juul (2003), a video game theorist, investigated seven well-known definitions of games which have been provided by different academics. Based on a screened listing of features which describes issues that are necessary for something to be a game, he then identifies it as â€Å"a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are optional and negotiable† (Juul, 2006). To be able to understand the distinctive features of the computer games particularly as a medium, this description will become helpful later. To understand the entire matter around games, there should be explained the type of people who play games. According to a study conducted by the Interactive Software Federation Europe (2008) the average gamer in Europe today is 33 years old. It is also claimed that in a typical week 45% of the PC owners play games more than 1-5 hours while 29% play more than 5 hours. In case of console owners it is more or less the same so this does not need to be considered separately as in this paper this component is not taken in account. The main reason of playing is for most of them to play just for fun (80%) followed by relaxing and de-stressing (55%) and playing when they are bored (41%) (Interactive Software Federation Europe, 2008). Gamers are people who immerse themselves in an alternate reality which allows brands having the permission to act in a way that helps players to do this. Shortly this means, as brands appear in or around a game, it makes sense to use them to enhance the virtual reality (Mediaedge, 2005). Nevertheless it would be pointless to place billboards of real world advertising like Coka Cola in games with a fantasy setting like for example the well known World of Warcraft. That kind of product placement would not turn up realistic and it would disturb the player’s experience. World of Warcraft is an ongoing multiplayer world that was subscribed by about 8 million at the beginning of 2007 which (Blizzard Entertainment, Inc., 2007) has increased to 10 million in 2008 (Blizzard Entertainment, Inc., 2008). The expert Samuel Turcotte (Lehu, 2007) claims that ‘product placement isn’t about sales; it’s about brand awareness’. Aiming on increasing sales and making the customer aware of one’s product, marketers should not try to disturb the player’s word but enhance it. Examples like World of Warcraft show that those players or subscribers are out of advertiser’s reach. Today in generally things have changed as product placements are part of many games. Depending on the setting and the kind of placement, many products found their way into the games. Whether BMW in car racing games like for example Need for Speed or ordinary products like Axe deodorants and Airwaves chewing gums in Splinter Cell Chaos Theory, most products that appear in the games are products that surround gamers and non-gamers daily. According to a study conducted by Nielsen BASES and Nielsen Games on behalf of in-game advertising network IGA Worldwide, 82% of gamers react positively to contextual In-Game Ads (Androvich, 2008). Results of this study showed that of consumers with the strongest opinion about in-game ads, both positive and negative, over 70% felt the ads made them feel better about the brand. They felt more favourable toward the brand and it made them more interested in the brand. Ultimately they believed that the ads are for innovative/cutting edge brands. More than 60% of these most opinionated customers feel ads do not interrupt their attention while experiencing the game. Also, the ads catch their attention and make games more realistic as well as the brands shown in the games are promoting relevant products. According to Lockergnome (2007), most of today’s computer games give the impression being made for men. An industry report published by IBISWorld (2008) reveals that women and older adults are the new driving force behind the success of the video games industry. According to IBISWorld (2008) it is also claimed that today, more and more women begin to play action games. Today in general the consumer research on product placements has focused on attitudes towards the practice and the effectiveness (Nelson et al., 2004). 2.4 Gamers’ attitude towards product placement in computer games Advertising placements that mimic real-world ads – such as billboards in sports or racing games – are generally accepted by gamers because they have perceived to add to the realism of the game (Thompson, 2006) which is also in accordance with Nelson (2002). He claims the research on consumer attitudes to in-game product placement shows that participants were in the main positive about practice and did not perceive any disruption in the experience of the game used in the study. As already mentioned above, brands should be used as enhancer of the virtual reality (Mediaedge, 2005), some participants of the study just mentioned reported that product placement enhance the realism of the game as well as it would add value to the gaming experience (Nelson, 2002). The argument that consumers are more positively disposed towards brand placements relative to more conventional forms of advertising is also supported by research investigating consumer’s attitudes to product placement in other media (Nebenzahl and Secunda, 2003). They also found that product placement was related favourably by 70% of people going to the cinema, extensively higher than ratings for pre-movie advertisements. As attitudinal surveys and focus groups showed, questioned consumers generally find product placements to be acceptable. They even said that it would enhance the value of the media as well as the entertainment value (Nelson et al., 2004). On the other hand, some of the polled consumers, in most cases women from countries like the U.S., Austria, France and Singapore are not that positive about the acceptability of ethically-charged products. They claim that such things like guns, cigarettes or alcohol in media would be targeted at children (Nelson et al., 2004). According to information from PRNewswire (2008) women do also play computer games with that kind of content like action games or shooter. So it depends on the attitude of the individual and the kind of placement used in the media. In most cases when guns are placed in a computer game, it target adults (PRNewswire, 2008). In Germany for example, it is controlled by law what kind of games need to be censored or not. All this is the executed by an institution called USK. If a computer game is not checked by the USK, it is not coming out. And if it contains explicit violence and language, it may only be sold to adults which is from 18 years on. 2.5 Brand Equity and Social Trust Many customers buy needed goods by habit, are drawn to purchase by promotions, or simply do not pay much attention to which brand they buy (Walshe and Fearn, 2008). Therefore it is important for marketers to draw customers’ attention, convince them to prefer their product blindly and make them to trust in the product. Brand equity is depicted to be known by Yoo and Donthu (2002) to create customers’ blind preference for a brand over its competing brands. Brand equity also increases the company’s value by affecting the decision making in terms of merger and acquisition, stock market responses and the extendibility of a brand name. Brand equity measures most of which have long been used by marketers but which are only now being brought together as single intangible asset which in accounting terms, is brought forward at the start of the period and carried forward to the next (Ambler, 1997). As long as the marketers don’t do anything dreadful, traditional brand leaders will stay brand leaders. This can also be seen in the fact that the brand leaders in the 1920s were mostly the leaders 60 years later (Wurster, 1987). Brands with lower rankings normally hold their places. Ambler (1997) claims that the awareness is cognitive, as is our knowledge of a brand’s functional performance characteristics and price. Attitudes towards the brand are primarily affective. Most essentially, making use of regularly purchased brands is likely to be merely reinforced by advertising. Believing in a product blindly requires people’s trust in the company. To comprehend the importance of trust a definition of trust will now follow. ‘Trust is one of the most important synthetic forces within society’ (Simmel, 1950). Trust is needed to gain customers’ blind preference for a brand. Customers that trust in company’s products as well as in its established brands will buy these products in the future. Referring to this, for marketers it is an essential factor, that trust is built. This signifies that trust is controlled mentally. Ambler (1997) claims that as long marketers are engaged with what changes customer’s behaviour, mental stages of the customer cannot be ignored. While the customer perceives that a product represents a high profit, it is probable that the product will be bought in the future. Convincing a customer to consider another the own product to be better is very hard for a company to. If a product is favoured by the customer, then good arguments are needed by the marketer change the preferred product. By looking at features like customization in computer games like in many car-racing games it can be seen, that product placement can be implanted differently. Even the design or the car’s power can be adjusted. Very famous for that is for example the car racing game series Need for Speed. By implementing such features the player identifies himself with the brand, which in real life can results in an increased brand loyalty of the respective player. The virtually perceived quality then may have an impact on the gamer. A possible indicator of future performance might be the perceived quality which has been identified as a key; possibly it is the key (Gale, 1994). However, as we do not know the correlation it is hard to forecast which seems probable between perceived quality and trust. In a computer game, the perceived quality in a racing game may lead the player to believe the car he is driving with is unbeatable, but it is questionable whether it can be trusted in that car to be equal in reality. These examples show that the options of marketers in the game segment are enormous. Brands simplify the process of making decisions by acting as ‘summarized knowledge’. A brand reduces the need of the customer to undertake the time-consuming activity of ‘researching’ products (Morrison and Firmstone 2000). 2.6 Subliminal Messages in Media As already mentioned above, subliminal messages also appeared in media or still do. Embedding material in print, audio or video messages so faintly that they are not consciously perceived is called subliminal advertising (Rogers and Smith, 1993). Besides the attention, the capacity and the perception of in game advertising, there exists another theory. A lot of scientists say that subliminal messages do leave a mark on the brain. By using brain scanners, they found â€Å"we often record images we are not even aware of having seen† (Jha, 2007). Researchers from the University College of London proved on a psychological level that invisible subliminal images catch the brain’s attention on a subconscious level. Using a method called fMRI, this study investigated if it is possible images which the customer is not aware of – but ones that reach the retina – have any impact on activity of the brain in the primary visual cortex, part of the occipital lobe (Smith, Lewis, 2007). The brain of the subjects did act in response to the object even when they did not know about having seen it (Smith, Lewis, 2007). At a basic level, people perceive messages differently when they are presented in the form of an advertisement than when they are written in the form of other types of communications as the same literal content can result in different consumer perceptions (Rotfeld, 2008). The research of the University College of London tackles the theory of William James, a pioneering American psychologist and philosopher (1842-1910), who once said: â€Å"We are conscious of what we attend to, and not conscious of what we do not attend to† (Subliminal Advertising Leaves Its Mark On The Brain, 2007). Within several tests scientists found out that there are situations where consciousness and attention don’t accompany each other. Nevertheless, the research also indicated that when the brain doesn’t have enough capacity to attend to an im age, even subconsciously perceived images simply do not get realized (Subliminal Advertising Leaves Its Mark On The Brain, 2007). According to Rogers and Smith (1993) many people in the public have heard of the term ‘subliminal advertising’ and know about its importance. They also claim that as the public understands the basics of the concept they believe it not only to be used by advertisers but also to be successful in influencing brand choice and purchase behaviour. Zanot (1984) examined 38 studies of American attitudes to advertising from the 1930s to the 1970s. He found that these became increasingly negative over time, perhaps reflecting increases in the volume of advertising, the growth of consumerism and rising concerns about the social responsibility of business. According to studies conducted by Zanot, Pincus and Lamp (1983) after a survey of 209 adults in Washington, DC it was reported that 81% had heard of subliminal advertising and that respondents believe that subliminal advertising is widely and frequently used and that it is successfully in selling products. According to Rogers and Smith (1993), these results were confirmed in separate surveys conducted later. They also conducted an own study to prove whether the results are still valid or not, and it was proved again. Heyder et al. (1992) compared attitudes across several East and Western Europe countries. They also found more positive attitudes in Britain than in France or West Germany, although Czecheslovakia emerged as the country best disposed to advertising. Attitudes were however less favourable in Poland, Hungary and East Germany. 2.7 Effectiveness of Product Placement Brand Recognition and Recall Even though advertising through digital games appears widely in popular print media and industry magazines there are only a few empirical studies attempt to explain the effects of the ads that target game players. Today the increasing brand awareness is amid the most ordinary goals advertisers have when product placement in games is used. Often it is assumed that the amount of people playing a game is equal to the number of people that actually pays attention to brand names turning up in the game. As a game player is busy playing the game then this is what occupies primary attention. It is important for advertisers to find out whether their brand name is being noticed at all since brand names displayed in a game are not the focal object of attention (Lee and Faber, 2007). According to Lee and Faber (2007), â€Å"most cognitive psychologists believe that attention is the progress of allocating cognitive capacity to an object or task†. Furthermore, researchers frequently focus their attention on two issues: on the one hand on the selective aspect on the other on the intensive aspect. Lee and Faber (2007) also claim that the intensity of attention relates to the amount of cognitive capacity. This intensity of attention is allocated to a particular task as well as the selectivity which refers to selective allocation of cognitive capacity to a certain task in preference to others. Beside the attention, there is also the capacity that should be thought of. As the player is attentive it might be that the brain does not have enough capacity to handle all the absorbed information. To explain both, the selective and intensive aspects of attention, the limited-capacity model of attention was generated (Kahneman 1973). This model makes use of the assumption that ones entire attentional capacity is limited at any moment (Kahneman, 1973). Even with a strong attention, it might be difficult as there is no capacity to handle the mass of information. Kahneman (1973) claims that the entire capacity that is allocated to execute all actions can be split into two parts: on the one hand there is capacity devoted to the primary task and on the other hand there can be regarded spare capacity (Kahneman 1973; Lynch and Srull 1982). According to scientists, spare capacity attends to secondary tasks and other surroundings. They also say that the capacity that is used to perform the primary task cannot be used for the secondary task as the more capacity is used for the primary task, the less is available for the person – in the context of this paper the gamer – to accomplish any secondary task. Both, primary task capacity and spare capacity are central to understand the how in-game ads are working in terms of product placement on brand memory. According to Lee and Faber (2007), playing the game is the primary task that players perform. Processing advertisements embedded in the game is then the secondary task. As more attentional capacity is needed to apply oneself to playing the game, the less will be accessible for handling brand information. Similar to industry measures, academics have relied seriously on memory-based measures. Examples for those can be aided and unaided recall, recognition, and sometimes on acceptance, reported usage behavior and perceived ethical factors related to product placement (Gupta and Gould, 1997; Karrh, Firth, and Callison, 2001; Morton and Friedman, 2002; Russel. 2002; Sargent, 2001). Andrà © Sonder, New Business Director of IGA Wordwide, subsidiary of Microsoft responsible for co-oper sations in matters of advertising, provides reasons for computer games as advertising medium. On one hand, he claims, that investigations showed that in particular men between the age of 18 and 34 have a six to seven times higher cognition while gaming than while watching primetime TV-Shows. In-game ads are for that reason very effective as the player is very concentrated and ads can be better recognized than in television. (Aichinger, 2006) Displaying brand identifiers in the games may be comparable to product placements in TV shows or in films in various ways. However in other ways, playing games is in some way different compared with watching a movie or TV program, and the force and consequences of product placements may, as a result of that differ. The major difference may be in the scope of involvement and its effects on the resources concerning attention. While gamer interact with the game actively by managing and influencing what happens in the game a ‘TV watcher’ passively just ‘watches’ television or movies (Nicovich 2005). Compared with movie or TV product placements, noticing a brand and remembering it may be more difficult in the game context to a considerable degree. This might be due to its immersive nature (Chancy, Lin, and Chancy 2004; Nicovich 2005). To create a to some extent on-of-a-kind situation for in-games this distinction may also interact with other variables. According to a study to investigate the effects of product placement in games on brand recall which was analyzed by Nelson (2002), it was found that 95% of the participants were able to recall the brand of the car they drove during the game spontaneously. Nevertheless, on the other side, recall declined to 0% after a five-month post-play period. 2.8 Effectiveness of in-game ads studies There are a few studies around product placement concerning computer games. The British company Bunnyfoot offers the op

Friday, October 25, 2019

Historical Monuments Essay -- essays research papers

Historical Monuments When thinking about architecture, many visual images come to mind. The works of many are seen everywhere we go, from the average home to a New York skyscraper. As these buildings are fairly common to most of us, we forget to incorporate the work of our prehistoric man that gave us the foundation of early architecture. Pre-historic monuments provide us with numerous amounts information about our past and how life existed in these prehistoric times. When comparing two great works from ancient times, we will determine the main reason for these buildings as well as rituals that were held and there excavations and discoveries. The passage-tomb at New Grange was constructed around 3200BC, according to archeologist. This makes it older than Egyptian pyramids. New Grange was built only by stones, no metals or other foreign objects were used. This site was rediscovered in 1699. Charles Campbell, landlord at time, instructed his workers to gather some stones and soon enough, the entrance of the chamber was found. Excavations of the passage-tombs began on 1962-1975 by Professor Michael J. O’Kelly and his wife Claire O’Kelly. Each year, on winter solstice, a spectacular occurrence is witnessed as New Grange is illuminated by the sun. At sunrise, around nine o’clock in the morning, the suns strikes the front of New Grange creating a beam of light that stretches into the passage way and into its central chamber. This sun beam illuminates the chamber for a period of around seventeen minutes. It is remarkable how man constructed this tomb precisely to capture the sun every year with merely just s tone technology and no other equipment. According to O’Kelly, he felt the workforce of three hundred was used to create the tomb that took around thirty years to build. The total length of the passage stretches around seventy-nine feet, and is composed of three separate chambers. There is also a great deal of Megalithic Art inside New Grange as well as its sister sites Knowth and Dowth. In fact, in Knowth, nearly every stone is decorated, and the site has been hailed as having the largest collection of megalithic art in all of Europe. Over a quarter of all known megalithic art in Western Europe is at Knowth and its surrounding mounds (http:// mythicalireland.com/ancientsites/newgrange-facts/art.php). The most common categories of art at New Grange are lozeng... ... "stupa." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 2. "Sanchi." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 3. "arts, Central Asian." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 4. â€Å"The Great Stupa of Sanchi† http://rogershepherd.com/WIW/solution12/stupa.html 5. "Buddhism." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 6. â€Å"101 Fact on NewGrange â€Å" http://www.mythicalireland.com/ancientsites/newgrange-facts/art.php 7. "Boyne, River." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 8. "Ireland." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 . 9. "Stone Age." Encyclopà ¦dia Britannica. 2005. Encyclopà ¦dia Britannica Premium Service 16 Feb. 2005 .

Wednesday, October 23, 2019

Developing yourself as an effective HR practitioner Essay

What are the knowledge, skills and behaviours required to be effective in your HRM/D role? The HR Profession map was designed and created in 2009 by leading HR specialists and generalists around the world. The map is used by many organisations and is universally acknowledged as the guidelines for the structure of the HR profession. The map is built up of ten professional areas, eight behaviours and four bands. The professional areas are different skills and specialisms that are within HR, employee relations and resourcing talent would be two examples. The eight behaviours are characteristics you need to have to be able to succeed as an HR practitioner, these include being a decisive thinker and being a role model. The bands show the level of competency and knowledge you are required to have at each stage of your career. The map can be used for an individual, a team or even the whole organisation. The map covers all aspects of the profession whether it be large or small. The core of the map shows two professional areas which are strategies, insights and solutions and leading HR. These are at the core because regardless what level you are at in your career you must be able to demonstrate the skills required in these two areas to be in any HR role. They are fundamental to any organisation. Insights, Strategy and solutions: This area focuses on the understanding of the organisation you work in and the development of that. This could include collating ideas and observations from colleagues and trying to influence policies and put forward ideas in band one to assessing the social and economic environment to create change in an organisation which would demonstrate skills from band four. Of all the behaviours there are some that are required more in certain professions. Being able to demonstrate yourself as a skilled influencer would be very beneficial in this area as you could be required to influence  the stakeholders or senior management to go ahead with your proposed changes or the need to influence the organisation with new policies. Being curious would be another behaviour required for this as you would want to seek ways to develop the organisation and add value, to do this you would need to actively develop understanding of the sector you are in and all that encompasses that to make effective decisions. Collaborative is another behaviour and this would link well with the curious behaviour as this one shows respect and empathy to all cultures and beliefs within band one and going up the bands you are able to effectively work with a range of people inside your organisation and outside. You are able to bring people together to make positive decisions for the organisation. Leading HR: This core professional area is about maximising the contribution you, the whole HR function or the specialist function make on the organisation. You should always be aware of any issues or threats to the organisation and prioritise the needs of the business. Within band one you are able to provide sound advice and understanding based in the organisations policies and within band four you are able to lead and develop whole functions or organisations. The development of being a role model is required in this profession as all the competency levels require you to lead by example and encourage positive change. You are able to set the standards required for the organisation which will then be conveyed to the rest of the business. The courage to challenge is going to always be a requirement for an HR practitioner and is an important behaviour. Within this professional area you would need to stand by your decisions and be ready to face difficult questions and provide substantial evidence to prove the need for your proposals. Driven to deliver is the underpinning of being a good HR practitioner as you need to show consistency and determination to deliver the best HR you can.  Showing ways to work efficiently and effectively are strong characteristics required for this behaviour and within the professional area of leading HR. Employee Relations: This professional area is necessary to be able to keep good working relations between employers and employees. The HR act as the go between to ensure the employers are acting appropriately and the employees are managed correctly. This is all done by having clear frameworks within the organisation and by abiding the relevant employment law. To be able to do this you need to be personally credible and able to develop your own skills and performance to convey the right message to others. Within higher bands your skills would be efficient to mentor and coach others across the organisation and to highly impact key decisions within the business. Within employee relations many situations could arise including uncomfortable and highly sensitive ones so being a decisive thinker is very important. You are able to identify the most appropriate solution which will resolve any employee issue but will also be supporting the organisation. Leading negotiations with unions and so forth would require decisive thinking and to not become complacent as this could damage the organisation. My current role is an HR Administrator for a manufacturing company that operate worldwide. I would place myself in band one at present but in some areas I show skills and behaviours from band two. My main professional area currently would be service delivery and information and this is where I have developed many of the band two competencies. I Maintain and develop the HR database, I also consolidate and send out information required by the business. My goal is to now develop myself and work towards achieving the skills within band two in the other professional areas to progress and move to an HR advisory role as a generalist in the not too distant future. Bibliography CIPD. (2014). CIPD. Available: http://www.cipd.co.uk/cipd-hr-profession/profession-map/profession-map-download.aspx. Last accessed 26th October 2014. Malcolm Martin and Fiona Whiting (2013). Human Resource Practice. London: CIPD. p289-p313. CIPD. (2014). Profession Map. Available: http://www.cipd.co.uk/cipd-hr-profession/profession-map/. Last accessed 26th October 2014.

Tuesday, October 22, 2019

Factors Influencing Adopted Persons Decision Social Work Essay Example

Factors Influencing Adopted Persons Decision Social Work Essay Example Factors Influencing Adopted Persons Decision Social Work Essay Factors Influencing Adopted Persons Decision Social Work Essay an adoptees desire to seek for his/her biological relations is a cosmopolitan phenomenon although adoptees vary in strength of their hunt and motives for hunt. Harmonizing to other research workers, most adoptees are motivated to seek for medical information, ( Lifton, 1994 ) a few seek a replacement parent ( Sachdev, 1989 ) and some research workers argue that hapless adoptive relationship is a important factor act uponing hunt ( Feast, 2009 ) . The literature besides suggests that gender, self-esteem, grade of openness in the acceptance, quality of the acceptance experience, and age at arrangement are cardinal factors which differentiate seekers from non-searchers ( Howe and Feast, 2003 ; Triseliotis et al. , 2005 ) . : The term searcher within the context of this proposal is used to mention to an adopted individual who has actively initiated a hunt for information and/or contact with a birth relation. A non-searcher is an adoptee that had non initiated a hunt but had been approached by a birth relation for information and/or contact. Although I have no personal experience of acceptance, my involvement in acceptance issues both socially and clinically was a principle for shiping on this subject. Whilst it is acknowledged that research involvement into hunt and reunion amongst adoptees and biological relations has grown extensively in the last 10 old ages, ( Lifton, 2009 ; Feast et Al, 2011 ) , it is hoped that farther attending into this subject can lend to grounds based pattern and will assist practicians involved in the acceptance procedure better understand the affectional procedure involved in adoptees hunt and reunion procedure and therefore guarantee those involved in the procedure have entree to guidance, advice and support services that are non clip limited ( Triseliotis et al. , 2005 ) . Given that some adoptees report that the fright of aching or damaging relationships with adoptive parents is a important factor when sing whether to seek for biological relations or non ( Feast and Howe, 2003 ; Roche and Perlesz, 2000 ) ; hearing about the experiences of adoptees who search may be utile for adoptive parents in order to back up and assist advance communicating and openness within adoptive household environment ( Triseliotis et al. , 2005 ; Feast, 2009 ; Curtis and Pearson, 2010 ) . Although fond regard theory has been applied to acceptance in general ( Davis, 2012 ; Howe, 2001 ) , within the hunt and reunion literature, the nexus between attachment theory and adoptees who search and non-searchers is yet to be established, peculiarly in relation to issues sing secure base and internal working theoretical accounts of adoptees. Thus it is hoped that this proposal will foreground the demand to make full this cognition spread. Within Evidence Based Practice ( EBP ) , empirical surveies conducted utilizing methodological attacks such as randomized controlled tests ( RCT ) are often viewed as the gilded criterion for measuring intercessions ( Smith, 2008 ) . These scientific attacks exclude professional and service user cognition and concentrate on measurable facts . In contrast to EBP, qualitative attacks to research acknowledge the importance of including service user s voices and experiences in research ( Orme and Shemmings, 2010 ) . Critics of qualitative surveies argue that these surveies do non supply adequate grounds base for pattern due to their focal point on the significance, experiences and reading of those being researched and usage of little graduated table trying methods. Despite the restrictions of both EBP and qualitative surveies, research workers should take to develop an attack to research which is value-based and makes a societal part to societal work ( Fook, 2002 ) . From my reappraisal of hunt and reunion literature, bulk of the research workers utilized a mixture of qualitative and quantitative methodological analysiss for their work ( e.g. Curtis and Pearson, 2010 ; Feast and Howe, 2003 ; Kirton et al 2000 ; Feast, 2009 ) and therefore were able to capitalise on the strengths of both attacks during their informations aggregation and analysis. ( See appendex1 for farther inside informations ) Before showing the purposes and research inquiries that guided this proposal, possibly it would be utile to specify what is meant by acceptance, and supply a brief legal model of the acceptance procedure in the United Kingdom. Robinson ( 2000:195 ) defines acceptance as a legal dealing by which the kid ceases to be the legal kid of his or her natural parents and becomes alternatively the kid of his or adoptive parents, as if born to them . Adopted kids are issued with a new birth certification and their original birth certification is no longer a legal papers. Once a kid is adopted, the natural parents have no legal right to information about the kid and have no right to be told if the acceptance was terminated or if the kid has died. Following the passing of Adoption and Children Act 2002 in the UK, birth relations are now able to seek support from acceptance bureaus in order to assist them do contact with the adopted individual on their behalf ( Trinder et al. , 2004 ) . In England, Wales and Northern Ireland, the earliest that an adoptive individual may use for a transcript of their original birth certification or acceptance bureau records is at age 18. The primary research inquiry that was explored within this this research proposal was: what are the experiences of acceptance for an adoptee who has decided to seek for his/her biological relations ? It is hoped that an geographic expedition of this inquiry would enable me to understand the procedures taking to seek for biological relations. Ethical considerations Adoption, hunt and reunion can be a painful and affectional topic for some adoptive people. An adoptee s petition to take part in a survey which explores their motive for hunt ( or non ) may arouse strong feelings and raise issues which they may hold non yet dealt with ( Johnston and Fox, 2004 ) . Therefore, when choosing secondary research for reappraisal within this proposal, close attending was paid unto the ways in which the research workers sought ethical blessing and supported the participants on all phases of the research procedure. Literature reappraisal Here, I provide a critical analysis of literature that emerged from my current reading on the acceptance experiences of adoptees who search and how this appears to differ from non-searchers. Following, I place acceptance within an attachment theoretical context. Although attending to hunt and reunion between adoptees and their biological relations amongst professionals can be traced back to the last decennary, every bit far as it can be determined at this authorship and peculiarly within the UK, adoptees of such surveies were adopted anterior 1975 whereby adoptees had non been given the legal right to entree information about their birth records or when comprehensive readying and preparation were non available to prospective adoptive parents.Moreover, most of the adoptive people had been placed for acceptance as babes. The chief ground for the kids being placed was due to social attitudes towards individual parents. Particularly, the shame and stigma attached to holding kids out of marriage. This is a really different image today whereby kids adopted are much older, come from complex backgrounds such as a history of disregard and maltreatment or organize portion of a sibling group ( Feast et al, 2011 ) . Literature generated from such implies that the hunt and reunion procedure, although personally and emotionally riotous, is a positive and a necessary experience for healing, psychological accommodation and a sense of individuality ( Stiffler, 1992 ; Verrier, 1993 ; Lifton 1994 ; Darangkamas and Lorenc, 2008 ; Curtis and Pearson, 2010 ) . Who searches and why? The literature suggest that more adult females search for their biological parents than work forces and that seeking frequently occurs between the ages of 24 and 35 when they were giving birth or raising kids and in demand of medical information ( March, 1997 ; Muller and Perry, 2001a ; Pacheco and Eme, 1993 ) . Pacheco and Eme ( 1993 ) besides argued that adult females frequently search more than work forces because they are more interpersonally oriented. In childhood and adolescence, misss were reported to be more funny to seek for biological parents and had a better cognitive apprehension of acceptance than male childs ( Muller and Perry, 2001a ; Grotevant and McRoy,2004 ) . Howe and Feast ( 2003 ) in their survey found that adoptees with a low self-pride and a hapless ego -image were more likely to seek for birth relations than those who have a positive self-pride. This determination was besides concurred by Aumend and Barrett ( 1984 ) . The grade in which the adopted individual is told about their birth parents and how they are told it by adoptive parents is another factor which can act upon hunt. Triseliotis ( 1973 ) in his survey found that adoptees who felt that adoptive parents withheld information about their background from them were more likely to seek for their birth parents. However, a survey by Sobol and Cardiff ( 1983 ) found that the greater the information that was provided by adoptive parents, the greater the chance that the adoptee would seek. The survey besides found that adoptees who felt unable to discourse their acceptance with their adoptive household are more likely to seek. Howe and Feast ( 2003 ) besides argued that the age in which the kid is placed for acceptance is as a important factor in make up ones minding whether the people search or non. Similarly, Howe ( 2001 ) found that the older the adoptee was at the clip of acceptance, the more likely they were to describe that experiencing unloved by their adoptive female parent and like they did non belong in their adoptive households turning. There was besides a greater chance that they would carry on a hunt. Harmonizing to Anderson ( 1988:19 ) aˆÂ ¦the hunt is most basically an look of the wish to undo the injury of separation. Adopted people either hope to live over the life that was lost at the clip of separation, or hope to mend the lesion caused by separation? ( Cited in Howe and Feast, 2003:16 ) Why do some adoptees non seek? In contrast to adoptees who seek out information about their biological parents/relatives, non-searchers are found to be less funny ( Midford, 1987 ; Grotevant and McRoy, 2004 ) ; to hold a stronger sense of trueness to their adoptive household ( Weger, 1997 ; Curtis and Pearson, 2010 ) ; to hold more positive self-concepts and more positive attitudes about their adoptive household than seekers ( Aumend and Barnett, 1984 ) . Bertocci and Schechter ( 1991 ) besides argued that although many adoptees have the desire to seek out about their biological parenthood, non-searchers are more expressed about their fright of aching or damaging relationships with their adoptive households and can go a factor in detaining or discouraging the hunt. This is frequently given as a ground by adoptees who searched subsequently in life or after their adoptive parents have died ( Kirton et al, 2000 ) . Non-searchers are besides thought to be have greater tolerance of ambiguity and more likely to hold bee n told about their adoptive position at a younger age ( Midford, 1987 ) . Aumend and Barrett ( 1984 ) argued that although differences between these two groups appear great, research workers should be cautious non to generalize findings about seeking grownup adoptees to their non-searching opposite numbers. Search and reunion procedure The hunt and reunion procedure normally begins with procuring information about birth parents and doing contact in some manner. The adoptee may ab initio compose a missive, direct images or utilize an intermediary to put up a face-to-face meeting ( Muller and Perry, 2001b ) . For persons adopted in England Wales before 12th November 1975, this procedure begins with obtaining a transcript of original birth certification. Having done this, birth relations can be traced utilizing information obtained from the electoral axial rotation, telephone directories, matrimony, divorce and decease registries every bit good as electronic beginnings and the cyberspace ( Trinder et al, 2004 ) . Searching adoptees can add their names on the acceptance contact registry to show their involvement in turn uping biological relations. As of 15th October 2012, the General Register Office for England and Wales has a new policy sing the Adoption Contact Register. This allows birth relations who are seeking to use for entry onto Part 2 of the registry to do an application based on declaration merely, alternatively of holding to supply documental grounds of their relationship to an adopted individual. Prior to this, birth relations using for entry onto Part 2 of the Contact Register would hold to supply certification which proves their relationship to an adopted individual ( BAAF, 2012 ) . Adoptees by and large describe reunions as being a positive experience. Even if they are non, most seekers report that merely doing contact with natural relations was in itself fulfilling ( Sachdev, 1992 ; Speirs et Al, 2005 ) Mental wellness of seekers Not much research has been conducted on the mental wellness of those who search for biological relations compared to non-searchers ; some research workers found that seekers experience more mental wellness jobs than non-searchers. For illustration, Curtis and Pearson ( 2010 ) in their study of 130 seekers garnered from an acceptance bureau website found that adoptees who had contact with biological parents following a hunt reported more jobs with psychological issues such as depression, isolation and heartache than adoptees who had non had contact with biological relations. Whilst this survey highlights some of the deductions of hunt and reunion, the survey s consequence needs to be briefly evaluated within the context of restrictions built-in within the sampling and design. Although the respondents fit the profile for seekers as suggested by Muller and Perry ( 2001a ) , i.e. they were largely white extremely educated adult females and were placed for acceptance as babies. Because of the unrepresentative nature of the cyberspace sampling technique, the survey s findings can non be generalized to the population of seekers. Similarly, Cubito and Brandon ( 2000 ) through researching the usage of mental wellness services of grownup adoptees found that adoptive individuals who were seeking for natural parents were more unstable than both non-searchers and those who were reunited with their birth parents. They besides found that seekers and those who had reunited with birth relations were angrier than non-searchers ( Curtis and Pearson, 2010 ) . Due to restriction of infinite, this subject will be explored further in the thesis. Critical assessment of methodological analysiss Although the literature on hunt and reunion indicates that issues of individuality and disfranchised heartache is at the bosom of many troubles that adoptees that hunt experience, ( Grand, 2005: 89 ) many of these surveies suffer from methodological defects ( Amber, 2003 ) . These methodological defects limit the generalizability of the consequences and the decisions that can be drawn from these surveies. For illustration, it has been widely acknowledged within the acceptance literature that this type of research is biased towards positive outcomes. As noted by many research workers such as Campbell et Al ( 1993 ) ; Pancheco and Eme, ( 1993 ) and Howe and Feast ( 2003 ) the samples used in these surveies are non random samples of the full population of adoptees who had searched and /or had a reunion with their biological parents. Rather, in about all instances, informations is obtained from a convenient sample of self-selected persons who responded to direct or indirect petition fo r information. Whist there is grounds to propose that some birth relations who are found view the reunion experience negatively ( Howe and Feast, 2003 ; Sachdev, 1992 ; Silverman et al, 1988 ) and some adoptees who are found by their birth relations react with daze, anxiousness and confusion, the experience of this section of the sample is frequently overlooked. For illustration, Sullivan and Lathrop ( 2004 ) found that although 72 % of birth parents felt that placing information about adoptees should be available to deliver parents on petition, merely 56 % of adoptees and 405 adoptive parents agreed with this. It is besides of import to observe that where research participants have been recruited from acceptance reunion support groups or administration ( e.g. Pacheco and Eme, 1993 ; Howe and Feast, 2003 ; Sachdev, 1992 ; Silverman et al, 1988 ) , there is possibility that the consequences may be biased towards favorable reunion experiences since such groups advocate the benefit of reunion. As noted by Campbell et Al ( 1991:334 ) it is non possible to consistently try adoptees to place a representative population of adoptees who have had reunion [ accordingly ] cautiousness must be used in generalising from the consequences presented here to the whole population of adoptees . Furthermore, it is non possible to obtain a representative sample of adoptees who search as small is known about the part of population of adoptees who really search. An appraisal of birth parents who search for their birth relation is impossible as in many instances some have non revealed this portion of their life to anyone. Estimates of the proportion of adoptees who search for birth parents range between 1 and 2 % and 30 to 40 % ( Howe and Feast, 2003 ) . Harmonizing to the Adoption Contact Register for England and Wales, at 30th June 2001, there were 19,683 adoptees and 8,492 relations on the Adoption Contact Register for England and Wales, and 539 successful lucifers had been made since the start of the Adoption Contact Register in 1991 ( BAAF, 2012 ) The fact that merely a minority of adoptees search for birth relations further limits the decisions that can be drawn from hunt and reunion research about the possible impact of the revelation of adoption-related information on adoptees and birth relations. At the really least, estimations of the proportion of adoptees that hunt casts uncertainty upon the cosmopolitan demand for a reunion that has been alleged by unfastened acceptance advocators ( Sachdev, 1992 ) . As noted earlier, adopted people who have non initiated a hunt are a hard group to entree. Approaching them raises many ethical concerns, including the possibility that many do non cognize that they are adopted ( Howe and Feast, 2003 ) . To day of the month, bulk of surveies into people s experiences of hunt and reunion procedure have been either American or Canadian. In America, entree to deliver records varies within the 52 provinces. The experience of British adoptees is set within a different tradition of acceptance and whilst it is likely that many of the North American questions will use every bit to Britain, there is still a demand to carry on farther research into the hunt and reunion procedure in the UK, the consequences which can so be compared and contrasted across the universe ( Howe and Feast, 2003 ) . In amount, although consequences of hunt and reunion surveies show that most participants view the hunt and reunion procedure positively, many of the surveies are biased in favor of happening positive results and have non investigated long-run impact of reunion on persons lives. Consequently, the consequences of these surveies can non be generalized to the full population of adoptees and birth parents who have searched and/or reunited with their birth relations. When measuring findings from these surveies, it is besides of import to admit that for many of the adoptees from the UK samples reviewed in this proposal ; their acceptance took topographic point before 1975 and hence really different from present twenty-four hours acceptances. In contrast to acceptance dating back before 1975, in modern-day acceptances, some nexus with the birth household is normally maintained and encouraged either through interchanging letters ( normally through acceptance bureau to keep confidentiality ) or through face -to-face contact. This may therefore mean that present twenty-four hours adoptees may non portion the same degree of wonder to seek for birth parents or similar grounds for desiring to seek as birth parents have potentially been involved throughout the whole procedure ( Crawshaw and Balen, 2010 ) . Puting acceptance within a theoretical context Here, I discuss attachment theory and how its application may be in utile in supplying penetration into the issue of seeking in adoptees. Originated within the plants of John Bowlby ( 1969, 1973 and 1980 ) and further developed by many others including Mary Ainsworth ( 1979 ) , attachment theory focal points on the importance of a warm, intimate and caring relationship between the kid and her primary attention giver who traditionally is the female parent. Harmonizing to Bowlby ( 1969:194 ) clear cut fond regard in kids is developed between 7months- 3years ; a break of this lasting connection through separation, want and loss has a important impact on the kids s security, and capacity to organize healthy swearing relationships in ulterior life ( Ainsworth, 1979 ; Davis,2012 ; Howe, 2002 ) . Bowlby ( 1980 ) argues that the emotional bonds between the kid and its primary giver facilitate the development and care of internal working theoretical accounts that helps the kid understand and predict its environment, engage in endurance advancing behaviors such as propinquity care and set up a psychological phase of security ( Pietromonaco and Barrett, 2000 ) . Although fond regard theory has non been applied straight unto the issue of seeking in adoptees, it remains a utile model for understanding the searching phenomenon ( Howe, 2001 ) . In footings of the application of acceptance to attachment theory, attachment theory and acceptance portion similar features: both focus on loss and separations ( Davis, 2012 ) . Inherent within acceptance literature is the issue of loss: such as the biological female parent s loss of a kid, the kid s loss of its natural female parent, and the loss of sterility associated with adoptive parents ( Bercotti and Schecter, 1990 ; Small, 1987 ; Crawshaw and Balen, 2010 ) . Adoption besides presents a challenge to the fond regard procedure because it involves the breakage of emotional bond between the baby and the natural female parent and the development of new fond regard between the baby and the adoptive female parent ( Portello, 1993 ; Rosenburg, 1992 ) . In footings of whether adoptive kids are able to organize secure, healthy relationships with their adoptive female parents, most research suggest that in order a kid to hold best fond regard outcomes, the kid must be adopted within his first twelvemonth of life ( Rispens and Hoksbergen, 2000 ) . Children placed after the age of 12 months or even at 6 months harmonizing to some research workers are likely to hold developmental damages peculiarly in the kingdom of their emotional, behavioral and societal development ( Stams et al. , 2000 ; Howe, 1997 ) . Regardless of which age is more accurate, the age in which a kid is adopted has been associated with attachment results. Howe ( 2001 ) suggested that kids adopted at older ages are more likely to see insecure attachment relationships with their adoptive female parent. How can attachment theory explain the issue of adoptees seeking ( or non seeking ) for biological relations? Whilst there is an constituted literature on the grounds why some adopted people hunt and the procedure of fond regard within adopted households ( Johnson and Fein, 1991 ; Stams et al. , 2000 ) the relationship between the two subjects has yet to be explored. As an initial measure towards this end, a few guesss will be made here. Harmonizing to fond regard theory, the procedure of fond regard involves three procedures: propinquity care ( remaining near and defying separation from primary health professional ) , safe oasis ( turning to caregiver for support, reassurance etc. ) and an constitution of a secure base ( utilizing caregiver as base for researching the universe ) ( Hazan and Shaver, 1994 ) . Therefore, possibly for some adoptees, prosecuting a hunt in some sense is an effort at propinquity seeking to their natural female parent or biological relation with a end of set uping a secure base. Given that some adoptees report that prosecuting a hunt was an effort to make full a nothingness and some speak of desiring to set up a biological connexion ( Curtis and Pearson, 2010 ) , possibly seeking could be seen as a signifier of grownup attachment behaviour. Furthermore, given that some adoptees who search study non experiencing like they belonged to their adoptive households while turning up ( Howe, 2001 ; Kirton et Al, 2000 ) it may be that the determination to seek relates to the adoptee s working theoretical account that developed through interaction with adoptive parents. So alternatively of experiencing secure within one s adoptive household and developing a sense of safety or that one has a secure base, a seeking adoptee may hold developed an internal working theoretical account that contains feelings of insecurity and disjunction within the adoptive household. The adoptee may therefore hunt in an effort to happen a true secure base with his biological relations. This may be particularly true for adoptees who search for a sense of belonging ( Sachdev, 1992 ) . Therefore, an adoptees working theoretical account of ego and others may impact on his determination to hunt. For some adoptees, holding a secure base within their adoptive household may in fact permit them to seek for biological relations. Adoptive parents have been shown to hold a formative function to play in promoting or detering inquiries around biological beginnings ( Howe, 2003 ) . Thus, some seeking adoptees may be able to research their biological roots given the secure base that their adoptive provide. While it is recognized that the above points are non yet supported by research, it is possible that constructs of fond regard such as propinquity seeking, unafraid base and safe oasis may really supply penetration into the acceptance experience and the determination to hunt. Methodology Relevant research refering grownup adoptees who search for biological relations was identified by seeking the university library online databases for primary research stuff. A sum of 6 research databases were searched for publications from 1980 through to the present ( 2012 ) , with cardinal articles obtained chiefly from PsychINFO, Swetswise, CINAHL, Social Care Online and EBSCO. To guarantee that relevant surveies were non missed, the hunt footings remained wide. These were acceptance , adoptee or adopted , plus hunt or hint , plus reunion , plus biological relations anyplace in the rubric or abstract. The surveies were eligible for consideration in this reappraisal if: ( a ) if it explores the factors which influence hunt and non-searching of natural relations of adoptees ( B ) the focal point of the survey was based on the experiences of adoptees who had chosen to seek for their birth relations. Surveies that explored the experiences of non-searchers were besides considered. Based on these standards, 16 surveies were identified and critiqued. A brief sum-up of eight surveies reviewed, its purposes and aims, methodological analysiss, and strengths/weaknesses is presented in appendix 1. Decision This proposal has attempted to inform the reader about the factors which influences some adoptees to seek for birth relations. A critical analysis of current literature on the subject country was besides explored. It is hoped that this proposal will organize a footing for farther analysis in the thesis. As briefly discussed in the literature reappraisal, there is a relatively little literature available refering the experiences of acceptance by adoptees who initiate a hunt and those who do non. Although I touched up on this difference briefly in this proposal, it is anticipated that the thesis would widen this treatment farther and where relevant, touch up on subjects including: aˆ?Research into biological parents experiences of hunt and reunion procedure ( Triseliotis et al. , 2005 ; Cortes, 2012 ; Neil, 2007 ) . aˆ?Adoptive parents reaction to adoptees desire to run into biological parents aˆ?The mental wellness of seekers ( Curtis and Pearson, 2010 ; Cubito and Brandon 2000 ) aˆ?An scrutiny of station reunion surveies and analyzing the deductions reunion on the adoptee ( e.g. Neil 2007 ; Sachdev, 1992 ) aˆ?The experience of hunt and reunion procedure of transracial adoptees ( Kirton et al, 2000 ) Appendix 1 Research Documents Matrix Research Title, Authors, Date Purposes and aims Research Methods and Ethical Issues Population and Sample Size Strengths and failings of methodological analysis Main Findingss Deductions for Practice Howe, D and Feast, J ( 2003 ) Adoption, hunt and reunion: the long-run experience of adopted grownups -To analyze the grounds for seeking given by adoptive people -To investigate adopted people s experience and rating of the hunt procedure and its result -To compare biographical features and acceptance experiences of adoptive people who search and adopted people who do non seek Postal Questionnaires and Semi-structured interviews. Ethical motives Participants were offered guidance and advice following reception of missive and questionnaire Information gathered from postal questionnaires of 374 seekers and 78 non seekers. Further 48 interviews was conducted on 74 of 472 adoptive people who completed questionnaire. The sample in this survey largely represents acceptances that took topographic point before 1975 Strengths Collating information obtained from postal questionnaires with interviews increases the profusion of informations. -adoption of both qualitative and quantitative methodological analysis ensures Failing Sample obtained from an acceptance bureau and therefore non representative of the acceptance seeking population -Over 80 % of both seekers and non-searchers had wondered what their birth relatives looked like, and whether they might look like their birth relation. -70 % of seekers and 74 % of non-searchers said they did non experience comfy inquiring their adoptive parents for information about their birth households and their beginnings. aˆ? Searchers ( 70 % ) were more likely than non-searchers -The value of hunt and reunion procedure for many adopted people to assist them finish their narrative, and better their sense of individuality, self-worth and sense of connection -The demand for expert and informed reding throughout the hunt and reunion procedure -The need for increased promotion of Adoption Contact Register -The value of adoptive parents experiencing comfy to speak to their kids about their beginnings, backgrounds and history Lichtenstein T ( 1996 ) To state or non to state: factors impacting adoptees stating their adoptive parents about their hunt. Explores factors which influences adoptees to their adoptive parents about their hunt for their biological relations Postal Questionnaires Confidentiality was promised to participants 40 Israeli seekers recruited from the cardinal acceptance bureau that is mandated to help adoptees in pursuit for hunt of family tree. 29 females, 11 males. Mean age 26.9<