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Vaping Juul Related Illness

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Vaping: Juul Related Illness

In today’s day and age, teens around the world are more hooked than ever on nicotine. The reasons for this, are either because kids are trying to fit in with classmates in the popular demand for a flavored buzz, or because you fell for the false advertising of Jull’s slogan “safe alternative to smoking”, either way healthy people in their teens are getting sick and/or dying because of lung failure. The community has often for years preached on how smoking is harmful especially to the lung, but there is a new wave of smoking, one that uses vapes and nicotine that are flavored. People believe that vapes may be more harmful than the cigarettes but fail to look at the bigger picture which is that vapes too contain nicotine. The problem of Juul related illnesses will be solved by educating students in school, raising the tax on nicotine, having better parental guidance, or by having stricter regulations through the FDA.   

There has been a surge on the number of people who have ended up hospitalized due to lung related problems. Medical officers have raised concern that the high number of death is because of the increase in the number of people who are using vapes. When e-cigarettes were introduced into the market, the manufacturers dabbed them as a safer option as compared to the cigarettes which had tobacco (Andrews). Juul Labs created a USB-size vaporizer and became a leading manufacturer as well as distributor of the e-cigarettes. The result of this creation was an increase in the number of teenagers who previously had used fewer tobacco products. In 2016, FDA made a rule to regulate the e-cigarettes as part of tobacco products creating a question on how safe vapes really were.

2019 was the year that real discussions on the effect of vapes took place. On November 22, 2019 president Trump held a discussion with relevant stakeholders on the increase in number of vape related cases as it was at 47. CDC has also pointed out that there have been 2290 cases of lung related damage by the vapes. With the national death toll rising the CDC is very quick to make an announcement stating that if you are afraid of these health repercussions then you should refrain from using any electronic cigarettes until further notice. Unsurprisingly, the news of these deaths has spread at startling speed, and people are scared (Carlos, pg. 13-14). A “mystery illness” is killing vapes, striking down young, otherwise-healthy people who see a rapid decline in their health, difficulty breathing, coughing, chest pain and more, with 6 of the 380-plus cases so resulting in death. This calls need to identify solutions that will help in tackling the issue of vape related illness as outlined below

Educating students through school could prevent addiction to the Juul, and the illnesses that can come with it. Schools have a responsibility to teach children healthy habits. The average kid spends 7.17 hours a day in school. During this time period, kids are taking every opportunity to Juul. The habit has become so bad that schools are having to add vape detectors and are going as far as taking off restroom doors in hopes of preventing the use of vapes in schools. With young teens who are under the impression that they have to fit in, it would be easy to be peer pressured into something that seems so harmless, and enjoyable without being educated about the long term effects (Barlie). Juul strives to appeal the younger generation so that they become lifelong loyal customers. They do this by using peer pressure tactics, like using the cool kid and colorful ads. One ad “features youthful models wearing crop tops and ripped jeans, flirting with the camera as they flaunted their Juul’s” to persuade teens that even the cool models are doing it. With kids spending the bulk of their day at school, this time could be used to educate kids on the effects of Juul, so that they don’t fall for the misleading advertisements that their peers are falling for. This being said, educating students through school, could prevent future addiction that could lead to illness, by informing kids before they are peer pressured by classmates.   

  

Raising the tax on nicotine could put a stop to a rising health problem for the future generation. Most teens wouldn’t be able to pay for the devices if the prices went up. “The tax policies that work in Sweden – raise taxes on the killer product while lowering them on the harm reduction products”. This could lead to not doing it all or just switching to a nicotine patch so that it would be easier to kick the Juul. Raising the tax on nicotine will discourage buyers because they will realize it is not worth the money. “Some young people have resorted to stealing from their parents or selling Juul paraphernalia to support their habits, addiction treatment specialists said”. Some pediatrician has even reported seeing “teens who behave less like tobaccos users and more like patients with substance-abuse disorders”. Although raising the tax on nicotine won’t put a stop to Juul related illnesses, it will slow down the epidemic and save a lot of young teen’s lives (Manolis, pg. 67-70).     

Having better parental guidance could install better judgment into kids so that they never get hooked.  Although the Juul is so new to society, many parents are not provided information about Juul and the health risk they bring. For instance, “one Juul pod delivers the same amount of nicotine as a pack of 20 cigarettes”. This being said if you vape one pod a day for a week, like four million American teens said they did then you would be smoking 140 cigarettes a week. Smoking 20 cigarettes a day carries a 40 to 50 percent of the risk for coronary heart disease or a stroke. Another reason would be because parents have a big role in teaching the kids right from wrong. If parents get ahead of the epidemic they could save their kid’s lungs. It would even be more effective if as a parent they aren’t previous smokers because their kids are less likely to turn to Juul and this will keep them from catching Diseases. In conclusion, as more and more teens are getting sick from the Juul it only seems right that there should be more parental guidance so that these teens are guided in the right direction and not down the road of regrets.  

Having harder regulations through the FDA could fix the mass numbers of juul related illnesses that are growing and growing every day. Most teens believe Juul are a safe alternative to smoking because that’s what they were told. Although “Vaping – linked illnesses have put healthy people in the hospital with serious lung diseases; The latest federal data shows that they’re more than 2000 cases across every state but Alaska connected to the jewel. With over 2000 open cases over every state with Alaska, they should push the FDA to put an end to this before it’s too late for the future generation. Juul should also be banned for not following FDA regulations. One student testified before Congress in July that Angel representative visited his ninth-grade classroom in 2017 and told the students that the Juul didn’t want them as customers it’s product was totally safe and harmless. These false claims should be taken very seriously by the FDA for this being the reason they’re young teens that should be at the healthiest point in their lives there now getting double lung replacements (Farrimond, pg. 81-90).

There should also be more research done on the products being used in creation of the vapes. CDC recently reported that the vitamin E acetate being used in the vapes may likely to have contributed to the lung related issues. According to a test conducted on the lung fluid that was obtained from 29 patients, it was evident that vitamin E acetate was present. Vitamin E acetate is an addictive component as some THC products have it. The lack of evidence on what is really contained in these vapes that is really causing the illnesses has remained a mystery. Department of Health as well as the Liquor and Cannabis boards as asked the processing companies not to sell products with vitamin E acetate until a conclusive agreement is arrived at. New York attorney general Letitia James has also sued Juul Labs for using deceptive methods in marketing their products to minors yet the product is not completely safe for use. By glamourizing vaping through its marketing, Juul Labs is attracting more customers to use their products that are not completely safe.

In conclusion, the FDA should penalize or even band for all the false advertising has lied to over 2000 nationwide Juul related illnesses in almost every state. It is crystal clear that vaping s no longer a safer option to use as compared to nicotine smoking. Although measures should be taken to ban the use of e-cigarettes, it is for a fact that more research needs to be done on what is really causing this mystery illness as many do not seem to understand it.

Works Cited

Andrews, Travis. “CDC: Roughly Tenfold Increase in Use of e-Cigarettes by Teens in Just 4 Years.” The Washington Post, WP Company, 30 Apr. 2019, https://www.washingtonpost.com/news/morning-mix/wp/2016/04/15/cdc-report-roughly-tenfold-increase-in-use-of-e-cigarettes-by-high-school-and-middle-school-students-in-just-4-years/.

Barlie, Nancy M. “How to Deal with Kids Vaping and the E-Cigarette Epidemic.” Hey Teach!, 6 Nov. 2018, https://www.wgu.edu/heyteach/article/how-deal-kids-vaping-and-e-cigarette-epidemic1811.html.

Carlos, W. Graham, et al. “Vaping-associated pulmonary illness (VAPI).” American journal of respiratory and critical care medicine 200.7 (2019): P13-P14.

Farrimond, Hannah. “A typology of vaping: Identifying differing beliefs, motivations for use, identity and political interest amongst e-cigarette users.” International Journal of Drug Policy 48 (2017): 81-90.

Manolis, Antonis S., and Theodora A. Manolis. “Vaping and Puffing: Know your Risks/Your Life is in Danger.” Rhythmos 14.4 (2019): 67-70.

Theories of public administration

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Theories of public administration

The chapters from the textbook Theories of public administration has over the development of editions been able to advance the pivotal themes offering significant enhancements and additions to the public administration. They help us get insights into the mapping of approaches to public administration through how one can acquire knowledge, the different approaches that can be applied and constraints associated. The book also shows the intellectual heritage whose contents are developed and influenced by great socialists.

(a)Why is Dwight Waldo appraisal of the importance of public organizations in our daily lives even more relevant today than it was written over fifty years ago? (P.1)

In 1955, Waldo was particularly an influencer of public administration as his ideologies helped in shaping the politics and public administration. With a focus on the first decades of his writings on the field of public administration, waldo mentioned of how the welfare, happiness and lives of people significantly rested on the performance of administrative mechanisms that surrounded and supported the people. Appraisal of public organizations is important according to waldo as the administration is everyone’s concern and those who would wish to survive, would be intelligent about it. On the years of development and his writings, the administration was not that broad and few people were in control making the basic administration decisions with purity mechanisms in place. The appraisal is more relevant in our contemporary life as there is population growth with the federal government employing over 20 million people. Different state departments need the administration of purity control mechanisms as our lives to depend on the wisdom of the officials in these government departments, from security, health to food sustainability. The administration is everyone’s responsibility, Waldo’s appraisal for public organizations to develop a purity mechanism as people’s welfare, happiness and lives depend on decisions made in these organizations was a future reflection of government components becoming a great interpreter. The reflecti0on on past and future public administrative prospects, Waldos ideas, concepts and questions may be instructive and relevant as his approaches to public administration ensured the understanding of many relevant questions and in ways devised solutions for them. In matters of governing the current structure of government, we better be intelligent about it. It is often the decisions of the head of state that may spark a war or the ethical mechanisms of organizations that will ensure production of good medicines for the better health of the people.

(b)What does Chester Barnard point out in terms of the importance of public organizations? (P.1)

Chester Barnard in terms of the importance of public organizations points out the essence of maintaining quality organizational life. Even though organizations and bureaucracy are viewed as impersonal mechanisms, Barnard views them as actions of individuals that constitute these organizations and their developed mechanisms. He points out that public organizations are important since they represent a series of human events referring to these organization being formed by informal groups. Thus, rather than being viewed as impersonal mechanisms they are very much personal. Public bureaucracy is important in public organizations as behind these mechanisms are a chain of human events with the understanding that shapes the everyday behavior of humans. Public organizations help in shaping the personal world of individuals with roles such as shaping behaviour as these organizations are products of human actions. The quality of organizational life helps in viewing public organizations in different perspectives. The understanding of public organization is essential as contrary to many people believe, despite the perspective that bureaucracy is routine to appear uncaring or even cruel many Americans have a low opinion on bureaucracy. Understanding bureaucracy and people in it one will learn that it is a very personal space such that the people in it experience pain, disappointments and joy. Despite it being considered as another government job, the players actually seek to deal with complex issues they face and make ends. Public organizations employees should consider it as a chance to participate in solving the difficult problems the public faces. People should view the public servants as full humans rather than instruments of developing policies. Thus, ensuring that the common goal of the organization is achieved and everyone is made aware of the organizational purpose.

(c)How does Chester Barnard define organization (P.17)

Chester Barnard believed that organizations were made from informal groups that embraced the notion of an organization to work on their objectives and goals timely and effectively. In regard to the public administration theorists who have focused on large and complex organizations structures, the definition of an organization has been based around the traditional bureaucracy structures thus the general definition whereby organizations are considered to be a group of people who often come together in an effort to accomplish a similar goal. Chester Barnard, however, defines an organization as “a system of consciously coordinated activities or forces of two or more persons”. This definition by Chester suggests that people should not focus on the formal mechanisms of organizations but rather emphasize on coordinated activities with similar objects to accomplish.

(d) What did Max Weber argue about Ideal Bureaucracy and what three” pure types” of legitimate authority did Weber identify? (P.31-32)

Max Weber a sociologist who was interested in how interacting subjects had constituted structures of meaning guiding future action. In an effort of seeking to understand aspects that seem ordinary in our lives developing a theoretical framework to understand what’s unique. This notion created the ideal type of way that Weber argues as a way of formulating social understanding. According to him an analysis of the impact of social events on humans is necessary. According to him the ideal type should not be the normal sense that is desirable hence should be pursued but rather it should be an abstraction and elaboration of certain elements whose combination had a special cultural significance. The types of legitimate accepted power that weber identified were;

1.The legal authority that is based on the belief that authority is made legitimate by laws, rules and regulations whereby power is vested through a system rather than a person who implements it. 2. The traditional authority that was based on beliefs and convictions of how important it is to endure traditions and those who rule within such traditions. It is accepted as legitimate since it has been in existence for a very long time 3. The charismatic authority that is based on emotions and attachments towards a specific person. This kind of power is accepted since it is attributed to a leader’s personal qualities.

Video Games

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Why Video Games are Beneficial

Introduction

The debate about whether playing video games are beneficial or detrimental has been there for a long time since the days of Space Invaders and Pong. It is rather unfortunate that most people assume that video games are behind many physical and mental problems despite lacking scientific evidence to back the claims. As some people say, it is human nature to put blame on something whenever a problem arises, and video games are an easy target. As technology continues advancing, game developers have started creating more fresh content and every day, there seem to be new video games emerging. The positive effects associated with playing video games are numerous and they encourage people to keep playing video games. On the contrary, people who do not enjoy playing video games argue that they make people lazy and ruin their social lives. This essay delves into the benefits of video games, including improved vision, better problem-solving skills, improved mood, improved manual dexterity, and enhanced physical fitness.

Improved Vision

One of the reasons why playing video games is beneficial is that it helps in boosting vision. As long as a person does not sit two feet away from the screen for a prolonged time, like 10 hours, playing video games actually helps in improving vision (Gupta, 9). In a recent study, ten male students who were not gamers and ten male gamers were trained in first-person action games for 30 hours, and results compared. The outcome was that students that played video games were better placed to view objects in cluttered spaces more clearly than those who were not gamers. The student gamers had better spatial resolution. The explanation is that student gamers managed to train their brain cells to see even the smallest details because the details turned out to be important for completing each game.

Better Problem-Solving Skills

Another benefit of video games is that they contribute to better problem-solving skills. Mission-based, multi-level, and open-world games are developed to look like complex puzzles, which at times take hours to solve. Sometimes, the solution is based on the person’s actions playing the game. The experience makes players learn how to think on their feet and come up with strategies in a fast-paced environment. Such skills can be beneficial if translated into real-life situations. According to a 2013 long-term study, children that play strategy-based video games tend to show improvements in skills relating to solving problems which makes them score better games in their academics (Halbrook, Aisling, O’Donnell, & Rachel, 1097). As such, parents should encourage their children to play video games to help them become better problem solvers.

Improved Manual Dexterity

Another benefit of video games is that they boost a person’s ability to complete tasks with their hands. Particularly computer-based games are helpful when it comes to improving the dexterity of the hands. According to research involving a group of surgeons, those who played video games were found to perform advanced procedures faster than surgeons who did not. Further, the research found that the doctors who played video games committed fewer mistakes by 37% than those who did not. Special video games are also used during physical therapy to assist victims in gaining control of their wrists and hands.

Improved Mood

Playing video games helps in boosting mood. Video games are a good way to unwind and relax. According to a 2013 study conducted by the American Psychological Association, simple and short video games such as angry birds helps make people feel happier and boost their mood (Kyriazis and Elisavet, 23). Video games are deeply immersive and complex and can be rather therapeutic for the layers. When playing video games, the player tends to be fully riveted in digital work. For a moment, they do not have to worry about life pressures such as paying bills or going to work. Playing video games is an ideal way of giving the brain a break from usual the stress and anxiety of day-to-day life.

Physical Fitness

Video games also contribute to the physical fitness of the player. While the positive effect has little to do with the brain, it is an important benefit that is worth mentioning. With the surfacing of various fitness games, working out is getting easy while at the same time one is playing a video game. Video games such as Dance Revolution and Wiifit need the participant to get up and stay active. Such video games are of benefit to the players’ health and are a good way of breaking a sweat without necessarily going to the gym. The most dominant significance of video games that are exercise-focused is that they change how people think about staying active. Such fitness games are a fun way of exercising, and they provide an easy way of staying in shape.

Counterargument and Refutation

Video Games Make People Lazy and Impact Social Life

People who oppose playing video games say that they make people lazy and negatively impact their social lives. This issue has been debated widely, and naysayers insist that they lead to isolation and poor social skills. While it is true that excessive playing of video games may lead to negative social impacts, playing video games moderately helps in reducing anxiety and improving social skills. Players tend to take on imaginary personas, albeit in a virtual setting, when playing video games. They are free to try out social interactions that teach them excellent social behavior skills. Video gamers who struggle with anxiety in social settings are free and comfortable to practice social interactions when playing video games without worrying about the consequences in real life. Such video players are confident when they interact with other people in the actual world. Essentially, video games provide the perfect social settings for gamers. Moreover, 70% of people that play video games often play them with a friend. Moreover, the video game community is huge. With the presence of modern technology, video players have a way to interact with millions of people across the world simultaneously (Wang, Laramie, and Qiusi, 4075). Being part of virtual worlds for players encourages cooperation and communication, translating into real-life interactions. As such, playing video games is not as detrimental as most people paint it to be.

Conclusion

In closing, playing video games is beneficial as it contributes to improved vision and better problem-solving skills. Playing video games also boosts the players’ manual dexterity, improves their mood, and boosts physical fitness. While naysayers posit that excessive playing of video games renders them lazy and negatively impacts their social life, playing video games in moderation has been found to reduce anxiety and improve social skills. Considering the various benefits of playing video games, it is only right that parents encourage their children to play video games but in moderation. Parents should monitor the number of hours their children spend playing video games to ensure that it does not interfere with their productivity or social Life.

Works Cited

Gupta, Arnav, et al. “Can video games enhance surgical skills acquisition for medical students? A systematic review.” Surgery (2021).

Halbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. “When and how video games can be good: A review of the positive effects of video games on well-being.” Perspectives on Psychological Science 14.6 (2019): 1096-1104.

Kyriazis, Marios, and Elisavet Kiourti. “Video games and other online activities may improve health in ageing.” Frontiers in medicine 5 (2018): 8.

Wang, Bingqing, Laramie Taylor, and Qiusi Sun. “Families that play together stay together: Investigating family bonding through video games.” New Media & Society 20.11 (2018): 4074-4094.