Reducing The Cost Of Conflicts In Workplaces

As a result of the above effects of conflicts organizations may incur huge costs and therefore it is necessary to develop ways of reducing the cost. Managers need to take the following measures to reduce this cost: There is need to increase the knowledge of the workers through training and increased awareness. Managers can organize workshops to train the workers on issues of conflicts in the workplace or encourage the workers to read books that offer more information on this issue. Managers of organizations also need to develop some sensitivity to the most serious conflicts in the organization.

This can be done by identifying major changes in the behavior of the employees and always be alert to misbehaviors that may cause conflicts like withholding very crucial information, chronic delays to work and behaviors that resist the policies of the organization. Managers should also carefully note the body language of the employees when they interact particularly in tense environments. Managers need to come up with a standard procedure for dealing with conflicts when efforts to negotiate have failed.

Managers need to undergo some training that will enable them act as mediators during conflict resolution processes. Attempts to manage the behavior of the employees may be perceived by some employees as a way of trying to change their behaviors. Managers need to create a working environment that allows extensive exploration of the conflict issues so as to encourage the employees to resolve conflicts by themselves. Managers need to accept the fact that conflicts exist in their organizations for them to deal with the conflicts in the right way.

The issue of conflicts should be discussed in meetings and also encourage the employees to learn ways of dealing with strategies in the workplace. 3. 6 CONFLICT MANAGEMENT STRATEGIES Managers that use some type of conflict management strategies are able to reduce the conflicts and eventually they achieve their goals and reduce disruptions in the workplace. Some of the major strategies applied by mangers to solve the problem of conflicts include: Collaboration strategy is one of the most successful strategies with the right environment.

It employs the idea that both parties in the conflict work together to sustain their relationships and build the morale of teamwork. This strategy works very well where there is a long term work relationship and the company can uses common goals to achieve its overall goal. Compromise strategy is a method employed by managers to solve conflicts and it needs that the conflicting parties give up one thing so as to gain another that they feel is more important. This strategy best works in situations where the conflicting parties are almost equal and there is no party that puts very strict demands on the other.

This method although it involves compromise it must be noted that the solutions arrived at should nit be against the goals of the organization. In situations where time and the ability in decision making are considered to be very important the most appropriate type of strategy is the force strategy. This strategy performs very well in situations where there are formal laws that can be put in place to solve the conflict and in case the conflict is destructive to the organization as a whole.

This strategy may have some disadvantages as it does not consider both parties although it is commonly used by managers to resolve very hostile conflicts and put an end to unproductive behaviors in the organization. 3. 7 STEPS IN RESOLVING CONFLICTS Managers in organizations need to undertake the following steps to help them manage conflicts in the workplace: First the managers need to identify the problem keeping in mind that their perception may be different from that of the workers. Communication is very important in this step. The managers then need to take the concerns of all the parties into account.

Communication also plays a very important role here and the manager needs to listen carefully. The managers need not to interrupt when the parties are speaking and they need to give both parties enough time to express their concerns. The other step is to brainstorm so as to have possible solutions and evaluate all the possible options available. The other step is involves the mangers taking some time out to analyze the issue. Look at the issue internally and recommend the best remedy (Patterson, Grenny, McMillan, and Switzler, 2002). 4. 0 CONCLUSIONS AND RECOMMENDATIONS

Conflicts at the workplace can be harmful to the organization and therefore managers should be recommended to make sure that conflicts do not arise at the workplace. Managers need to encourage open forms of communication. Due to the different styles of carrying out duties and perceptions workers should therefore be trained to accept what others do or perceive. Managers also need to be aware of any acts that contribute to conflicts like formation of cliques or arguments and if noted they should be stopped before they yield to uncontrollable conflicts in the workplace.

Workers need to know that friendship is not the major goal of the organization but getting the work done. This means that it is not always that co-workers should be best friends but they should work together to achieve the goal of the organization. Employees need to be empowered and made aware of the policies that govern conflicts in the organization so as to make sure that some conflicts are resolved by employees without the involvement of the management. The working environment should not be in a way that it encourages conflicts to occur.

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The Cranberries In Their Zombie Songs

The Cranberries provides the right qualities for the 60 minutes segment on investigation of the power of public protest. The combination of a strong message, powerful lyrics and visually dramatic video clip creates a public protest masterpiece. The AIR ceasefire of 1994 can be attributed to the success of public protest mounted by The Cranberries in their song Zombie’. Over thousands of years, music has been a part of human culture and been used to convey different messages.

Music has the power to Inspire, unify and galvanism people into action. It can be used as a form of public protest to raise awareness of the issue to the general public and create a worldwide movement for a solution. This is demonstrated in the song Zombies’ by the band The Cranberries, creating a public protest song about the reciprocal acts of violence between the AIR and the British Army. ‘Zombie’ is centrally about Irish society normalizing war and young children losing their Innocence due to the Intense violence.

In Ireland, violence was accepted as normal and a part of everyday life, this caused young children to become asininities about violence and its usage in ‘normal’ life. Irish children lived a generational perpetuated war, for decades. The Irish Republican Army or AIR committed reciprocally motivated acts of terrorism directed against the British control of Northern Ireland. Zombie’ makes the point that the boundaries between war and normal life are confused and ambiguous. This blurring created the atmosphere for accepting and excusing the war.

The song ‘Zombies’ uses very strong and powerful lyrics to describe the situation of violence in Ireland. With their tanks ND their bombs, and their bombs and their guns’ refers to the environment which the Irish people lived in and the lead singer strongly stresses key words like tanks’, ‘bombs’ and ‘guns’. The message of ‘nothing has changed’ is common throughout the song’s lyrics, ‘It’s the same old theme since 1916’ which is a direct historical reference to the 1916 Easter Rising of the RIB (later known as the AIR) and explains the length of time the violence has been effecting Irish society.

The lyrics show how the Irish people distance themselves from the violence by saying ‘but you see, it’s not me, it’s tot my family, they are implicitly denying the conflict and violence. The Juxtaposition and cross cutting between black and white shots of children playing and soldiers creates ambiguity between play and war. The strength of the message to the audience is enhanced by the pace at which the shots are screened in synchronization with the tempo of the music and lyrics. The gold symbolism Is visually dramatic which creates a paradox by contrast to the other bleak Images.

Dramatic images are created with Dolores Ordinary against the cross, which is a preference to the 1 916 Easter Rising of the RIB. The singer is completely encrusted in gold and surrounded by golden nymph like figures which invites multiple references to Greek Mythology. The gold represents Justice, power, strength, purity and value. These visual messages add complexity and remove the viewer from the immediate clip and instant recognition by the public, therefore it would be an excellent choice for the 60 minutes special on the power of public protest. The Cranberries hit song ‘Zombies’ has become an anthem for the worldwide peace movement.

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Are Violent Video Games Bad for the Youth

In recent discussions of violent video games, a controversial issue has been whether violent video games are bad for youth or not. On one hand, some argue that video games do not affect the youth at all. On the other hand, however, others argue that violent video games affect the youth tremendously. According to media violence researcher Craig Anderson, Chair of Iowa State University’s Department of Psychology, “in a violent video game, you rehearse the entire aggression sequence from beginning to end”.

According to [his] view, he is saying that “you have to be vigilant, looking for enemies, looking for potential threats; you have to decide how to deal with the threat, what weapon to use, and how to use it; and then you take physical action to behave aggressively within the game” (Hoerrner & Hoerrner 4). The issue is whether violent video games are bad for eight, nine, or even ten-year-olds. My own view is that violent video games are indeed bad for young children.

Though I concede that whether a child’s parents choose to allow their children to play these violent games is up to them, I still maintain my view that violent games are bad. A perfect example of reassuring a parent that their child is not participating in playing these violent games is to check the ratings on the video games to make sure there is no violence in them. Although it might be objected that parents do not have time to check the ratings on their kid’s games, I reply that it is, once again, an option guaranteeing their children are not being exposed to violence.

All in all, the issue is important because these violent video games are affecting children’s behavior, making them more aggressive, as well as more violent. Allowing kids to play violent video games changes the way they act towards their peers by causing them to become more aggressive. They no longer seem to have compassion towards one another, but instead coldness towards each other. This was proven when the American Psychological Association concluded that “playing a lot of violent video games is related to having more aggressive thoughts, feelings, and behaviors.

Furthermore, playing violent games is also related to children being less willing to be caring and helpful toward their peers” . Therefore, when children experience more aggression, they are going to feel that their aggressive manner is fine. This age group is not going to take a second look at their negative actions since they see it as “just fun and games” (Junior Scholastic 1).

In essence, by allowing kids to play what they want and not setting boundaries for the kids, parents are not doing any justice to their offspring; instead, parents are saying that it is alright to treat others in an aggressive manner as long as it is just in fun and games. Another perfect example of how violent video games cause children to become more aggressive towards their peers would be the afterschool program I work for LA’s Best. There I see how these games affect the kids due to how they act towards each other.

They are always play-fighting with each other and having fun in their eyes, that is, until someone comes to me or my other staff members crying. When we ask them why they were play-fighting to begin with, they all have the same similar respond-that’s how they fight in Mortal Kombat. ’ Mortal Kombat is a popular series of fighting games that contain high levels of blood and gore. So to see our kids reenact what they see on their video games is upsetting because it shows us, the staff, that our kids version of playing together is hitting and tumbling around with each other until someone gets hurt.

The eight to ten-year-olds no longer see playing together as participating in a friendly game of soccer, but instead, a vicious way to kick those who they despise. Therefore, by allowing our kids to involve themselves in these vicious games, changes their definition of the meaning of ‘fun’. They now see fun as hitting and kicking each other until someone is down in pain since they see this type of act of violence in their video game. Lastly, not only do kids experience aggressive behavior through video games, but also criminal violent behavior.

This is due to the high rating of violence in the kid’s games. These games make it seem okay to shoot and kill people because the young children can always restart the game and play again. However, in reality, the only thing that these games do for children is actively train them to kill. Take for instance, Retired Lt. Col. Dave Grossman who “argues that children learn to use weapons and become sharp shooters through simulated games the same way soldiers use simulations to improve their shooting precision.

Just as children can improve their phonics with Learn to Read with Winnie the Pooh, they can learn to shoot with deadly accuracy, playing Doom, Splinter Cell, Hitman, and other first-person shooter games” . Although many would question what Grossman is saying, it actually was proven to be accurate “in the 1997’s high school shootings in Paducah, Kentucky, when the 14-year-old who opened fire on a before-school prayer group landed eight out of eight shots on eight different targets. Five of those were headshots”.

Keep in mind the “teenage shooter had never held a real gun before his shooting rampage  however, spent long hours playing first-person shooter games that simulated killing with the same weapon he used that morning” (Hoerrner & Hoerrner 2). To sum it up, the violence in video games does lead to violent behavior. Video game interaction leads kids to think that using violence is acceptable, causing them to choose their fist over rationality. In conclusion, violent games do indeed lead to aggressive and violent behavior.

Not only do these games cause children to be aggressive towards one another, but they also lead to the physical pain of others due to the high content of violence. This is due to children having the entire aggression sequence from beginning to end imprinted in their mind. This therefore, leads them having to seek potential threats while having to figure out which physical action will have the best outcome. This is why every parent should watch the levels of violence in video games as well as set boundaries to what their children can and cannot play.

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Media Violence: Effects on Youth

Media Violence: Is It Corrupting Our Youth? Ever since the Columbine massacre, there has been many people who blame video games for violence among our youth. In the past few years, it has become normal for all branches of media to depict violence as an everyday thing. Because a vast majority of children watch television or play video games, it is no wonder that adults try to make the connection between the two. Although the media can have an affect on kids, there are also a great many socio-economic factors involved in a child’s behavior.

This is the problem our society faces now that some people say the media can influence your psyche, perspective, and overall behavior, but so do your friends, so do your parents, so do your teachers, so do books. The real question is who is to blame? Movies, music, television shows, video games, none of these things actually make people commit crimes. Violence in the media and the real world rise in violence among children is not a cause but merely a coincidence. A person is an accumulation of their real life experiences.

Children do not turn into a crazed maniac after playing a computer game or seeing a movie with violence. The easiest place to obtain a mind for violence is from a home setting. Adults want to find an outside source for the growth in violence among children instead of taking the blame first hand. It is the parents, those actually responsible for this corruption, who try to suggest otherwise and negligence on the part of those who seek to find a different cause. Adults seem to steer away from the increasingly true fact that our whole American society is doing this to its younger generation, and not just the media.

To prove this, news reports after the Columbine massacre in which two troubled teens go on a murderous rampage, attribute the kids actions to a violent game called “DOOM”. The media is not the problem, because kids will act violent regardless. This tragedy was a result of a mixture of bad peers, bad home life, and the friendship of two people who had anger problems. The parents would have based their actions off of something else if they did not have games like “DOOM” to avoid scrutiny.

Many times kids have outbursts of odd or dangerous behavior that they know will get them in trouble, but instead of taking the blame, they attribute it to some other source, although in this case, it is the parents and news media who do this. An example of this type of behavior is the circumstances surrounding the famous Salem witchcraft trials, where young girls resorted to blaming their unholy actions solely on another person or the devil. These days, the “devil made me do it” and “witchcraft” excuse has lost its credibility.

Now people have to find something else to take the blame and what easier target than a violent videogame. It was not DOOM that made these kids do what they did, but a mental instability, a penchant for violent behavior, and other psychological factors that did. Sure, they can model their multiple homicides after their favorite video game or death metal lyric, but in the end, they still killed people because they were mentally unstable and antisocial. I firmly believe a greater fault in issues like these lay with the parents, as they are ones that are supposed to teach their kids right from wrong.

Later in the investigation, the attention did finally turn to the parents and what they did wrong, but the bad light that had already been put on those types of media has never vanished. With each of these types of cases, rarely do we ever hear of investigations of how these children were raised or what their environments they grew up in were like. A cause for the rise in violence is the fall in interaction between kids and their parents, which can create mental separation where the child does not feel important. This could cause kids to act out, mainly through violence, to get attention from the adults.

Parents need to step up their parenting skills and do what they need to do, instead of pointing fingers at everyone else. If these kids are troubled, anything can trigger violence and misbehavior. We have natural logics that develop to what is right and wrong and what is fact and what is fiction. One of the key factors in this development is the parents and other adults in the child’s life. Adults are more influencing to kids than TV shows and video games, so adults should take responsibility for how the child acts.

If parents seriously believe that violent media is doing this to their kids, then they should control what the kids can and cannot be exposed to. There are plenty of examples of how not to behave out there. It is up to each person and/or their parents to decide what is and is not acceptable behavior to emulate and fill his or her head with. At the end of the day, regardless of the outcome, we are responsible for our actions. If a person were to compare violence in youth here in the United States and violence in youth in the rest of the world, the person would see that there is little if any correlation between media and violence.

It is the people who raise the kids who corrupt them and not the media. Personal responsibility has been slowly eroded over the last twenty years to a point where people are no longer responsible for being morbidly obese or going on crime sprees and murdering people. Personal responsibility is not only a moral and ethical imperative for society; it is liberating and strengthening for an individual. This type of blame shifting is at the core of what is wrong with society today. People need to stand up, take responsibility, and finally make a change.

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TEWWG Research Paper

Nanny, who dearly cares for Jeanie, is beyond retroactive, only because she fears for her granddaughter’s safety. In Harpoon’s novel, Nanny did not have good experiences with white men. She was born into slavery and was overpowered by her master, raping her. Giving birth to a light-skinned child caused havoc. The master’s wife planned to whip Nanny, so she decided to run away and hide in the swamps with her daughter. In later years, Leafy is also raped by a white man, a school teacher. After witnessing disrespect, abuse, and rape of black women, Nanny doesn’t want to risk that happening to Jeanie as well.

Nanny tells Jeanie the truth about the harsh world without sugar-coating it. Nanny had every reason to be worried for Genie’s safety after being mistreated most of her life. Because of this she forbids Jeanie to seek the love of her own and marries her off to old Logan Clicks. “Taint Logan Clicks Ah wants you to have, baby, it’s protection” (Hurst 14). “Maybe it’s someplace way off in De ocean where De black man is in power, but we don’t know nothing’ but what we see. So De white man thrown down De load and tell De Niger man HTH pick it up.

He pick it up because he have to, but he don’t tote it. He hand it to his womenfolk’s. De Niger woman is De mule uh De world so fur as Ah can see. Ad been praying’ uh it HTH be different wide you. Lad, Lad, Lad! ” (Hurst 14). Nanny compares negro women to mules simply because that is how they are treated. Being a black woman was the worst that one could be. They were below white men, white women, and even black men. They were the lowest and were of course treated that way. Nanny was most definitely justified in her decision to marry off Jeanie to Logan Clicks.

As a former slave, Nanny knew what it could be like for Jeanie without a husband, serving as her protection and escaping the cycle of rape and abuse throughout the generations. As Jeanie becomes tired of Logan and meets the charming and successful Joe Starks, she decides to leave for Detonative. While being Mrs. Mayor Starks, Joe puts her to work at their store. Soon the lust in their relationship is lost. Realizing he is growing older and less attractive, Joe makes Jeanie fell terrible for every mistake she makes. This results in violence.

When Jeanie makes a mistake in the store, Joe feels he needs to put Jeanie in her place by beating her in front of all the townsmen. After being abused once before, she maintained her emotions and was silent, but this time Jeanie retaliates. Deep down inside she is getting revenge on her father and grandfather. She eels how her mother and grandmother felt when they were disrespected, but at a lesser level. Wanting to avenge Nanny and Leafy, Jeanie fights back by striping away his manliness. Even being indirectly traumatized by sexual abuse has scarred Jeanie.

Just by knowing that her mother and Nanny were taken advantage of hurts her deep inside. Coming into the world being a child of violence is mortifying. Especially, being abandoned by her mother and realizing that she never wanted Jeanie to begin with, makes one feel that they don’t deserve a place in this world. When not even the mother of the child can love them, who else can? These thoughts must have run through Janis mind a million times. Fortunately for Jeanie, Nanny did not want the family cycle of rape and abuse to continue throughout her generation.

Nanny truly makes the difference, causing the cycle to break. Eventually, Joe dies and Jeanie is on her own. Meeting a younger man, Tea Cake, she falls in love. First being loving and passionate, the relationship turns abusive as Tea Cake takes his anger out on Jeanie. She does not completely break the cycle of abuse. This time, Jeanie does nothing. She does not fight back at all. It is not that Jeanie could not fight back. She really trusted Tea Cake o love and protect her. When she gets hit she receives an overwhelming sense of betrayal and shock (Kessler).

It was truly heartbreaking. Fighting back could even make things worse and make Tea Cake even more aggressive. Jeanie was so deeply in love that she couldn’t leave. Even if she wanted to, she would have nowhere to go. In many cases when the woman tries to leave, the man becomes even angrier and would threaten them (Kessler). Resisting the control Of the abuser only seems to make matters worse. Just like Jeanie, many women are physically abused. The National Coalition Against Domestic Violence estimates that 1 million women are victims of physical assault by their partner each year.

Nearly eighty five percent of domestic violence victims are women and females between the ages of twenty and twenty-four are at the greatest risk of partner violence. Jeanie was only one of the few women to be assaulted. In the 1 ass’s, Genie’s time, it was even more likely that women were abused since men had more rights. One of the universal themes of literature is the idea that children suffer because of the mistakes of an earlier generation. In Genie’s case, this was true. Doing everything she could, Nanny tried to mold a safe world for Jeanie.

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Computer Game Violence

Computer Games and violence is a topic that is very controversial in America. Like all other topics everything has its pros and cons. One of the most common criticisms of computer games is that they increase violent tendencies among the youth players. Parents are very concerned with their children playing violent computer games because they feel it influences their actions. Playing violent computer games can increase a person’s aggressive thoughts, feelings, and behavior according to studies.

For example, on April 20, 1999, 18-year-old Eric Harris and 17-year-old Dylan Klebold killed 12 students and a teacher in the Columbine High School Massacre. The two were allegedly obsessed) with the video game Doom). Violent computer games are said to be more harmful than violent television and movies because they are interactive and require the player to identify with the aggressor (Cochran). There has been several studies by groups such as The Harvard Medical School Center for Mental Health, The Journal of Adolescent Health, and The British Medical Journal have shown no link between Computer Game usage and violent activities.

One study did find an increase in reports of bullying. Research found that certain patterns of Computer Game play were much more likely to be associated with bullying than with major violent crimes such as school shootings (Griffiths). Computer Game environments are often based on plots of violence, aggression, and gender bias. A very good example of a computer game that contains all three of these things is the game Grand Theft Auto: Vice City. The game came under criticism of implying allegedly racist hate crimes.

The game takes place in “Vice City” a fictional Miami in 1986, which involves a gang war between the Haitians and Cubans (Bensely). Many computer games only offer an arena of weapons, killings, kicking, stabbing, and shootings that kids become so addicted to. Games like this can sometimes confuse reality and fantasy and may influence someone in doing something because they seen it done in a computer game. They have been seen as negatively affecting the players in terms of lack of social skills, inefficiency, obesity and laziness. After all, all violent computer games have a few things in common.

They all involve a constant hurting and killing of others. There is no punishment for the killings in the game so kids don’t see why it would be wrong doing it in reality. Instead of being punished players are actually rewarded with different achievements in the game (Olson 56-59). Although there are many disadvantages, playing computer games have advantages too. Even though computer games have always been infamous for their anti-social aspect and the violence that is shown in them, for example, it may enhance a child’s motor coordination.

It also allows the ability for kids to think quickly and analyze certain situations. These games are actually used in military training to help soldiers become used to the process of harming others (Griffiths). Computer games also introduce children to computer technology. It can give them practice in following directions as well as problem solving and logic. We always look for the negative views first in everything we do and miss on the positive effects of computer games. The negativities brought in by computer games are due to no restrictions in which the player plays.

Computer games are popular among children and the youngsters of America. If parents don’t limit the time for which a child is allowed to play a computer game or no supervision is ever present, the way in which the game is being played will have the not-so-positive effects of computer games show up. Children with an inferiority complex, lack of self-confidence are seen to be gaining help from playing computer games. Computer games have also been included in the therapy for children with such psychological problems. By playing computer games, a child gets a sense of participation and a sense of achievement.

In the long run it will eventually build his or her self-confidence. Children, after playing computer games, begin to feel excited about their lives and start feeling positive and enthusiastic. This enables them to defeat their psychological disorders to a certain extent (Olson). In conclusion I feel as if the positive effects outweigh the negative effects overall. Computer games are meant for a form of entertainment and if not controlled by a parent or guardian that’s on them. They should have the parental skills of knowing what their children are able to do and see depending on their age.

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Good Soldiers Essay

Causes and Consequences

In War and the Iliad, Simons Well and Rachel Bepgle offer opposing interpret editions of the use of physical violence (force) against another person. The Good Soldiers considers force within the context of the Iraq War. In response to these texts, what questions or questions do you have about the causes and consequences of force in contemporary life, particularly in war?

For our first major essay, pursue a line of inquiry that explores the problem of hysterical violence, particularly as it relates to our course texts. What leads us to use for CE? What are the consequences that follow from that choice? What role does society plan in our willingness to hurt or kill others? Are soldiers, who get paid to use force to rest Love conflict, heroes or victims in war? Offer these questions as examples of what you could study. Ultimately, you a responsible for the question that you decide to explore.

My only restriction: y our inquiry must relate to our course readings. Whatever question you decide to address, please incorporate at least two Of 0 our three authors into your essay. In addition, you must also incorporate at least five o outside sources, either in support of your position or to help clarify the thinking of the 10th note that you are welcome to include anecdotes from your own life in your essay – possibly in its introduction. Recommend that you use templates from They Say, I Say in your body appear aphis to summarize, to quote, and/ r to comment on your evidence. You are writing for an audience that is unfamiliar with our texts, so you will need to summarize them as you present your case, where necessary. Beyond that, the essay must follow MEAL and class formatting requirements.

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