Sunday, February 16, 2020

New York State report Essay Example | Topics and Well Written Essays - 500 words

New York State report - Essay Example (Cuomo, 2012) Using the $10 billion dollar waiver awarded, the state plans on transforming the health care system of its people through the MRT plan. Some of the key issues outlined in the waiver include: expansion of high quality primary health care, grants to increase health homes for patients in need of extensive health care and facilities, strategies to increase Medicaid savings in the long-term and evaluation of ongoing and new MRT initiatives to ensure that public funds are not embezzled. The plans will ensure that health insurance becomes affordable through reduction of insurance premiums, pulling of resources together to reduce individual costs like coinsurance, copayments and deductibles and providing credits to ease the purchase of the insurance cover for low income earners. The benefits of these reforms are numerous. First, it reduces the high cost of Medicare due to the spread of costs among many people. Pooling of risks and costs among many people will result to lower premium rates and therefore, all costly health care would be affordable to all people. Secondly, a good health system will result in higher productivity since the labor force is healthy. Lastly, people under the insurance cover seek medical attention regularly; this reduces the chances of illnesses occurring and the general cost of the health care. Health insurance exchanges refer to marketplaces where individuals and small businesses can compare and buy health insurance. The exchanges will be accessible through physical offices, phone lines and websites. There are four categories of coverage offered by insurers: platinum, gold, silver and bronze with platinum being the most costly while bronze being the cheapest. The following grants were awarded to the state of New York to develop the Exchange program: Exchange Planning Grant, Early Innovator Grant and Exchange Establishment Grant. (Slavik & Webb, n.d.) The law requires

Sunday, February 2, 2020

Do violent video games contribute to youth violence Research Paper

Do violent video games contribute to youth violence - Research Paper Example The environment plays a significant role in changing  the character of a person. What person practices severally in his or her life becomes a lifestyle that they have to live with (Cooper and Zimmerman (1). An investigation was conducted to establish a relationship between playing violence video games and the violent behavior among the youths. The study involved 161 children between the age of nine and twelve years, and 354 college scholars (Cheryl 1). The participants were picked randomly to take part in either nonviolent or violent video games. All the participants were involved in another computer game in which they were allowed to decide the punishment to be administered to the player participating in that game. The researchers gathered the details of the participants regarding their previous violence behavior. From the result of the study, it was observed that those who engaged in violent video games exhibited some form of violence behavior. The participants who were involved in any of the violent game chose tougher punishment for their opponent compared to those who played nonviolent games. Therefore, from the analysis of the study the researchers came to the conclusion that violence video games influence the youth to engage in violent behavior. The violent video games influence the characters of the participants. Playing video games engages someone’s mind and becomes biased towards a certain character in the game. The players of violence video games tend to identify with particular characters and assumes same visual standpoint (Cheryl 1). When players identify with violent characters they are likely to develop violent behavior. The players develop feelings of hunger, aggressiveness, short temper and their emotions are easily aroused. Furthermore, the players are rewarded as they move to a higher level and it occurs after subduing the enemies. The habit of rewarding players who have managed to defeat