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xxTIMURxx [149]
3 years ago
8

Trojan war Ch. 13

English
2 answers:
ANTONII [103]3 years ago
5 0

Answer:

Fertility

The human female is generally fertile from early teens to about mid forties. The human male generally remains fertile throughout adulthood, though sperm count and quality diminish from middle-age onward (http://www.guardian.co.uk/societyaccessed 10 July 2008).

In the absence of a conscious effort to control the size of families, the larger the fraction of the population who are in the fertile age range the more rapid will be the population growth, and this will influence the average age of the population structure towards the younger end of the spectrum.

In terms of populations rather than individuals, fertility is usually expressed using the proxy measure of birth rate, either crude or standardised for age and sex. Worldwide, there are significant differences between birth rates. A major study in the 1980s, carried out by the Population Division of the Department of International Economic and Social Affairs of the UN Secretariat, studied the relationship between population age and sex distribution and crude fertility rates for twenty one countries in the developing world. They concluded

The higher the birthrate the more markedly the birthrate is depressed by the age structure. All other things being equal, fertility should decline more rapidly in the countries where it is currently lowest since the age structure appears to favor such a course. The mean number of children ever born also ranged widely among the twenty one countries. Differences in completed family size range from 8.6 children in Jordan to 5.2 children in Indonesia. 1 In the developed world, though, there is a global tendency for family sizes on average to be smaller than the replacement level. This is true of every country in the European Union

Mortality

The effect of mortality on population structures is to reduce the component of the population in which the mortality occurs. Historically, the most dangerous ages were infancy and old age (variously reckoned accord to circumstances). In addition, some epidemics of infectious diseases (eg Spanish 'flu) had their highest mortality among young adults, whose immune systems were presumably insufficiently primed. It is expected that the forecast bird 'flu epidemic will behave similarly. War differential reduces the proportion of younger men. The majority of infectious diseases of early childhood have been conquered by immunization, and improved nutrition and hygiene have rendered childhood safer. Antibiotics, welfare state, and improvements in medical, surgical, and palliative care have resulted in great increases in life expectancy in the developed world, where life expectancy is now in the middle to upper 70s or lower 80s, and rising every year. The effect of this is to raise the population in the upper age groups substantially. Women have high life expectancy than men wherever they live. The tendency of people to retire to particular resorts means that in some parts of the South Coast of England the average (arithmetic mean) age of the population is only just below retirement age.

The down side of this is that the extended lives are often lived in bad health, as the treatments people receive may keep them alive but do little to ameliorate the underlying pain or disability brought on by the diseases, and virtually nothing for the various forms of senile dementia that are increasingly encountered.

Migration

This has been less studied. In areas where natural disasters or politico-military concerns lead to entire populations being displaced the initial population structure will be unchanged, though post-migration the population will have altered to reflect those who have survived the process, typically showing increases in older children and younger adults. Opportunistic migration tends to occur mostly among younger adults, and may be permanent or temporary. Some studies have shown increased fertility levels in migrants, So the effect of migration on population structure is to deplete the population emigrated from in the young adult groups, to augment this group in the immigrated-to population, and to increase the fertility/birthrate in the new population

lyudmila [28]3 years ago
5 0
Fertility, Mortality, & Migration
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3 years ago
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I think you should talk about how he was very narcissistic and conceded, that plays an important role on how people should be that way. Or about how when he died how his people reacted and worshipped him even though he was dead. Or how he may have been cocky but when it came to fighting he made it fair. he wouldnt use a weapon if his opponent wasnt.

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4 years ago
According to the article “how video games effect the Brain”Hanna nicholes maintains that:
aivan3 [116]

Answer:

At a glance, more than 150 million people in the United States play video games regularly, or for at least 3 hours per week. The average American gamer is a 35-year-old adult, with 72 percent of gamers aged 18 or older. For video game use by children, most parents – 71 percent – indicate that video games have a positive influence on their child’s life.

Video game sales continue to increase year on year. In 2016, the video game industry sold more than 24.5 billion games – up from 23.2 billion in 2015, and 21.4 billion in 2014.

The top three best-selling video games of 2016 were Call of Duty: Infinite Warfare, Battlefield 1, and Grand Theft Auto V. These games fall into the first-person shooter or action-adventure genres – the top two genres, accounting for 27.5 percent and 22.5 percent of sales, respectively. First-person shooter and action genres often stand accused of stirring aggression and causing violence and addiction.

Decades of research examining video gaming and violence have failed to reach a consensus among scientists. Scientists have been unable to find a causal link between playing video games and acts of violence in the real world.

A growing body of evidence, however, shows that video gaming can affect the brain and, furthermore, cause changes in many regions of the brain.

Scientists have recently collected and summarized results from 116 scientific studies to determine how video games can influence our brains and behaviors. The findings of their review were published in Frontiers in Human Neuroscience.

“Games have sometimes been praised or demonized, often without real data backing up those claims. Moreover, gaming is a popular activity, so everyone seems to have strong opinions on the topic,” says Marc Palaus, first author of the review.

By looking at all research to date, Palaus and the team aimed to observe whether any trends had emerged with regard to how video games impact the structure and activity of the brain. A total of 22 of the reviewed studies explored structural changes in the brain and 100 studies analyzed changes in brain functionality and behavior.

Results of the studies indicate that playing video games not only changes how our brains perform but also their structure.

For example, video game use is known to affect attention. The studies included in the review show that video game players display improvements in several types of attention, including sustained attention and selective attention. Furthermore, the regions of the brain that play a role in attention are more efficient in gamers compared with non-gamers, and they require less activation to stay focused on demanding tasks.

Evidence also demonstrates that playing video games increases the size and competence of parts of the brain responsible for visuospatial skills – a person’s ability to identify visual and spatial relationships among objects. In long-term gamers and individuals who had volunteered to follow a video game training plan, the right hippocampus was enlarged.

Researchers have discovered that video gaming can be addictive – a phenomenon known as “Internet gaming disorder.”

In gaming addicts, there are functional and structural alterations in the neural reward system – a group of structures associated with feeling pleasure, learning, and motivation. Exposing video game addicts to game-related cues that cause cravings, and monitoring their brain responses, highlighted these changes – changes that are also seen in other addictive disorders.

“We focused on how the brain reacts to video game exposure, but these effects do not always translate to real-life changes,” notes Palaus. The research into the effects of video gaming is still in its infancy and scientists are still scrutinizing what aspects of gaming impact what brain regions and how.

“It’s likely that video games have both positive (on attention, visual and motor skills) and negative aspects (risk of addiction), and it is essential we embrace this complexity,” Palaus continues.

Hope this helps, have a nice day/night! :D

6 0
3 years ago
How do you spell nasa
umka2103 [35]

Answer:

National Aeronautics and Space Administration

Explanation:

Or NASA

5 0
3 years ago
Read 2 more answers
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