Answer: Symbols
Explanation:
Symbols refers to signs or image that have a meaning or passing an information.
The correct answer to this open question is the following.
Although there were no options attached, we can say the following.
This is an example of cultural appropriation.
What this businessman is doing is stereotyping Hispanic people that indeed they were like that, but 100 years ago. But bot today. Not even close.
It would be the exact same case if, in some South American country, a businessman would try to sell United States products, hiring a US citizen and making his wear clothes to look like Uncle Sam, and talking like Uncle Sam or wearing Quakers clothes and behave as colonists did during colonial America.
Answer:
The answer is d. postconventional.
Explanation:
According to Kholberg, postconventional morality is the last stage of his moral development model. In this stage, a person has formed his own sense of morality. However, in some cases their beliefs might be different from other people's. If the person is able to act beyond their own sense of morality, it's possible to say he is at the postconventional stage.
Answer:
Depend on the items.
Explanation:
If the things are basic items such as food, clothes and other home appliances etc so we can say that these things belongs to everyday items for the common people whereas if the things are luxurious such as imported cars, designer handbags and Jewelry etc we can say that these things belongs to the wealthy people of the society not the common people because they luxury items.
The relationship that exists between time spent playing video games and aggressive behavior at school in relation to aggressive gestures was examined in the literature with noticeable interest.
Habitual openness to violent backgrounds or playing violent games fluctuations kids' evolving brain structures to beget a boost in the liability of carrying further aggressively indeed numerous times latterly expressing that stormy videotape games can desensitize people to catching aggressive gestures and drop prosocial actions(e.g., empathy).
This collaboration was also honest for both aggressive cognition (unvoiced) and high-pressure gesture (unequivocal), indeed if the adolescent was compactly showed up to a violent videotape game.
Distinctive associations are also seeming between videotape gaming and exhilarated medicine and alcohol use, more minor interpersonal connection quality, poor interpretation at the academy, disrated sleep time, and sui_cidal creativity. nevertheless, the connection between furious videotape games and aggressive actions in adolescents feels to be still over for discussion.
To learn more about video games refer to
brainly.com/question/13067888
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