<span>To divide we the people to weaken us, set us against each other with blame games and propaganda. Party loyalty blinders keep us from watching too closely what our own party representatives are doing against our own interests.
Like professional wrestlers they appear to be bitter rivals in public but are the best of friends behind closed doors. They have led us to think that only someone from their parties can win an election. If we vote for a third party candidate we have "thrown our vote away" on someone who stands no chance of winning and let that "evil other party" candidate win. We feel compelled to vote for the "lesser" of the two evils being offered.
Consider this: Both parties of the Senate said that the TARP bill lacked oversight to protect the taxpayer's money (concerning the original 3 page one passed by the House of Representatives). They claimed they were going to add protection and oversight to it. Then behind closed doors they added 137 pages of earmark spending and NO oversight or protection. Bush signed it and they closed the 110 Session of Congress knowing that they had an automatic pay raise in place. Both parties were involved so no evil other party blame games could be played.
Instead they faked outrage when the AIG bonus news came out and blamed the Management for not following rules which they had failed to put into the TARP bill in the first place. Watch this video
https://www.youtube.com/watch?v=p6KRXnYgu...</span>
I think it is C, hope it’s right (:
Answer:
African kings captured slaves that landed on the islands
Explanation:
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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