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Ilia_Sergeevich [38]
3 years ago
7

5. In those days the Church was not merely a thermometer that recorded the ideas and principles of popular opinion; it was a the

rmostat that transformed the mores of society. Metaphor The church did not just reflect what was happening in society; it actually had the ability to change what was happening in society.
6. Let us all hope the dark clouds of racial prejudice will soon pass away and the deep fog of misunderstanding will be lifted from our fear-drenched communities… Optimistic tone

____________ mood
English
1 answer:
tatyana61 [14]3 years ago
7 0

Mood is how the reader feels upon reading this (or at least the author's intent). The reader here would feel FRUSTRATED, REFLECTIVE, HOPEFUL.

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Please help
Scrat [10]

I think it is B

Explanation:

I could be wrong so no hating

4 0
3 years ago
Read 2 more answers
We _ here for ten years now<br>A,<br>A,lived<br>B, have lived<br>C,had​
Ghella [55]

HAVE LIVED

we HAVE LIVED here for ten years now

7 0
2 years ago
Read 2 more answers
All of the following are types of personality disorders except __________ personality disorder.
Drupady [299]

Anxiety is not a type of personality disorder.

<h3>What is personality disorder?</h3>

Personality disorder refer to a form of mental condition that affect someone's thinking, behaviors, emotions and attitude

Therefore, Anxiety is not a type of personality disorder.

The question is incomplete as the options were not given, below are the options.

  • anxiety
  • narcissistic
  • obsessive-compulsive
  • borderline

Learn more about personality disorder below.

brainly.com/question/27552360

#SPJ1

4 0
1 year ago
John was unable to work on Sundays because he had a church commitment. This is known as a/an A. ethnic difference. B. horizontal
vodomira [7]
D, value conflict. Work is his opportunity cost because he values church more.
6 0
3 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
2 years ago
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