Answer:
Explanation:
"The Bosses of the Senate" was a political/satirical cartoon that was drawn by<em> Joseph Keppler. </em>
<em>The purpose of the cartoon was to show how the wealthy monopolists or rich businessmen controlled the Senate in order to gain more power and money.</em> During the<u> "Gilded Age,"</u> political issues arose, such as the <u>interest given to businessmen regarding tariff and business policies.</u> Through the Senate, they were supported through their tariffs and were given business policies that were friendly.
The cartoon portrays many symbols. The entrances to the Senate in the picture were two: the "People's Entrance" and the "Monopolists' Entrance." The <u>monopolists' entrance was widely-opened and proximal, </u>while the p<u>eople's entrance was closed and distal.</u> This clearly shows how the monopolists can immediately gain an easy access to the Senate, while the people cannot do anything. The fat people at the back represents the monopolists (who are considered the bosses of the Senate), while the smaller people in front represents the Senate. <u>Their fat body is a representation of greediness and their being at the immediate back of the Senate, represents their control over the Senate.</u> This means that the monopolists during the Gilded Age had an easier influence when it comes to the policies regarding their businesses.
It caused a decline in cottage industry.
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Wealthy industrialists knew how to invest and exploit the system which wasn't used to heavy industry so they amassed huge amounts of wealth through monopolies and trusts while the common person was struggling to survive and had to work in dreadful conditions. This led to many people starting to support socialist tendencies in order to improve their living standard and the way they were treated in the society.<span />
Answer:
A psychologist went to school to study the effects that situations have on the human brain and how the human brain copes or deals with those situations.
Explanation:
Because they have the insight on would brings joy, stress, sadness, fear, etc. to the human mind or state, they can help video game designers better invoke those emotions through their games. They know what makes the human brain tick, so they can help scare, sadden, cheer up, or anger the audience the game developers are designing for. They know the difference between what will work or invoke different emotions to different audiences.