Answer:
A
Explanation:
Each individual develops at their own pace. There is an individual's effort to find a balance between himself and his environment, adapt to the context and follow the rules imposed by the culture. There is a learning exercise influenced by the surroundings and customs, which permits the constructing of the logic.
Answer: C. It is not specific.
Explanation: a business message is used within a business setting for internal or external communication. For a business message to be fit for use, it has to be accurate, clear and specific. The complexity of the message should be suited to the audience, with the purpose of the writing clearly stated.
Here, Hugo’s sentence is not specific, it does not specify how much the profits have really increased. "The increase in profit is 10% greater than last year's profit" is a better sentence.
Answer:
Cognitive dissonance
Explanation:
Cognitive dissonance: In psychology, the term cognitive dissonance is referred to as the phenomenon in which an individual feels discomfort due to the mismatch between his or her beliefs and behavior or when he or she encounters a piece of new information.
In other words, it involves conflicting beliefs, behaviors, or attitudes that an individual holds.
Factors that lead to cognitive dissonance include personal cognitions, disparity between belief and conflicting thoughts, etc.
In the question above, the statement signifies the concept of cognitive dissonance.
Many public figures defend the correlation between the access to violence in media sources and real-world violence and aggression. Back in the 5th century B.C , even Plato worried about the possible effects of violence and that violent themes in plays would have in society. Nowadays, some scholars speculate that some fans of such media may become more aggressive or immoral. Yet, nothing has been proved, and the correlation between violent media and actual violence are still considered inconclusive. <u>Some social scientists who believe in the correspondence of violence and violent media</u>; however, <u>believe that violent media would cause gamers to lose empathy towards the victims displayed in the media and thus more likely to commit acts of violence.</u>