Answer:
Explanation:
In the past, it has been thought that video games can have negative effects on children. However, new studies are arguing this is not true.
Series of studies have proved that children that play video <u>games have better cognition skills and navigation skills, as these games have helped them practice visual and spatial copying, dealing with maps and with space. </u>Many of strategic games rely on people having good navigational and map reading skills, and this can improve children’s orientation greatly.
Video games can also relax children and ease their aggressiveness. Playing certain games that rely on reflexes can relax anxiety and help them ease anger in a socially acceptable way<u>.</u> Additionally, easy-going builder games can relax a person as well and help them feel happier. Generally, <u>games have proven to be helpful for the good emotional development of the children.</u>
As games today are becoming more imaginative and more diverse,<u> plenty of them can have an educational purpose and spark children’s imagination, problem-solving skills and teach them subjects such as history, maths, logic, and so on. </u>
Additionally, several factors impact numerical quantity, as well as new election laws, the sort of election (e.g., presidential or midterm), and therefore the fight of the race. the amount of voting-age voters (i.e., eighteen years getting on or older) during a jurisdiction
Important factors in predicting whether or not voters can vote are Education The a lot of education a citizen has, a lot of doubtless he or she's going to vote. Age-old voters have the best selection turnout of all age teams. financial gain the upper the person's financial gain, the lot of often the person votes.
Three factors influence voters' choices at the polls: partisan loyalty, issues, and candidate characteristics.
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Answer:
By being a closeted,anti-social,no friends,gay female
Explanation:
Answer:
A. the time, place, and conditions in which a story occurs
Explanation:
The purpose of setting in literature is to act as an exposition.
When we read a scary story, and the character starts to describe the circumstances of his physical surroundings, he is describing his setting.
Example: It was <u>midnight</u> when I pulled into the driveway of my <u>house</u>. The <u>lamposts along my street</u> blinked eerily as I made my way to the front door. Something didn't feel right.
Choice B describes mood.
Choice C describes plot.
Choice D describes characterization.