This shows the major divide of the Pashtuns and Hazaras. Early in the novel, when Hassan and Amir’s friendship was much stronger, there was a kite running tournament. Before the tournament Amir was worried about a dream he had had concerning a monster in a lake. Hassan reassured him that it was all fine and the tournament went on. What Amir didn’t realise is that the ‘monster’ was a metaphor of himself and that the dream was foreshadowing the betrayal he would commit toward Hassan.
Sabrina Thomas Mel-Con #2 The film Speak detracts from the novel, the book Speak did a much more thorough job of getting up close and personal with Melinda’s story, whereas the film left out specific details that would have helped the understanding of the story. On one hand, in the book Speak, everything was very detailed and improved how you understood the story; on the other hand, the film was focused on the overall big picture. Very rarely did the movie go into great detail. For instance, in the book, there is a part where she has finally built the confidence to tell Rachelle about what happened the night of the end-of-summer party that wasn’t shown in the film that I thought was very important when I read it. “I’m on a roll.
If the movie had more detail it would be more interesting. The book gave me a better picture. When I saw the movie it confused me because it didn’t have all the parts. If I just saw the movie I wouldn’t understand why Greasers and Socs were separated and why they hated each other. I think Cherry did a really good job; she fit the description really well I think.
When Neil Perry is up late at night, just after his dad harshly instructs him to take part in military school and medical school, we don’t know what is going to take effect. It was then the mysterious and slightly eerie music cued in, a hold of suspense with no doubt should have erected through the audience, and we knew something immense was about to take part. Sound in this film plays a key part in to getting the audience intrigued and thinking more agile towards the many scenes. The element of film shot was used in this film to exhibit how far the characters have developed. Peter Weir was able establish the theme and enjoyment for the audiences, as it gives us the insightful view of the scene.
With RPG (role playing games) becoming ever more so popular, so does the demand for realistic violence in them. Commonly, children tend to imitate what they see but what causes a child to actually act out in violence? Some would argue it’s the violent games that are the cause for violence in youths today. Not surprisingly, this theory is not doubted by many. Many would say and some may agree that the reason is that video games these days are too close to reality.
Each brings a freshness to these characters. Even though we’ve seen the same types of characters before, these actors makes them feel interesting and unique. “The Notebook” is a gentle romantic tale in the midst of blockbuster action films and goofball comedies. It could be argued that releasing it in mid-June is counter-programming at its best, giving adults who don’t want their senses assailed by CGI special effects a real choice at the box office. But you have to wonder if “The Notebook” would have stood a better chance of finding the right audience had it been released later in the year, when moviegoers are really ready for more intense storytelling, than during the crowded summer months.
For example have played a major impact with the rise in crime rate with adolescents. Lastly video games have been linked to the rise in obesity rate in adolescents. First , a positive attribute that video games have on adolescents are that they allow adolescents to strengthen their hand and eye coordination. Video games consoles such as the Nintendo Wii, helps in the strengthening of hand and eye coordination because it allows users to interact with the game as if they were actually in the game instead of pushing buttons continually. “Engaging the child in an interactive experience, developing hand-eye- motor skills, giving the child a sense of accomplishment, keeping the child off the streets and just encouraging having fun are all judged by many parents to be valuable.”(Tapscott) This quote explains how parents value hand-eye-motor skills, and keeping kids off the streets as importance and video games help in accomplishing these ideas based by parents.
This is done for several reasons which include the idea that an addition to the movie may enhance the story. *The book has more information about the story while movies are shortened and with less information. Also, for what the producer and director believe will enhance the entertainment aspect of the film, they made add information that was not at all seen in the book. So people should read the books before they watch the movie. The other aspect of the book vs the movie is the instant ability to re-read passages that at first the reader did not totally grasp.
To solve this problem the developers usually release two versions of the same movie. A rated one for more mature and young audiences and an unrated one, which usually consists of vulgarity every few seconds. ! The consequences of censorship can be devastating to some people but not all. Some negatives of this are that it works against creativity, and it may intrude the privacy of some people.
Nnachi Opie Professor English 102 Due date: 5/7/13 Violence on video games and its effect on children Violence is said to be a crime that affects a community, city, or a country in the sense that it contributes to the social life of an individual. This is so because people find pleasures in committing suicides and other crimes, without thinking about the repercussions. There are lots of things that are happening in our society today due to advance in technology and civilization. The act 0f playing video game has become a popular activity for people of all ages, in a way that many children and adolescents have developed a habit of spending large amount of their time playing them. It’s said that Video games are entertaining and effective motivation for children in a way that it engages them with skillful play depending on the design of the game.