Tuesday, December 31, 2019

The Shack by William P. Young - Book Review

The Bottom Line The Shack by William P. Young has become a phenomenon. This book -- originally written by Young for his kids -- was rejected by mainstream and Christian publishers alike. Young and friends started their own publishing house to produce it, and now there are more than one million copies in print and it has topped bestsellers charts for weeks. The Shack does not have amazing character depth, and the dialogue sometimes seems forced; however, it is a thought-provoking book that is a worth reading as an entry into thinking about suffering and Gods role in the world. Pros The Shack delves into some of lifes biggest questionsThe Shack is easy to readThe Shack provides an artistic avenue for understanding Christian truths Cons The dialogue is forced some parts are cheesy - This isnt great literatureThere are some theological holes Description The Shack is published by Windblown Media.Published: May 2007253 pages Guide Review - The Shack by William P. Young - Book Review The Shack by William P. Young is a story about Mack, a man whose daughter is kidnapped and brutally murdered. A few years after her murder, Mack receives an invitation from God to meet Him at the shack where they found his daughters bloody clothes. Mack goes and works through the meaning of suffering as he spends the weekend with the Trinity, uniquely portrayed (God the Father is a large black woman, for instance). Why is The Shack so popular? Is it actually a must read? To the first question, I can only say that I think The Shack is asking some of the most important questions people can ask, and exploring the answers in a way that is very accessible. While reading, I understood its appeal -- these are the very questions that I wrestle with in my heart, and Young works through them in a very comforting way. As to whether The Shack is a must read, Id say, that depends. It sort of reminds me of the words, I love you. There is nothing especially unique about them, and they are extremely overused. From certain people or in certain situations, you are likely to dismiss or even be infuriated by hearing them uttered. Of course, from the right person, hearing them can be one of the most powerful experiences of your life. So with The Shack. This is a decidedly Christian answer in a somewhat shallow story with forced dialogue. Its not the best writing in the world, but I can easily see how if you read The Shack at the right moment, it has the power to change your life. I know Im still thinking about it, and I received enough gems from the novel to recommend it to others.

Monday, December 23, 2019

Use Of Marijuana For Medical Usage - 914 Words

As a state legislator, if I took on the utilitarian method that means I would do the greater good for the greatest amount of people in the situation, which means my decision has to be based on the greater good for everyone (Johnson 157). Without thinking of my personal beliefs or values, I think of those around me instead. But until the eighteenth and nineteenth century we did not have a definition for this kind of act, now it is known as Utilitarianism (Johnson 157). If I had to make the decision on if I should vote for the use of marijuana for medical usage such as helping cancer and glaucoma while using utilitarianism I would need to use the four steps. The first step to prepare my decision would be to identify the action under consideration, which would be to vote to legally allow the marijuana for cancer and glaucoma patients (Johnson 157). The second step is to acknowledge all who are affected by this action, such as myself, the patients, the doctors, the community, and techni cally the nation (Johnson 157). The third step is to realize the good and the bad consequences from this decision, so the good would to take pain away from the patients but the bad would be if people start to use it for non- medical reasons (Johnson 157). It also could be a good consequence because it could lead to scientists and doctors to use marijuana to explore these diseases to try to create a cure. And in the end game, that is what it is all about is to try to find a cure for theseShow MoreRelated Medical Marijuana: A not so new form of medical treatment Essay1240 Words   |  5 PagesMarijuana usage for the purpose of medical treatment has been a debated issue in many states and Countries around the world. The United Kingdom and Canada have both adopted laws that are directed at protecting patients and doctors from prosecution due to possession and usage of marijuana for medical purposes. Australia has passed laws, but has not put them into effect, and the United States has not made any allowances, leaving marijuana in the same category with other illegal drugs and allowing forRead MoreShould Marijuana Be Legalized? Essay1685 Words   |  7 Pageslegalization of medical marijuana. However, the amount of licensed medical marijuana card holders was small until 2009, when the U.S Attorney General gave the prosecution and legalization of marijuana over to the states. After this, the number of medical marijuana licenses increased greatly in Colorado. Then, in 2012, the sale of recreational marijuana was legalized in Colorado, to all those over the age of 21, and retail stores began selling marijuana in 2014 (Monte). 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Currently, nearly half of the states have legalized the use of medicinal marijuana for patients that qualify for it. However, there is still a federal law prohibiting this drug. These people who have medical reasons and qualify through doctorRead MoreShould Medical Marijuana Be Legal?1591 Words   |  7 Pagesdebated topic on marijuana legalization is widely argued. Whether it’s for medical or recreational usages, this topic is reaching boiling point. The complicity on the legalities of marijuana has reached a point in society where legal usage has been popping up across the country. In the medical sector, studies have shown benefits, and harmful effects in patients. Some physicians support, however some physicians do see health concerns that influence their stance on whether medical marijuana laws are toRead MoreLegalizing Marijuana in the U.S. Essay1344 Words   |  6 Pages Running head: LEGALIZATION OF Legalization of Marijuana: A hot topic Tonie J. Moutra GEN 499 Dr. Curt Sobolewski November 26, 2012 The legalization of marijuana for recreational usage could may be a new trend in America but the Federal government will likely oppose usage through the end of time. The Drug Enforcement Administrations (DEA) stance is that marijuana is an illegal drug and that using this drug whether for medicinal or recreational purposes is illegalRead MoreArgumentative Essay On Legalization Of Marijuana1325 Words   |  6 Pages Marijuana is one of the most controversial subjects today. What is marijuana? It is a drug derived from the dried flowers, leaves, stems, and seeds of the cannabis plant, sativa or indica. The drug causes changes in the users mood and also affects how they think and perceive their environment. Today, marijuana has been misunderstood and interpreted wrongly for the simple fact that people are not well educated about the drug and its positive benefits. Marijuana is considered a gateway drug and

Sunday, December 15, 2019

Supportive Work Culture Free Essays

Need for supportive work culture – Gaming Industry Ravi Shankar Jayaman Today we have so many video games releasing every week. Most of the video games today bring in as much revenue as a Hollywood movie (reference needed). What was once considered a niche industry, thanks to various technological advancements, is no longer a niche industry. We will write a custom essay sample on Supportive Work Culture or any similar topic only for you Order Now We have video games releasing for different age groups. Like movies, we have different flavours of games. We have dance games, party games, racing games, shooting games etc. Today, there really is a video game for everyone An introduction to video games In 1958, William Higginbotham, a nuclear physicist, created what is now known as the very first video game – ‘Tennis for Two’ (reference). It was a two player tennis game played with two controllers. ‘Tennis for Two’ was meant for a small audience and was never seen as something people could make money from. This particular game was the inspiration to the first successful video game ever created ‘Pong’. ‘Pong’ was an arcade game that released in 1972. Pong’s success made people see gaming as a means of business and thus the gaming industry started. Today we have so many video games releasing every week. There are many different game consoles – ones that can be played at home and ones that are portable. We can also play video games on PC, tablets etcfor example (don’t use â€Å"etc† in a paper). Even the mobile phones we use every day can be used to play video games. All these factors have made the gaming industry a multibillion dollar industry. Today the gaming industry is worth more than the music industry and even Hollywood (reference). A new video game that is released today has a good chance to earn as much as a Hollywood movie would. In fact in more than a few cases a successful video game would make more money than most of the Ravi Shankar Jayaraman 211586823 Page 1 movies ever would. For example, the video game Call of Duty: Black Ops totaled in at $1 billion worldwide within the first 42 days of its release (reference). Video games have always been something that people associated with fun. People see video games as a means of entertainment especially when they are with family and friends. Video games are good stress busters and can help keep people’s minds at ease. Video games are very helpful even in educational institutions. In fact a few gamers were able to break the AIDS enzyme puzzle that has been troubling scientists for decades (reference). All these factors bode well with the booming gaming industry. Video games today can be both fun and educational. History of video game companies Nolan Bushnell and Ted Dabney are credited with establishing the very first video game company (reference). They created Atari Inc. in 1972. In 1972, Video games were relatively unknown. So, it was a very bold move by Bushnell and Dabney to venture into the unknown. Atari’s Pong was very successful and thus people started venturing into the video game industry. Today’s gaming companies are very different from the ones in the past. There are people working on video games almost throughout around the clock to meet the various strict deadlines. This is a lot of pressure on the video game developers to get their product out on to the market. We all know that video games are so much fun to play and are a great means of entertainment, but are they as much fun to make? Comment [JBC1]: Be careful of sweeping statements. Some people may not find video games fun. Gamers tend to be young and male. The Ugly side of gaming – Work culture in Video game companies The organizational structure in a video game industry is a network organization. Video game companies are virtual organizations in a network organizational structure. The video game console makers make the consoles and usually let the video game companies make games. There are companies that make Ravi Shankar Jayaraman 211586823 Page 2 exclusive games for only one of the platforms and there are companies that make games for all the platforms available. Irrespective of the kind of video game Company, such is the video game industry these days that every video game company has to be continuously releasing great games. All the companies compete among themselves to attract the ever growing number of people who are buying video games. Working in such a competitive industry can be challenging for anyone. The kind of work people do in the video game industry is not your regular 9 to 5 kind of work. This industry requires people to put in a lot of work hours. Sometimes at a level that is unsustainable and destructive. This could lead to employee burnout. Employee burnouts are quite common in the video game industry. The term crunch time is used pretty extensively in the video game industry. Crunch time can be defined as the point at which a team is failing to meet its deadlines and milestones which could affect the launch of a video game. The complex nature of video games these days makes it tough to predict when one can achieve a milestone or a deadline. During crunch time situations the video game company exerts pressure on its employees to put in more effort. The sad part is that in a few cases people are not paid for this overtime. There was even a lawsuit filed against Electronic Arts because of the company’s push to make employees work for longer hours (reference). Working for so long can not only make an employee tired, but also affect the employee psychologically. The mental stress involved could have a really bad effect on the employee’s health. Aggressive work schedules and strict deadlines are something that leads to mental stress on an employee. The companies can be too demanding at times and may cross the line by making an employee work more than what he/she was/is supposed to. The necessity of proper work culture and regulations to keep these kinds of adverse working conditions in check is really necessary. Ravi Shankar Jayaraman 211586823 Page 3 Team Bondage – The story behind the demise of Team Bondi Team Bondi was an Australian game developer that developed video games for all the video game consoles available in market today. The company was founded by Brendan McNamara, an ex-big gun from Sony, who had had vast experience in making video games (reference). McNamara was very successful with Sony and had made a number of hit games such as The Getaway. So, when McNamara founded Team Bondi in 2003, everyone believed that the company was destined for success. Team Bondi’s first game was announced in 2004 as L. A Noire. Sony had first dibs on this video game and worked out a deal for L. A Noire to be published by Sony. This meant that the game was exclusive for Sony’s Playstation 3. The game was expected to release in 2006-2007. In September 2006 news broke out that Sony has moved away from the deal of publishing the game. Rockstar took over from Sony and the game was expected to release in 2008. This was the first sign of things not being ‘OK’ with Team Bondi. There were then multiple delays and the game finally released in 2011, seven years after it was announced. The game got rave reviews from critics and gamers alike. It was a commercial hit and everyone thought that Team Bondi was destined for more success. Sadly, in October 2011 news broke out that Team Bondi has closed down. It was not clear why, even after a very successful debut game, would the company close down. All the happenings during the development of L. A Noire were then revealed and the reason behind Team Bondi’s closure became clearer. After the game’s release former staff of Team Bondi came out to reveal the disastrous work conditions while developing L. A Noire. It came to be known that Team Bondi was making its employees work overtime because of crunch. These overtime hours were not accounted for in the pay and there was extensive mental stress on the employees at Team Bondi. The former staff also questioned McNamara’s leadership. The former staff revealed that McNamara was a very angry person and also cited occasions when he shouted at employees. This style of leadership put off many people and many people quit. A Comment [JBC2]: Be explicit to be clear about his position at Sony. Ravi Shankar Jayaraman 211586823 Page 4 ew people were apparently so put off by McNamara’s leadership style that they vowed never to return to game industry again. Even Rockstar, the publisher of L. A Noire, cut ties with Team Bondi citing poor leadership/management skills of McNamara. The disastrous work conditions and leadership style led to the demise of Team Bondi. The story behind EA lawsuits Electronic Arts (EA) are one of the biggest game dev elopers in the world with revenues of over $3 billion (reference). EA are credited with a great record of releasing highly successful video games for over twenty years. In 2004 a blog showed up on the internet by someone named ‘ea_Spouse’. This blog explained how EA treated their employees. The blog highlighted mainly about the work culture followed in EA at that time. The blog said that employees were asked to work extensively for 12-14 hours six days a week and at times even seven days a week. The employees were reportedly given the occasional Saturday evening off for ‘good behaviour’. Employees were reportedly made to work up to 100 hours a week on a few occasions. All these overtime work done by employees were not accounted for. EA did not pay the employees for overtime. This forced the employees to file a lawsuit against EA (reference). The employees of EA successfully won this lawsuit. This particular lawsuit was a revolution of sorts and ensured that people in the gaming industry were paid on an hourly basis. Since this lawsuit hit EA very hard, EA were quick to take some positive steps to ensuring that no such events happen again. EA has taken steps to positively address work-life balance concerns. EA focused on long term planning, employee compensation and communication to improve work-life balance concerns. EA did an overhaul of its Human resource policies to make EA a better place to work in. John Riccitiello was appointed CEO of EA in February 2007 and he ensured that EA were serious about keeping the work culture good within EA. Ravi Shankar Jayaraman 211586823 Page 5 Importance of good work culture In these turbulent economic times, a lot is expected from the employees. An employee maybe required to put in the extra hours to get things done. An employee will be willing to put those extra hours only when the management recognizes the effort put by the employee. An employee will be more ommitted and motivated to his work when the management ensures a good supportive work culture within the organization. A good work culture keeps an employee more engaged to his work. A good work culture keeps the employee satisfied. A satisfied employee will in turn bring in more productivity and thus the organization is benefitted. Adding to the reasons above, a few other reasons on how a good support ive work culture helps the organization are listed below: 1. It retains talent: When an employee is satisfied with the work culture in an organization, he or she is very likely to continue working in the organization. When the employee is kept satisfied there is no reason for the employee to move out. 2. It attracts talent: A prospective employee looks at the work culture closely when assessing an organization. An employee usually looks for a change when the work culture in not that great. So, the company with a good work culture will be pretty high on the list for people looking for a change. 3. It creates synergy: A strong supportive work culture brings people together. When people can communicate with each other easily, everyone gets to know each other well. This brings the people together. When people communicate with each other well it improves the productivity of the employees. 4. It creates energy: Ravi Shankar Jayaraman 211586823 Page 6 When the culture shows that people are valued by the organization, it creates a lot of good energy in the organization. In such an organization people can express themselves and this creates a lot of positive energy. 5. It changes the view of work The word ‘work’ in itself does not mean anything fun. It means that one has to do certain things. This understanding of the meaning of ‘work’ can be changed if an organization has a good culture. When an organization takes an effort to have a good culture, work would become more fun and an employee would have fun doing it. 6. It makes everyone successful: Everything discussed above helps not only the employee but also the organization. A good work culture keeps an employee more engaged and more motivated to do his or her work. An employee will thus get more productive. This in turn helps the organization. This is a win-win for both employees and organization. In a very demanding industry such as the video game industry we can see how a good work culture helps. In such an industry the company plays a very important role to help keep the employee morale high. When a company follows a good culture, all the points mentioned above become valid. The organization would benefit in the long run. In fact having a good work culture can become a competitive advantage. Comment [JBC4]: A good work culture is more likely or has the potential to engage employees but it’s not a sure thing. Same comment regarding productivity. Comment [JBC3]: Another sweeping statement. Some people find work fun. Importance of employee satisfaction An unhappy employee is very bad for an organization. The employee will not be able to perform his tasks at his or her full potential level. This may in turn affect the quality of the product. So, it is very Ravi Shankar Jayaraman 211586823 Page 7 important to keep an employee satisfied especially in a very chaotic industry such as gaming. A happy and a satisfied employee will always give you a better result. The various factors affecting employee satisfaction are: Comment [JBC5]: Not necessarily. A happy and satisfied employee does not always relate to productivity, for example, they could be happy, satisfied and lazy or poor at their job. . Job Security: This is probably the most important factor affecting employee satisfaction. There is always consistent pressure on employees of a video game company to do well. The video game industry is a hit and miss industry. When a game does well commercially the companies reap benefits but when a game does not do that well the company gets a beating. So, job security is always on top of almost every employee’s mind. When a company can give proper assurances to their employees, the employees are bound to be happy and perform well. 2. Compensation and Benefits: This factor is a no rainer. Everyone wants more money and benefits and the company that gives their employees these benefits and pay are more likely to keep their employees satisfied. 3. Relationship with supervisor: The relationship between an employee and his or her immediate supervisor is very key to understand whether an employee is satisfied or not. The supervisor plays a very important role in keeping an employee satisfied. 4. The work itself: The work itself needs to be fun and engaging for an employee. A company that has a good work culture can ensure that the work is a lot of fun. As long as an employee is happy doing his or her work the employee is satisfied. Ravi Shankar Jayaraman 211586823 Page 8 There is a connection between work culture and employee satisfaction. A very good work culture can keep an employee satisfied. A satisfied employee is a boon to an organization. The productivity of the employee improves. This means that the quality of output will be pretty good. Isn’t that what every company wants? The way forward for video game companies There is no denying that the video game industry is a very challenging and demanding industry. There will be times when people will have to put in a lot of hours to get a game ready. These extra hours can be very intimidating for employees. Video game companies can make sure that these extra hours put by employees are not seen as a negative. The onus is on the video game companies to make sure that the work environment is more fun. Good Human resources management and supportive work culture can ensure the workplace to be more fun. The companies will then leave very little for employees to worry about. There are video game companies who have successfully done this. These companies have released great products too. These companies are proof to the fact that there is no tradeoff between good product and work culture/employee satisfaction. Two such companies are listed below: Insomniac Games: Insomniac games are an independent video game developer located in Burbank, California. They have been making video games ever since 1994 (reference). This company has consistently been ranked as a great place to work in. As recently as October 2011, entrepreneur rates Insomniac as the 16th best place to work in. Entrepreneur has highlighted the workplaces practices at Insomniac games. 2K Studios Australia Ravi Shankar Jayaraman 211586823 Page 9 It was initially called irrational games. This is a very small video game company that has been doing well financially and also in maintaining a good work culture at work place. Small studios are very vulnerable in a competitive industry and this studio has survived the competition. They released Bioshock in 2007 and this was the biggest game to release in 2007. The company is widely recognized as one of the most innovative development studios in the world. After looking at all the stories in the video game industry, we can come to a conclusion that video game industry is a pretty unique industry. It is a great mix of technology and entertainment, but at the same time it is a very challenging industry. Playing video games can be so much fun, but the making of video games is almost never as much fun. Aggressive work schedules, strict deadlines and mental stress can make jobs in this industry very demanding. In such an industry good work culture is a necessity. A great supportive work culture can keep an employee satisfied and improve employee productivity. With a good work culture in place the employee can excel and be on top of his or her ‘game’ (no pun intended). Ravi Shankar Jayaraman 211586823 Page 10 References David Hinkle. (2011, July 5). Report: Game Industry worth $74 billion in 2011. Retrieved from: http://www. joystiq. com/2011/07/05/report-game-industry-worth-74-billion-in-2011/ Don Reisinger. (2010, December 21). Call of Duty Black Ops hits $1 billion milestone. Retrieved from: http://news. cnet. com/8301-13506_3-20026321-17. html CBC News. (2006, October 19). Video games can reshape education: U. S Scientists. Retrieved from: http://www. cbc. ca/news/technology/story/2006/10/19/videogames-education. html Medical News. (2011, September 20). Gamers crack AIDS puzzle. Retrieved from: http://www. medicalnewstoday. com/articles/234664. php Ea_spouse. (2004, November 10). EA: The Human Story. Retrieved from:http://easpouse. livejournal. com/274. html Simon Carless. (2004, November 11). ‘EA Spouse’ weblog Raises Issues On Game Development Quality Of Life. Retrieved from: http://www. gamasutra. com/php-bin/news_index. php? story=4543 Kristan Reed. (2004, February 20). Team Bondi – The First interview. Retrieved from: http://www. eurogamer. net/articles/i_teambondi Brendan Sinclair. (2006, September 25). Rockstar gets L. A Noire. Retrieved from: http://uk. gamespot. om/ps3/adventure/l-a-noire/news/6158595/rockstar-gets-la-noire Nathan Brown. (2011, October 5). Team bondi to close. Retrieved from: Ravi Shankar Jayaraman 211586823 Page 11 Comment [JBC6]: All these references needed to be embedded in the paper. http://www. next-gen. biz/news/team-bondi-close Ben Maxwell. (2011, june 27). Former Team Bondi staff reveal troubled LA Noire development. Retrieved from: http://www. next-gen. biz/news/former-team-bondi-staff-reveal-troubled-la-noiredevelopment Nathan Brown. (2011, July 5). Report: Rockstar washes hands of Team Bondi. Retrieved from: http://www. next-gen. iz/news/report-rockstar-washes-hands-team-bondi Curt Feldman. (2004, November 11). Employees readying class-action lawsuit against EA. Retrieved from: http://www. gamespot. com/news/employees-readying-class-action-lawsuit-against-ea6112998 David Jenkins. (2006, April 26). Programmers win EA overtime settlement, EA_Spouse revealed. Retrieved from: http://www. gamasutra. com/php-bin/news_index. php? story=9051 Michael McWhertor. (2008, April 7). EA employees Now Pleased As Punch To Be Working At EA. Retrieved from: http://kotaku. com/377116/ea-employees-now-pleased-as-punch-to-be-working-at-e How to cite Supportive Work Culture, Papers

Saturday, December 7, 2019

Diabetes Self Management in Adults Samples †MyAssignmenthelp.com

Question: Discuss about the Diabetes Self - Management in Adults. Answer: Research plan Research aim: To investigate the factors influencing type 2 diabetes self-management in adults. Some of the factors that affect health care and could require further research are education, social support, self-determination, technology and socioeconomic status. Besides, external factors such as provider issues require further research. The expected outcome is that personal factors have a significant effect on diabetic self-management. Research question: How do adults diagnosed with diabetes perceive self-management based on education level, social support, self-determination, technology, and socioeconomic status influence during their stay at home? The PICOT question is meaning. P is Adults I is diabetes O is self-management T is stay at home Method: A cross-sectional study. 200 patients with diabetes were involved in this study. Questionnaires were used to collect data on diabetes knowledge, the level of social support, use of technology and diabetes self-management efficacy. Gender and age were an important consideration in this study. There were 100 women and 100 men with an average age of 55 years. Individuals were selected from different socioeconomic backgrounds to represent the whole population. However, variables such as emotions and physiology were not an important in this study. Literature review Kueh et al. (2015) examined the link between diabetes education, perspectives, self-care, and quality of life. Their researcher comprised of 291 individuals who were suffering from type 2 diabetes. They used questionnaires to gather data from the participants, and the information was analyzed with the path analysis. There were several limitations in this study. Convenience sampling was used in the methodology and candidates were volunteers. Due to these limitations, it was uncertain whether the results could be used to represent the general public. The research revealed that diabetes knowledge was an important determinant for self-management. Patients with diabetes knowledge had better skills of self-management. These patients had the knowledge of blood glucose testing and diet. It is linked to the topic of study because the researchers examined factors that impact the ability for self-management. The outcomes of this study were disseminated through an academic publication on BioMed Central. Wilkinson, Whitehead, Ritchie (2014), did a study to determine the issues that impact a patients capacity to self-care in adults with diabetes. The researcher analyzed data from peer reviewed articles that were gathered from health science databases. In the methodology, the study extracted and analyzed the findings against the JBI quality appraisal. The main barrier of this research was the utilization of secondary data, which is prone to errors. Support, personal factors, education, and communication, were found to be the primary issues that affect a patients capacity to self-care. This research is related to the study topic because it elaborates the issues that influence a persons capacity to care for themselves when diagnosed with diabetes. The findings of this research were disseminated through an academic article. Shigaki et al. (2010) did a study to explore the relation between diabetes self-care and autonomous motivation among people with diabetes. This study aimed to determine whether self-determination had impacts on diabetes self-care. The methodology involved selection of individuals from outpatient departments with a mean age of 63 years. Besides, the study included several other variables including health literacy, self-efficacy, and social support. The primary barrier in the study was the selection of individuals from the outpatient department. Also, the study focused on older individuals aged above 60 years. The results indicated that autonomous was the only factor that influenced self-care. Autonomy prompted individuals to adhere to the prescribed diets and blood glucose testing. The older adults were found to exercise fewer times compared to the young adults in self-care. These results are more efficient because the researchers used reliable tools such as the regression analysis. T he study by Shigaki and colleagues is linked to the topic of study because it included adults with diabetes and their ability for self-care. The results were disseminated through a scholarly paper on Chronic Illness Journal. Dhippayom Krass (2015) conducted a study to determine possible unsatisfied needs and analyze preferences for pharmacists-delivered support for type 2 diabetes. 32 individuals from Sydney with type 2 diabetes were involved in this study. The researchers collected data on the use of medication for these patients, and the data were transcribed and analyzed. The possible barrier of this research is partisanship. The patients who agreed to take part in the survey were limited to a specific region. Dhippayom Krass (2015) found that there were gaps in understanding self-management. Most of the individuals who took part in this study lacked substantial knowledge on self-management. This study is pertinent to the research topic because it identifies illiteracy as a key factor influencing diabetic self-management. The results were distributed through the Patient Prefer Adherence in Australia. Henderson et al. (2014) applied Bourdieu's ideas to identify the effect of structural inequalities on diabetes self-care. The study used semi-structured interviews to collect data from individuals who have diabetes. A total of 28 interviews were conducted during this study. Based on the findings, most people lacked both social and economic support for self-management. Cultural factors were also cited as important factors that impact diabetes self-management. The major limitation of this study is partisanship. It included individuals from low socioeconomic backgrounds living in Adelaide, South Australia. This study is linked to the topic of study because it analyzes how economic and social factors influence diabetic self-management. The results of the study were disseminated through an academic journal known asNursing Inquiry. Hunt (2015) performed an integrative review to analyze the kinds of technologies being applied to advance diabetes self-management and the influence of these technologies on diabetes self-care. Hunt conducted the research with the aim of evaluating the application of technology in facilitating self-care in individuals with diabetes. The methodology entailed searching health databases including PubMed, Psych INFO, and Medline. Hunt included 14 articles in the study after excluding paper that used secondary data. The principal limitation of the study was the use of secondary data. Some information gotten from secondary sources might be incorrect. Hunt found that some technologies had positive effects on diabetes self-care. Specifically, technology was being used to educate the patients on managing their condition. The study concludes that technology is fundamental in improving self-management for diabetes patients. Hunts study is linked to my topic because it adds a new perspective in diabetes self-care, which is technology. The results were disseminated through a publication on the World Journal Diabetes. Research proposal Diabetes self-management in adults Type 2 diabetes is a significant burden in Australia and causes adverse health impacts to patients. Healthcare providers have made substantial efforts in developing treatment plans for diabetes. Self-care has the possibility to improve the patients condition and prevent the development of the complications linked to diabetes. This study examined the factors that impact diabetes self-management. The research involved 200 diabetes patients from different socioeconomic backgrounds. All the participants were aged between 50 and 60 years. Questionnaires were used to collect patients information. The results of this research are expected to be mixed. Personal and external factors impact diabetes self-management. The factors that are expected to impact diabetes self-care are socioeconomic status, diabetes education, self-determination, and social support. The limitations of this study were the use of participants from different socioeconomic backgrounds. This aspect insinuates that the results cannot be tailored to a specific group of people or locality. Project details Diabetes is a fundamental burden to the patients and healthcare system in Australia. In Australia, there are about 1.5 million adults who have been diagnosed with diabetes. It is estimated that that in 2025, there will be about 2.9 million people who have diabetes. Indigenous Australians have higher chances of being diagnosed with diabetes compared to non-Indigenous Australians (Keel et al., 2017). These statistics show that a large population has the risk of suffering from diabetes. The high incidence of diabetes requires providers to establish initiatives of addressing the associated adverse impacts. Research has discovered that there is an increase in the medical costs for diabetes due to hospitalization and readmission (Dungan, 2012). Besides, empirical evidence suggests that reducing readmission rates for patients with diabetes can lower health care costs as well as improve care (Rubin, 2015). Apart from, pharmacological treatment and lifestyle changes, self-management is import ant to manage the burden of diabetes in Australia. Diabetes self-management has been found to improve the complications associated with diabetes (Shah Garg, 2015). However, various factors impact the efficiency of diabetes self-care. Diabetes knowledge is among the most fundamental factors that impact self-management in diabetes patients. Advanced diabetes knowledge is positively linked to effective self-management (Kueh et al., 2015). Education on diabetes is important in self-management. Diabetes education is essential to impend or delay the complications associated with diabetes. The diabetes education includes training patients on appropriate diets, drug adherence and lifestyle modifications (Haas, 2012). Patients can receive this diabetes knowledge from their providers or diabetes educators. Once the patients are educated, they can monitor their blood glucose level, adopt physical activity and change their diet. Additionally, social support has been found to impact the efficiency of self-management. Diabetic patients who get solid social support have the ability for self-care (Henderson et al., 2014). Individuals who live alone might experience more adverse impacts than those who live with a partner or family. This aspect insinuates that people who are more engaged in the social activities have lower chances of experiencing adverse effects. Social support from family offers patients with pragmatic help which helps to improve their outcome. The family provides emotional and functional support that lowers the stress of living with illness (Miller DiMatteo, 2013). Another factor that impacts diabetes self-management is the self-determination. Self-determination causes diabetic patients to adhere to diet and medication (Shigaki et al., 2010). Autonomous causes patients to have a higher determination for self-care. Low autonomy support is linked to high diabetes distress. On the other hand, high autonomy support is associated with low diabetes distress (Mohn, 2015). Some patients fail to express the determination for self-care while others exhibit high determination for self-management. Hence, individuals who have low self-determination are likely to experience adverse impacts on diabetes self-management. Socioeconomic support further influences the efficiency of diabetes self-management. Diabetes patients who receive excellent socio-economic support have a high ability for self-care (Henderson et al., 2014). People from different socioeconomic have different experiences in diabetes self-management. Individuals from high socioeconomic backgrounds might have a better experience than those from low socioeconomic backgrounds. Bootstrapping analysis revealed that there are substantial impacts of poverty on glycemic control (Houle, 2016). Poverty was linked to education levels and the ability for self-care. Evidently, people living in poverty tend to have lower levels of education and are unable to control the level of blood glucose. The final factor that has been found to impact diabetes self-management is technology. The adoption of technology has a significant effect on diabetes self-care (Hunt, 2015). Technology has opened avenues for educating diabetes on self-care. Additionally, patients can use mobile apps to monitor their progress and get more education on managing their conditions. Online disease management portals have been found to increase the access to information on chronic disease management (Urowitz, 2012). Telehealth has been found to promote diabetes management for individuals living in rural areas (Ciemins, 2011). Mobile technology has further proved effective in diabetes self-management. There are mobile applications that help diabetes patients to improve physical activity, diet, medication and glucose testing (El-Gayar, 2013). Research method This study examined the factors that impact diabetes self-management. The study was conducted for two months between September 2017 and December 2017. In September 2017, 200 diabetes patients were selected from different socioeconomic backgrounds. Studies have shown that a small number of patients is more effective in studying the elements that impact diabetes self-care. Random selection was applied to avoid partisanship. The participants should have an average age of 55 years. Hence, the study recruited individuals aged between 50 years and 60 years. The questionnaires were used to collect the patients views. Specifically, the questionnaire required the patients to input their age, place of residence, date, and factors that impact their ability for self-management. The factors that were examined during the study are education, social support, self-determination, technology and socio-economic status. The primary ethical issues that were considered in this research are informed consen t, beneficence, respect for autonomy and privacy. The participants who were willing to take part in the study were excluded. Also, the patients private information was not shared with third parties. This aspect promoted the integrity of the patients who were involved in the study. Conclusion This research paper has identified that diabetes self-management is fundamental in adults especially after discharge from hospital. There are different views and factors that impact diabetes self-management. Education level, social support, self-determination, technology, and socioeconomic status have been identified as the most important factors in this study. Several recommendations have been made to increase the quality of self-management in adults. Adults diagnosed with diabetes should be offered essential education, social support, and empowered economically for effective diabetic self-management. This strategy will help to improve self-management, prevent re-hospitalization and adverse outcomes such as death. References Ciemins, E., Coon, P., Peck, R., Holloway, B., Min, S. J. (2011). Using telehealth to provide diabetes care to patients in rural Montana: findings from the promoting realistic individual self-management program. TELEMEDICINE and e-HEALTH, 17(8), 596-602. Dhippayom, T., Krass, I. (2015). Supporting self-management of type 2 diabetes: is there a role for the community pharmacist?. 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