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Part One:

In

at least 100 words

, respond to the following prompt. Discuss the connection between cultural reproduction, aspects of culture (e.g., norms, beliefs/values, stereotyping) and our conversations about race/ethnicity and immigration.  Also, consider some of the points of intersection between inequality and/or gender and our materials for week 4.

This is a good exercise in linking different ideas and helping to find the bridges between different pieces of information that may seem less obviously linked. This is similar to what you need to do in your literature review and in your writing exercise this week.

Part Two: Transitions and Synthesis

You can find the resources for this portion of the discussion in the

Week 4 Navigation

. Please refer to the

PowerPoint slides

Download PowerPoint slides

on transitions and synthesis. And for quick access, though it is available in the Navigation, here is the video talking about this exercise:

Your job here is to combine different pieces of information. Look for points of agreement and disagreement between sources of information and their discussions. How would you transition between ideas (e.g., quickly link them together with words or sentences)? How would you synthesize information (e.g., draw connections between ideas, rather than summarizing each piece of information one by one)?

Here are the examples from the slides (but make sure to watch the video and look through the slides first!):

1) Transition Exercises

Video games can serve as a means of relaxation for players (citations). Video games often cause stress for a variety of reasons.

Approximately 50% of video game players are women (ESA, 2016). More men play first-person shooter games (Yee, 2017). More women than expected play titles like

Assassin’s Creed Syndicate

and

Dragon Age: Inquisition

(Yee, 2017).

*Between paragraphs, you need to link broader ideas together. For example…

Defining Success

[Paragraph that would have a better concluding sentence than this, but this is just an example…] Gender does not influence video game players’ ideas about success.

Defining Skill

Gender influences the way that players see skill.

2) Synthesis Exercises

Example One [Made Up Examples/Quotes]:

“The majority of respondents preferred to have a variety of options for breakfast” (Jones, 2010).

“For many Americans, income can be a major deciding factor in whether or not they have breakfast” (Rodriguez, 2014).

“One possible diet is intermittent fasting, which leads to many people skipping breakfast to lose weight” (Carter, 2017).

Example Two [Real information]:

Women make up approximately 50% of the gaming audience (Entertainment Software Association [ESA], 2016).

People tend to associate computers, technology, and video games with boys and men (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter & Blodgett, 2012; Shaw, 2014; Taylor, 2006; Thornham, 2011).

Women have been found to spend more time and money on video games (Williams, 2014; Williams et al., 2009; Yee 2008).

Women have been found to spend less time on video games, focusing on other obligations instead (Lucas & Sherry, 2004;Taylor, 2006; Winn & Heeter, 2009).

2022/7/11 03:41
Topic: Week 4 Discussion – Discussion Group 2
î«„
This is a graded discussion: 5 points possible
due Jul 14
Week 4 Discussion – Discussion Group 2
5 5
From SOC SCI 172AW LEC A: A…
Please remember that there are a couple of steps to the discussion. The first step is your
response, the next is responding to another student. This allows you to see another student’s
perspective, which is extremely helpful for considering angles to a topic/discussion that you
may have missed.
You initial post is due by the end of the day on Thursday, but your response is due by the end
of the day on Friday!
Part One:
In at least 100 words, respond to the following prompt. Discuss the connection between
cultural reproduction, aspects of culture (e.g., norms, beliefs/values, stereotyping) and our
conversations about race/ethnicity and immigration. Also, consider some of the points of
intersection between inequality and/or gender and our materials for week 4.
This is a good exercise in linking different ideas and helping to find the bridges between
different pieces of information that may seem less obviously linked. This is similar to what you
need to do in your literature review and in your writing exercise this week.
Part Two: Transitions and Synthesis
You can find the resources for this portion of the discussion in the Week 4 Navigation. Please
refer to the PowerPoint slides
(https://canvas.eee.uci.edu/courses/44926/files/19321085/download?download_frd=1) on transitions
and synthesis. And for quick access, though it is available in the Navigation, here is the video
talking about this exercise:
https://canvas.eee.uci.edu/groups/169700/discussion_topics/758563
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2022/7/11 03:41
Topic: Week 4 Discussion – Discussion Group 2
Your job here is to combine different pieces of information. Look for points of agreement and
disagreement between sources of information and their discussions. How would you transition
between ideas (e.g., quickly link them together with words or sentences)? How would you
synthesize information (e.g., draw connections between ideas, rather than summarizing each
piece of information one by one)?
Here are the examples from the slides (but make sure to watch the video and look through the
slides first!):
1) Transition Exercises
Video games can serve as a means of relaxation for players (citations). Video games often
cause stress for a variety of reasons.
Approximately 50% of video game players are women (ESA, 2016). More men play firstperson shooter games (Yee, 2017). More women than expected play titles like Assassin’s
Creed Syndicate and Dragon Age: Inquisition (Yee, 2017).
*Between paragraphs, you need to link broader ideas together. For example…
Defining Success
[Paragraph that would have a better concluding sentence than this, but this is just an
example…] Gender does not influence video game players’ ideas about success.
Defining Skill
Gender influences the way that players see skill.
2) Synthesis Exercises
Example One [Made Up Examples/Quotes]:
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2022/7/11 03:41
Topic: Week 4 Discussion – Discussion Group 2
“The majority of respondents preferred to have a variety of options for breakfast” (Jones,
2010).
“For many Americans, income can be a major deciding factor in whether or not they have
breakfast” (Rodriguez, 2014).
“One possible diet is intermittent fasting, which leads to many people skipping breakfast to
lose weight” (Carter, 2017).
Example Two [Real information]:
Women make up approximately 50% of the gaming audience (Entertainment Software
Association [ESA], 2016).
People tend to associate computers, technology, and video games with boys and men
(Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter & Blodgett, 2012; Shaw, 2014; Taylor,
2006; Thornham, 2011).
Women have been found to spend more time and money on video games (Williams, 2014;
Williams et al., 2009; Yee 2008).
Women have been found to spend less time on video games, focusing on other obligations
instead (Lucas & Sherry, 2004;Taylor, 2006; Winn & Heeter, 2009).
Part Three
Make sure to respond to another student!
Search entries or author
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(https://
Haotian Zhang (https://canvas.eee.uci.edu/groups/169700/users/283523)
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Tuesday
Part One:
Responding to the intersectionality between immigration and cultural beliefs, there are two
models: assimilation and multicultural models that impact the immigrant population.
Following the stereotypes for developed countries such as the United States in issues of
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Topic: Week 4 Discussion – Discussion Group 2
immigration, the social recognition commonly places immigrants as an inferior social group
from poor countries and has undermined social status. There are also other societal
problems encountered by the immigrant population based on ethnocentricism and
xenophobia. From these aspects, immigrants are often isolated from the social norms in
the society. Along with the racial discrimination, immigrants of different ethnicities are often
the most vulnerable group that suffers unfair treatment and misunderstanding. Due to the
insufficient comprehension of other cultures, the public might stereotypically apply
inaccurate roles for a particular social group. For instance, racism in contemporary America
is a big issue for the black population to gain equality. In this case, racism is divided into
few types, including systemic and institutional racism. Systemic racism is subject to white
superiority over other races or ethnicities. Institutional racism is executed in real
measurements, such as the hiring process of a company or the educational opportunity.
Part Two:
In order to make a fluent transition between paragraphs, it is essential to understand the
relationships for either position of consequences or reversal and choose the correct word to
link two paragraphs together. By synthesizing sources, we should apply the critical concept
of an article and integrate it with other sources to formulate a broader perspective.
1)Transition Exercises:
Video games can serve as a means of relaxation for players (citations). Video games often
cause stress for a variety of reasons. Also, there are stereotypical gender roles in selecting
particular game
genres. Approximately 50% of video game players are women (ESA, 2016). More men play
first-person shooter games (Yee, 2017). More women than expected play titles like
Assassin’s Creed
Syndicate and Dragon Age: Inquisition (Yee, 2017).
2)Synthesis Exercises:
Example One: There are many aspects to alter individuals’ preference in choosing a variety
of breakfast, including income level and weight control.
Example Tow: Women are commonly misunderstood as the minority of video players while
they have other obligations. However, women contributed up to 50% of the gaming
population and spent more time on video games.
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Meng Zhang (https://canvas.eee.uci.edu/groups/169700/users/356355)
î«„
Friday
Hi, Haotian, I agree with you that immigrant groups tend to be seen as vulnerable
social groups from poor countries. This is largely because of stereotypes in the
developed world. Your post’s analysis of this section is detailed and clear. However, it
would be better if more content about cultural reproduction were described.
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2022/7/11 03:41
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Topic: Week 4 Discussion – Discussion Group 2
Meng Zhang (https://canvas.eee.uci.edu/groups/169700/users/356355)
î«„
Friday
Discussion
Part One
The connection between cultural reproduction, aspects of culture, race/ethnicity and
immigration are obvious. In the process of ethnic immigration, individuals’ life experience
will be intertwined with social situation, so that their identity symbols will be enriched and
extended with the change. A great deal of cultural reproduction will also be produced as a
result. At the same time, immigrants have to make adjustments under the restriction of
objective conditions, showing different cultural forms and characteristics from their
ancestral places. Moreover, because of their race, they live mostly outside mainstream
neighbourhoods and face implicit discrimination in educational resources, employment and
other areas.
Part Two
1) Transition Exercises
Video games can serve as a means of relaxation for players, but in fact they often cause
stress for a variety of reasons. Therefore, how players can enjoy the game scientifically
needs to be actively guided.
Approximately 50% of video game players are women (ESA, 2016). By comparison, more
men play first-person shooter games. However, more women than expected play titles like
Assassin’ s Creed Syndicate and Dragon Age: Inquisition (Yee, 2017). This shows that
excellent games can break the conventional gender preference.
2)Synthesis Exercises
The main determinants of whether people ate breakfast or not included income and
whether they were in a weight-loss state with intermittent fasting (Rodriguez, 2014; Carter,
2017). Furthermore, as long as people choose to eat at this time, they tend to prefer
breakfast with multiple choices (Jones, 2010).
Many academic studies tend to associate computers, technology, and video games with
men rather than women (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter & Blodgett,
2012; Shaw, 2014; Taylor, 2006; Thornham, 2011; Lucas & Sherry, 2004; Taylor, 2006;
Winn & Heeter, 2009). However, there are also statistics that show that women make up
about 50% of game users and even spend more time and money on video games (ESA,
2016; Williams, 2014; Williams et al., 2009; Yee, 2008).
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Topic: Week 4 Discussion – Discussion Group 2
Reference Cited
Tomlinson, C. 2020. American culture: Week 4 [PowerPoint Presentation]. Retrieved from
Canvas.
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(https://
Selina Wu (https://canvas.eee.uci.edu/groups/169700/users/281145)
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Yesterday
Part one
There exists a strong connection between cultural reproduction aspects of culture and our
conversation on race, ethnicity, and immigration. Within a society, norms and values dictate
how people behave and what is expected of each member of the society. Norms and
values intersect with stereotypes because they dictate how we view others and what
behavior we regard as acceptable. In the week 4 lecture on immigration, we learn about
how racism towards immigrants fuels moral panic such as the illegalization of marijuana
due to hatred towards Mexican immigrants. Week four materials fit perfectly into our
conversation on gender and inequality. For instance, in the “American culture” lecture, we
learn of race as a construct and how it contributes to prejudice and racism. Due to the
classification of people based on race or gender, racism and inequality emerge where
people are assigned labels based on their race or gender.
PART TWO: TRANSITIONS AND SYNTHESIS
1) Transition Exercises
Video games can serve as a means of relaxation for players (citations). However, Video
games often cause stress for a variety of reasons.
Approximately 50% of video game players are women (ESA, 2016). Whereas more men
play first-person shooter games (Yee, 2017), more women than expected play titles
like Assassin’s Creed Syndicate and Dragon Age: Inquisition (Yee, 2017).
Defining Success
Gender does not influence video game players’ ideas about success. However, gender
influences the way that players see skill.
2) Synthesis Exercises
Example One [Made Up Examples/Quotes]:
“The majority of respondents preferred to have a variety of options for breakfast”
https://canvas.eee.uci.edu/groups/169700/discussion_topics/758563
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2022/7/11 03:41
Topic: Week 4 Discussion – Discussion Group 2
(Jones, 2010). However, “For many Americans, income can be a major deciding factor
in whether or not they have breakfast” (Rodriguez, 2014). Therefore, “One possible diet
is intermittent fasting, which leads to many people skipping breakfast to lose weight”
(Carter, 2017).
Example Two.
Women make up approximately 50% of the gaming audience (Entertainment Software
Association [ESA], 2016). Whereas people tend to associate computers, technology, and
video games with boys and men (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter &
Blodgett, 2012; Shaw, 2014; Taylor, 2006; Thornham, 2011), women have been found to
spend more time and money on video games (Williams, 2014; Williams et al., 2009; Yee
2008). On the contrary, women have been found to spend less time on video games,
focusing on other obligations instead (Lucas & Sherry, 2004; Taylor, 2006; Winn & Heeter,
2009).
 Reply

(https://
Zimeng Wang (https://canvas.eee.uci.edu/groups/169700/users/257913)
î«„
Yesterday
Part one
Cultural reproduction aspects of cultures such as stereotypes, values/beliefs, and norms fit
well into our conversation on race, ethnicity, and immigration. Values, beliefs, and norms
dictate what is expected of each member of society. When individuals fail to conform to
what is viewed as the norm, they are viewed as deviants or outsiders and are likely to be
treated as such. On the other hand, stereotypes emerge when we hold wrong beliefs or
information about people from different races and those with different sets of beliefs.
Stereotypes fit into the conversation because they explain racism towards immigrants,
which is mainly based on wrong information people hold towards them. Racism and gender
fit into our week four materials on stereotypes and norms because they explain why racism
exists. Based on week four materials, racism and inequality exist due to the feeling of
superiority over people of a particular race. This feeling can be based on wrong information
or prejudice (generalization) towards people of a particular race or gender.
1) Transition Exercises
Video games can serve as a means of relaxation for players (citations). However, Video
games often cause stress for a variety of reasons.
Approximately 50% of video game players are women (ESA, 2016). Obviously, more men
play first-person shooter games (Yee, 2017). By comparison, More women than expected
play titles like Assassin’s Creed Syndicate and Dragon Age: Inquisition (Yee, 2017).
https://canvas.eee.uci.edu/groups/169700/discussion_topics/758563
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2022/7/11 03:41
Topic: Week 4 Discussion – Discussion Group 2
Defining Success
Gender does not influence video game players’ ideas about success. However, gender
influences the way that players see skill.
2) Synthesis Exercises
Example One [Made Up Examples/Quotes]:
“The majority of respondents preferred to have a variety of options for breakfast”
(Jones, 2010). However, “For many Americans, income can be a major deciding factor
in whether or not they have breakfast” (Rodriguez, 2014). Consequently,“One possible
diet is intermittent fasting, which leads to many people skipping breakfast to lose
weight” (Carter, 2017).
Example Two.
Women make up approximately 50% of the gaming audience (Entertainment Software
Association [ESA], 2016). Evidently, people tend to associate computers, technology,
and video games with boys and men (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter
& Blodgett, 2012; Shaw, 2014; Taylor, 2006; Thornham, 2011). However, women have
been found to spend more time and money on video games (Williams, 2014; Williams
et al., 2009; Yee 2008). On the contrary, women have been found to spend less time on
video games, focusing on other obligations instead (Lucas & Sherry, 2004; Taylor, 2006;
Winn & Heeter, 2009).
 Reply
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(https://
Yanyu Zhu (https://canvas.eee.uci.edu/about/287702)
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Yesterday
Part one
In week four, we learned about race and ethnicity with a specific focus on racism towards
immigrants. One thing that is event is that the conversation on race, ethnicity, and
inequality is tied to norms, stereotypes, and values. Norms and values depict a series of
beliefs that are held by people regarding what is right or wrong. Cultural reproduction
elements such as norms and values seem to fuel people’s attitudes and beliefs towards
immigrants. For instance, the notion of a superior and inferior race seems to influence
attitudes and stereotypes toward immigrants as well as their foods. Week four materials on
stereotypes fit into the conversation on gender and inequality. Stereotypes are misguided
beliefs toward others that influences how we treat or relate or interact with them. Gender
inequality can be viewed as a result of stereotypical beliefs which one holds toward
women.
Part two
1) Transition Exercises
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Topic: Week 4 Discussion – Discussion Group 2
Video games can serve as a means of relaxation for players (citations). NeverthelessVideo
games often cause stress for a variety of reasons.
Approximately 50% of video game players are women (ESA, 2016). Evidently, more men
play first-person shooter games (Yee, 2017). By comparison, More women than expected
play titles like Assassin’s Creed Syndicate and Dragon Age: Inquisition (Yee, 2017).
Defining Success
Gender does not influence video game players’ ideas about success. However, gender
influences the way that players see skill.
2) Synthesis Exercises
Example One
“The majority of respondents preferred to have a variety of options for breakfast”
(Jones, 2010). However, “For many Americans, income can be a major deciding factor
in whether or not they have breakfast” (Rodriguez, 2014). Consequently,“One possible
diet is intermittent fasting, which leads to many people skipping breakfast to lose
weight” (Carter, 2017).
Example Two
Women make up approximately 50% of the gaming audience (Entertainment Software
Association [ESA], 2016). Although people tend to associate computers, technology,
and video games with boys and men (Boellstorff, 2008; Kuzenkoff & Rose, 2012; Salter
& Blodgett, 2012; Shaw, 2014; Taylor, 2006; Thornham, 2011), women have been found
to spend more time and money on video games (Williams, 2014; Williams et al., 2009;
Yee 2008). On the contrary, women have been found to spend less time on video
games, focusing on other obligations instead (Lucas & Sherry, 2004; Taylor, 2006; Winn
& Heeter, 2009).
 Reply

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