Answer:
According to Knapp's (1938-) Model of Relational Development, Barbie and Ken are stuck at the <em>Stagnation stage.</em>
Explanation:
On the Stagnation stage <u>individuals see that their relationships are not developing anywhere and feel stuck in them</u>. As Barbie and Ken do not move past seating on the porch and talking about weather.
The other characteristic is not talking a lot. Each individual feels that he or she knows about what the other person is going to say. While stagnation stage is frustrating, people often <u>stay in it for prolonged periods of time</u> in order to avoid pain from ending the relationship altogether.
Answer:
the long-distance commutes of low-wage service employees.
Explanation:
Wealth gap is the difference between the richest and poorest citizens living in a geographical location based on the level of their assets and net worth i.e assets minus their debts.
Generally, the information generated by the government based on the wealth gap of its citizens is typically used for formulating economic policies, plan and financial budgets.
Economic segregation includes gated communities, exclusive apartment buildings and wealth inequality that combines to increase the wealth gap between the poor and rich people.
In this scenario, a researcher studying income and wealth inequality decides to focus on economic segregation. In addition to observing such features of economic segregation as gated communities and exclusive apartment buildings, it would also be a very good idea to include observations and analysis of the long-distance commutes of low-wage service employees to and from their place of work.
This outcome would be known as a <u>ceiling effect.</u>
In psychology, the ceiling effect is when a test establishes a range too low for measuring certain variable, that is to say, is when the upper limit (ceiling) of the test is too low, inadequate and not enough for the participants that the test is evaluating.
In this case, the participants are supposed to respond differently since some played violent video games for 5 minutes and other group played for 25 minutes. Since the outcome was that the majority were rated as "very aggressive", it's an indicator that they weren't tested adequately: the range was low, and therefore, it made it easier for some participants to get the score "very aggressive".