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At the time of the Wii's launch, there was really no competition in the environment. No other videogame console offered the flexibility in terms of demographic appeal within the market. However, soon after the launch of the Wii Microsoft Xbox launched the Kinect, which mimicked the sensor's ability to account for movement without for controlling game development with the complicated joystick board game pad. However, the Kinect focus on the camera lens as a way to track gain user movements, rather than the Wii's use of the small controllers as a way to show censors without the use of the camera. Nintendo's old fierce competitor, Sony, eventually came out with its own adaptation of the Wii. Sony launched the PlayStation move, which was similar to the Microsoft Kinect in I use the camera, rather than sensors placed on small controllers, as a way to use utilize user movements within the…
Farhoomand, Ali. (2009). Nintendo's disruptive strategy: Implications for the video game industry. Asia Case Research Center. University of Hong Kong.
Huse, Tim. (2010). What can we learn from Nintendo? Harvard Business Review. Web. http://blogs.hbr.org/cs/2010/08/what_can_we_learn_from_ninten.html
Rudin, Andrew. (2012). Elements of a successful disruptive strategy. Sales Vatnage. Web. http://www.salesvantage.com/article/1374/Elements-of-a-Successful-Disruptive-Strategy
n an attempt to compete Wii, Microsoft put together all the features from its Xbox 360 gaming platform and offered the result in the shape of a bundle of two games at the price of $279.99 in which the following were included: five family-friendly games, a wireless controller, a high-definition multimedia interface (HDM) connection enabling high-definition output (if desired) and 256 MB of memory, useful for storing games and entertainment content. These five games included: "PAC-MAN Championship Edition," "Uno," "Luxor 2," "Boom Rocket" and "Feeding Frenzy."
Microsoft's attempt was the only one that came close to being a good competing product for Wii. Nintendo, however, is struggling with production issues for Wii product as despite U.S. economy meltdown, the company can't keep us with the increasing demand - 45% from 2007 to 2008. Thus, consumers might have to switch to one of the more expensive, but with similar specifications products…
It is 1.73 inches (44 mm) wide, 6.18 inches (157 mm) tall and 8.48 inches (215.4 mm) deep in its vertical orientation. This whole system weighs 2.7 lb (1.2 kg), being the lightest of the three major seventh generation consoles and it can be placed either horizontally or vertically, according to the user's preference. RLV is the prefix for the numbering scheme of the system and its parts, which stands for Revolution, the project's code name (Wikipedia (b), Accessed Feb 2009).
Compared to GCN, N64, North American SNES and NES, Wii (see top picture on the right side) is much thinner and easier to position around the house.
The name of the product is a very inspired one: "Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii," says a quote on the Wii website (Gamasutra, April 2006). Nintendo spells "Wii" with two lower-case "i." The characters are meant to resemble two
This was quickly followed by the introduction of the Game Boy system, the first portable hand-held game system that offered interchangeable game 'paks' ("Nintendo"). The next two decades would be spent introducing newer, more powerful gaming systems, in an effort to stay one step ahead of the increasingly agile competition, and to meet the needs of an increasingly technology-hungry consumer.
Today, Nintendo's primary business is the manufacture and distribution of interactive entertainment products.
Products include hardware and software for both its home entertainment and hand-held markets. Although its manufacturing facilities are located in Japan, the company has subsidiaries in: the U.S., Canada, the UK, Germany, Spain, France, Italy, and Australia ("Nintendo"). Nintendo's hardware products includes GameCube, GameBoy, and their newest gaming system brand Wii.
Nintendo also produces gaming software for their systems. Many are developed by third-party gaming software companies; however, the organization has several in-house brands. These…
Annual Financial Report. 2007. Nintendo, Co. November 19, 2007 http://www.nintendo.com/corp/report/FY07FinancialResults.pdf .
Company History. 2007. Nintendo, Co. November 19, 2007 http://www.nintendo.com/corp/history.jsp .
Financial Results Briefing Q&a. Mar 2007. Nintendo, Co. November 19, 2007 http://www.nintendo.co.jp/ir/en/library/events/070427qa/ .
Nintendo, Co. Ltd." Marketline 17 Sept 2007. MarketLine. Datamonitor. University of Phoenix, Phoenix, AZ. November 19, 2007 http://dbic.datamonitor.com.
Nintendo Case Analysis
In November, 1998, Nintendo launched Game Boy Color, the latest in its line of handheld videogame consoles and the first handheld Nintendo consoles to feature full-color graphics. Videogame sales had been declining over the previous decade, following the initial boom of the 1980s, and Nintendo's Game Boy sales in particular had dropped from its initial debut in 1989. Although the Game Boy was a resounding success considering the volatility of the videogame market, in many ways the launch of Game Boy Color was a make or break moment for Nintendo, because although it had beat out Atari, Sega, and others, it's supremacy was rapidly being challenged by Sony, whose Playstation console, with its sleek design and more "mature" range of software choices, threatened to make Nintendo seem old-fashioned and irrelevant. The importance of the launch was heightened even more in Canada, because Canada simultaneously represented one of…
The most important factors in the external environment for the Nintendo ii are the demographic, economic, political/legal, sociocultural, technological and global environments. Each of these different environments is important to the Nintendo ii product and will be discussed in turn.
Video game consoles appeal to a wide demographic. Consumers in both the boys 2-18 bracket and the men 35+ bracket both favor the ii above all other consoles. The product also has strong appeal among females. There is no one typical console consumer, but they skew towards the male and the developed world. The largest cohorts in the United States are the baby boomers, who are not a prime target market for consoles, and the baby boom echo, who are. The core of the echo is 18-35, and they favor other consoles such as the PlayStation 3 (Nielsen, 2008).
The economic environment is characterized by long-term economic slowdown…
Nielsen. (2008). 4th Quarter 2008 console gender usage. Nielsen. Retrieved November 3, 2010 from http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/02/4th-qtr-2008-console-gender-usage-abridged.pdf
Alderman, L. (2010). Shift in Washington stirs economic jitters abroad. New York Times. Retrieved November 3, 2010 from http://www.nytimes.com/2010/11/04/business/global/04global.html?_r=1&ref=business
MAVAV. (2007). Jack Thompson vs. Wendy's. MAVAV. Retrieved November 3, 2010 from http://www.mavav.org/
BBC. (2003). Nintendo braves China market. BBC. Retrieved November 3, 2010 from http://news.bbc.co.uk/2/hi/business/3138948.stm
This is a different approach in comparison Nintendo, with Sony focusing on improving the overall amounts of realism on the PS3. As a result, the Playstation Eye is a possible substitute that could have an impact on the Wii. However, since it does not have similar motion features means that this is more of a distant threat that is being faced. (Eaton, 2009)
When you analyze the overall threat of substitutes that could be affecting the Nintendo Wii, it is clear that Microsoft's Natal is biggest. This is because the technology that it uses and the way it can interact with other features are superior to those on the Wii. Where, Natal can perform various functions that are not possible, causing some consumers to see this product as a better value. Once this occurs, it means that a shift could take place in the market. As a result, Nintendo needs…
Porter Five Forces Analysis. (n.d.). Wikepedia. Retrieved from: http://en.wikipedia.org/wiki/Porter_five_forces_analysis
Eaton, K. (2009). Sony, Microsoft Motion Controls. Fast Company. Retrieved from: http://www.fastcompany.com/blog/kit-eaton/technomix/sony-microsoft-motion-controls-will-beat-wii-its-own-game
Critical activities for the company in regards to its current status -- that is, ignoring the need for continued innovation and the eventual development of the next generation of game console, which is no doubt already in the works -- include maximizing production capacity and distribution capabilities. Generating operating capital does not seem to be an issue for the company, and sales and marketing efforts also appear to be successful. Though critical aspects of Nintendo's business, these do not require a great deal of change as they are already successful aspects of Nintendo's operations and overall strategy. The activties that are the most strategically important for the company in the long-term at this stage, in addition to the need to increase production capacity for the Wii, is to continue to be a leading innovator in the video game industry, with Nintendo distancing itself still further from its competitors and establishing…
Issues for Managerial Attention
As the above analysis clearly demonstrates, one of the primary issues of managerial concern for Nintendo in its current state (as described by the case study) iss the increase of Wii production levels to meet demand for the product. A change in pricing (I.e. making the unit more expensive) could also be warranted, which would make an adjustment to the demand curve on its own; the fact that consumers were willing to spend double or even triple the retail cost of a Wii in order to purchase one via Ebay and other online resale sites suggests that the profitability of these units could be higher than it currently is. A combination of increased supply through increased production capacities and a slightly decreased demand by raising the per-unit price would increase the company's profits and help the company to operate more efficiently according to the macroeconomic principles of supply and demand.
The other major issue that should be of concern to management at Nintendo is increasing the potential profitability and minimizing the risks to game developers. This issue is difficult to balance with the continued innovation that the company also needs, and that has been a definitive trait of the video game console manufacturer since 1979 when its first games rolled off the line. Finding a way for cross-platform game design to be facilitated without limiting the innovative aspects of the Wii would be of enormous benefit to the company and increase its appeal and potential profits exponentially through licensing fees and increased unit sales.
Wii U. Case Study
The Wii U. is a perfect example of Nintendo making the same general mistakes and encountering the same successes as they have in the past. While Nintendo has always been in the mix when it comes to the game station rivalries, they are rarely the ones that are leading the pack. Indeed, the Xbox 360 and Sony PlayStation are probably the winners in terms of all-time gaming systems after Nintendo did quite well with the original 8-bit NES and the 16-bit SNES. This case study will look at what Nintendo is doing wrong and what they could be doing right instead.
Nintendo was very much on the forefront of gaming in their early days. Even today, they do make a lot of money with relatively few people as compared to the total revenue. However, there are two answers and replies to those facts. First of all,…
Microsoft. (2015). Windows 10 - Microsoft Windows. windows.microsoft.com. Retrieved 30 April 2015, from http://windows.microsoft.com/en-us/windows-10/about
N4G. (2015). PS4 vs. Xbox One: Sony's in Trouble, Not Microsoft | N4G. N4g.com. Retrieved 30 April 2015, from http://n4g.com/news/1617159/ps4-vs.-xbox-one-sonys-in-trouble-not-microsoft
US Gamer. (2015). Should I Buy a Wii U? USgamer.net. Retrieved 30 April 2015, from http://www.usgamer.net/articles/should-i-buy-a-wii-u
Xbox. (2015). Blu-ray App on Xbox One | Watch Blu-ray discs on Xbox One. Support.xbox.com. Retrieved 30 April 2015, from http://support.xbox.com/en-U.S./xbox-one/apps/bluray-info
Nintendo's senior management believes in creating highly collaborative teams where everyone has an equal voice in the product development and completed products, whether they be games or consoles. The Japanese management philosophy is to seek consensus and share knowledge extensively to ensure a greater level of success than would otherwise be the case (Ewalt, 2006). The game Super Smash Brothers Mario, the most successful product introduction Nintendo had in the last year according to their financial statements (Nintendo Investor elations, 2010) was produced using the virtual team model that seeks to create high levels of collaboration. Figure 1 is a screen copy of the game.
Figure 1: Images from Super Smash Brothers Brawl (Wii Platform)
The current positions that Nintendo have open are in product management, technical training, programming, and development. The programming and development positions require expertise in AJAX, JAVA and PC application development. In addition, expertise with online…
Aaker, David A. 2009. "Design-Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean." Harvard Business School Press Books.
Ewalt (2006) - Nintendo's Wii Is A Revolution. David M. Ewalt. Forbes Online. Published 11/13/06. URL: http://www.forbes.com/technology/2006/11/13/wii-review-ps3-tech-media-cx_de_1113wii.html
Nintendo Investor Relations (2010) Nintendo Investor Relations site including Securities and Exchange Commission Filings and presentations to investment analysis: http://www.nintendo.co.jp/ir/en/index.html
Marketing Nintendo Wii
I believe it prudent to reiterate the importance of a global economy and the implications this has on American marketing tactics. It also showcases indirectly, how America is no longer the world leader in regards to economic activity but now must share that title with emerging nations including China and Japan. In fact, with the next 20 years, American could potentially be the third largest economy behind both India and China (1). This indicates the inevitable balance of power that is bound to shape the methods in which business and in particular, marketing is conducted. In addition, the world we currently live in is becoming more interrelated. What affects one nation now has global consequences and implications elsewhere. We need not look any further than our current economic conditions to see the results. As time goes on, a coordinated effort in regards to standards and quality of…
1) "Employment Situation Summary." U.S. Bureau of Labor Statistics. Web. 14 July 2011. .
2) "Matrix Organization Structure." Business Plans. Web. 14 July 2011. .
3) "Attracting and Retaining Human Capital." / www.retensa.com/press/retentioneers/Attracting-and-Retaining-Human-Capital. Web. 8 July 2011.
The most relevant competitors at this stage are represented by the Microsoft Corporation, the SEGA Corporation and the Sony Corporation (Hoovers, 2010).
In terms of the second persona, the competition is less concentrated as the hi-tech consumers will often renounce brand loyalty and will look for products which serve their needs, even if these products are sold by small size companies. This status quo is due to two primary elements:
On the one hand, the technical consumers have higher expectations. They do not care for fashionability, but they expect high quality or even flexibility so that they can program over the initial application and personalize the game.
On the other hand, the status quo was propagated by the abundance of firms and even individuals who create applications and sell them within the virtual community. The advent of the internet then enhances competition within the industry by bringing games and gamers…
Farhoomand, a., 2009, Nintendo's disruptive strategy: implications for the video game industry, the Asia Case Research Center
Kotler, P., Keller, K.L., 2009, Marketing management, 13th edition, Pearson Education
2010, Nintendo Co. Ltd., Datamonitor, http://www.datamonitor.com/store/Product/nintendo_co_ltd?productid=AC85BB43-AE55-413B-A0AD-445DFE712CE3 last accessed on November 26, 2010
2010, Nintendo Co. Ltd., Hoovers, http://www.hoovers.com/company/Nintendo_Co_Ltd/crxkki-1.html last accessed on November 26, 2010
Parents who see their child's life consumed by video games, and the Nintendo DS included, have serious and valid concerns when it comes to their child's well being. A balanced lifestyle is the healthiest lifestyle, and spending so much of one's day performing a single activity is numbing for the brain and the body. The American Enterprise, in an opinion piece on the effects of video games states, "Young Americans have an addiction problem, and it isn't drugs: It's video games. These inane mind-vacuums are the opiate of today's youth!" (American Enterprise, 12) This father's plea is a rather effective call to parents of children with such an addiction to video games to intervene in their child's situation. This situation is not universal, however, and with a little parenting, a child's habits can be managed so that they retain an interest in the outdoors and teamwork rather than sinking into…
Letter to the Editors, ed. "A Further Plea for Caution Against Medical Professionals Overstating Video Game Violence Effects." Mayo Clinic Proceedings (2011): 820-23. Print.
Moore, Stephen. "Numbed by Nintendo." The American Enterprise (2005): 12. Print.
"Watch Out For The Health Hazards Of Video Games." Nintendo 3DS Portable Gaming Console. Consumer Reports, 29 Mar. 2011. Web. .
Then students use AlphaSmart software to paste the picture and explain in a paragraph why, how and where in the plot they feel that picture relates to the story. This tests three things: (a) student concentration; (b) student level of understanding of the general plot; and - student imagination. This is an important implementation because it opens the students' horizons and allows them to see the general links and relations that their own lives might have with the stories that they read. The implementation of taking the pictures is one way that this has been successfully achieved. This use of a camera is a very flexible application and is being used in different ways for different special-needs students.
May (2003) found that cameras are being used to also expand the span of words or vocabulary amongst the special-needs students. The teacher hands out a set of words to the students…
Beukelman, D.R., Beukleman, H.M., Ranklin, J.L., Wood, L.A. (2003). Early Computer Literacy: First Grades Use the "Talking" Computer. Reading Improvement. 40: 3. Retrieved August 16, 2007 from www.questia.com
Castek, J., Coiro, J., Henry, L.A., Leu, D.J., Mcmullan, M. (2004). The Lessons That Children Teach Us: Integrating Children's Literature and the New Literacies of the Internet. The Reading Teacher. 57: 5. Retrieved August 16, 2007 from www.questia.com
Doering, a., Hughes, J., & Huffman. D. (2003). Preservice teachers: Are we thinking with technology? Journal of Research on Technology in Education. 35(3), 342-362. In Speaker, K. (2004). Student Perspectives: Expectations of Multimedia Technology in a College Literature Class. Reading Improvement. 41: 4. Retrieved August 16, 2007 from www.questia.com
Dowrick, P.W. Kim-Rupnow, W.S, and Power, T.J. (2006). Video Feedforward for Reading. Journal of Special Education. 39: 4. Retrieved August 16, 2007 from www.questia.com
Key Success Factors
he most critical factors for Nintendo are being able to manage the unique value proposition of their products through the Internet marketing campaign and continued marketing strategies to continually grow new sales. he ability to create a highly salable gaming platform and then use it as the catalyst for increasing online sales is evident in their financial forecasts and the findings of empirical research in this area (Binken, Stremersch, 2009). o excel in their specific markets Nintendo must continue to lead the industry with their new product introduction process and set a pace of innovation competitors cannot match. his extends into their game product lines as well, as they are designed specifically for downloading over the Internet. he entire product strategy concentrates on capitalizing on the Internet as a communication, collaboration and product delivery channel.
he marketing objectives for the Wii launch centered on being…
The marketing objectives for the Wii launch centered on being able to create a gaming platform that would allow for an entirely different type of game strategy to be put into place (Turner, 2007). This strategy centered on multi-generational consumers, and concentrated on creating activity, both physical and intellectual, to create an engaging experience but also lead to the development of an entirely new market segment. Nintendo relied on the concepts in Blue Ocean Strategy (Kim, Mauborgne, 2004) to plan and execute their product development, Internet marketing campaign and service strategies. The specific objectives from a marketing standpoint were as follows. First, to launch the Wii through multiple communications and sales channels, ranging from the Internet with the use of YouTube videos, heavy reliance on bloggers and key influences as evidences by their Web 2.0 strategy, in addition to a series of television commercials that approached the American and European customers as needed voices and inputs to make the product successful. The two Japanese travelers with the Wii were seeking feedback -- in effect they were offering the consumers who played with it ownership of the Wii's identity. The use of traditional print and banner ads online were supplanted with intensive print advertising in gaming magazines, again targeting key influencers. The television commercials were used to generate global awareness while specific communications strategies across a variety of print and online mediums were used for attracting key influencers' interest and keeping it up to the launch.
Company's corporate image and brand management
The Wii was the first product ever for Nintendo where they allowed for it to have its own identity outside of the branding conventions and structures they had created in the past (Kemp, 2006)
This represents a risky move in this oligopolistic industry. The price of the PS3 was set at $499 for the 20 GB model and $599 for the 60 GB model. The Xbox360 is $200 less and the ii was priced at $250 (Ono, 2006). Sony's goal with the pricing strategy was twofold -- to connote the premium nature of the product and to cover the costs. The cost structure of the ii is less well-known, but Nintendo's business is game consoles. They are dependent on gaining market share, and their involvement in the ii games indicates that console diffusion may be a loss leader to spur games sales. ith the Xbox360, it is widely known that Microsoft is selling the product below cost. They were a late entrant into the console business and as a result have kept prices low in order to gain market share.
ith respect to product,…
Sony UK Website: About Sony. Retrieved April 25, 2009 from http://www.sony.co.uk/article/id/1060176719725
No author. (2008). 2008: Essential Facts about the Computer and Video Game Industry. Entertainment Software Association. Retrieved April 25, 2009 from http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
Eran, Daniel. (2006). The Next Generation Game Consoles. Roughly Drafted. Retrieved April 25, 2009 from http://www.roughlydrafted.com/RD/Q4.06/5B47C6B2-0191-4825-80C9-F6EBCA0E3B23.html
Shaw, Anne. (2008). The Gaming Console War is Still Undecided, Wii to Take Lead. eFluxMedia. Retrieved April 25, 2009 from http://www.efluxmedia.com/news_The_Gaming_Console_War_is_Still_Undecided_Wii_to_Take_Lead_14062.html
Additional studies show these effects last." (Ibid) the following statistics are stated in the study of Walsh, Gentile, Walsh and ennett (2005) relating to the parent's belief and the actuality as reported by their child.
Differences between parents and children reports related to video games
How often does a parent/do you:
Play computer or video games with you/your child?
Talk to you about the video games you play?
Help decide what video games you may buy/rent?
Have to ask permission before playing video games?
Does your family have rules about how much you may play?
Does your family have rules about when you may play video games?
Source: Walsh, Gentile, Walsh, & ennett (2005)
IV. The Future of Video Gaming
Positive applications for learning have emerged from video gaming capabilities. A Computer Research Association report entitled: "Cyberinfrastructure for…
Fischer, P.; Guter, S.; Frey, D.; Kubitz; J. (2007) Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect and Behaviors" Journal of Experimental Psychology Applied 2007 Vol. 19 No. 1 12031. American Psychological Association 2007.
Walsh, D.; Gentile, D.; Walsh, E.; Bennett, N. (2006) 11th Annual MediaWise Video Game Report Card. National Institute on Media and the Family, 28 Nov 2006. Online available at http://www.mediafamily.org/research/report_vgrc_2006.shtml .
Ainsworth, S.; Honey, M; Johnson, WL; Koedinger, K.; Maramatsu, Pea, R.; Recker, M. And Weimar, S. (2005) Cyberinfrastructure for Education and Learning for the Future: A Vision and Research Agenda. Computing Research Association. Online available at http://www.cra.org/reports/cyberinfrastructure.pdf
Gaming Advances as Learning Tool: For Some Educators, Computer Games are Serious Business" eSchool News Online. Available at http://www.eschoolnews.com/news/showStory.cfm?ArticleID=6799 .
There is a risk, however, that the company begins to lag the pace of technological change, and in such a situation would see reduced relevance in its industries. hat the PEST analysis shows is that in general the external environmental forces have either a favorable or neutral impact on Apple's operations. Traditional sources of external risk (political/legal) are minimal and the other key risk source (technological change) has traditionally been an area of strength for Apple. The trends for the future are positive, so Apple is likely to continue to succeed simply by staying the course.
In the external environment, a firm like Apple has innumerable opportunities. The ones most appealing are closely related to either Apple's technology or media properties. Extensions of Apple TV to compete with Netflix could be an opportunity. Video game consoles are a related business where Apple can succeed, just as rival Microsoft has. There…
Cavallaro, M. (2009). Nintendo does not console Microsoft. Forbes. Retrieved April 4, 2011 from http://www.forbes.com/2009/01/28/wii-playstation-Xbox-personal-finance-investing-ideas_0128_videogames.html
CBC. (2010). Apple's iPhone 4 leads to long line-ups. Canadian Broadcasting Corporation. Retrieved April 4, 2011 from http://www.cbc.ca/news/technology/story/2010/07/30/apple-iPhone.html
Cho, K. (2007). Sony's Playstation 3 wins market share from Wii, Xbox in U.S.. Bloomberg. Retrieved April 4, 2011 from http://www.bloomberg.com/apps/news?pid=newsarchive&sid=aTnhEyskdX1I&refer=us
Cordes, H. (2010). Baby boom echo boosts population. Omaha.com. Retrieved April 4, 2011 from http://www.omaha.com/article/20100124/NEWS01/701249929
Companies use advertising plans to build awareness about their product. Company uses different plans to promote their sales. It uses trade show plan to demonstrate what they are selling, sales promotion plan for incremental sales, public relations plan for free ads, internet plan for instant distribution of product specifications and information, customer service plan to repeat sales, research plan to monitor activities regarding the products and customer satisfaction and last but not least marketing plan which helps to identify when to market, how to market and who are the target audience for the product (Luther, 2011).
Marketing plan must cover the below 12 areas to form an effective marketing plan to increase sales (Wong, 2010).
Marketing plan must have the executive summary
Introduction about the marketing plan and the product
Analysis of the market situation for the product.
Analysis of the target customers
Analysis of the competition for the product…
Luther, William M. (2011), "The Marketing Plan: How to prepare and Implement It," AMACOM Div American Mgmt Association.
Wong, Ken K. (20100, "Approved Marketing Plans for new Products and Services," iUniverse, Anselmo, Donna. (2010), "Marketing Demystified," McGraw-Hill Professional.
Thomas, Lorrie. (2010), "The McGraw Hill 36-Hour Course: Online Marketing," McGraw-Hill Professional.
Rognerud, Jon. (2010), "Ultimate Guide to Search Engine Optimization: Drive Traffic, Boost Conversion Rates and Make Tons of Money," Entrepreneur Press.
Societal Forces on Education
Childhood obesity is a serious social problem in America. The effects of obesity in childhood are well documented in both the social science literature and medical journals. During the last 30 years, the percentage of obese children between the ages of 6 and 11 has risen 200% while the percentage of obese children between 12 and 19 has tripled (CDC, Preventing Childhood Obesity, 2010). Obesity in the United States has increased among all cohorts and ethnicities, spans across generations, and is not limited to income or educational levels. For the purposes of this paper, I have chosen to identify a video game-based learning model in the classroom to combat the effects of childhood obesity. Specifically, this proposal involves implementing a Nintendo motion-based video game, Dance evolution that involves mimicking dance moves provided by onscreen commands.
This paper will first identify the significant issues of childhood obesity…
Gee, J.P. (2003). What Video Games Have To Teach Us About Learning And Literacy. New York: Palgrave Macmillan.
Johnson, S. (1997). Interface culture: How new technology transforms the way we create and communicate. San Francisco: HarperEdge.
Kuroneko (2008). Using Dance Revolution (DDR) in Schools and the Classroom. Retrieved from: http://blog.classroomteacher.ca/59/dance-dance-revolution-ddr/
Lee J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. In Proceedings from Conference on Human Factors in Computing Systems (pp. 1375-1378). Retrieved from http://portal.acm.org/citation.cfm?doid=985921.986068
Sony had several strengths when it entered the video game console market in 1995. It had a strong brand image from its consumer electronics business, which translated to the console, as that was also seen as consumer electronics. The company also had excellent distribution channels, again based on its pre-existing consumer electronics businesses. Sony also benefitted from scale, in both production and marketing, as it was a large global conglomerate. So there were several advantages that Sony enjoyed, and these advantages allowed it to gain access to the market, and leverage a strong brand and marketing muscle to gain traction with the consumer base. While it didn't realize it at the time, there is tremendous crossover opportunity between Sony's movie properties and games, and vice versa. Sony countered this by working with many game developers, including the largest ones in the industry. Sony's reputation gave it instant credibility with developer,…
Elementary Special Education Teachers Place Value in the use of Technology Resources for Students?
Technology is an integral part of society. Students learn through use of technology like personal computers, tablets, and e-books (Garland & Tadeja, 2013). Computers can provide access to videos, documents, and other forms of data that students have the choice of absorbing via visual or auditory methods. Tablets provide the same access but with a light-weight, touch responsive interface. Technology investment within schools not only enables varied learning opportunities for students, but it also helps students discover or improve their own ability to research and analyze information, collaborate and communicate, and solve problems (Lim, Zhao, Tondeur, Chai, & Tsai, 2013). Comment by Steve Moskowitz: Yes, this is the reason
Technology helps provide other benefits. Integrating technology in schools, especially in other areas like special education enable staff to develop new ways of teaching and…
e. those that are contrary to the intent of the marketing material) are taken (Wesley & Barczak 2010). Psychological knowledge has allowed this balancing act in video game marketing to be much more finely tuned than it would be otherwise.
The first three principles discussed herein relate to the efficacy of various marketing efforts, and the considerations that must be taken into account in order for marketing to reach the people intended and be responded to in the desired manner. When it comes to the ethical principles of marketing it is less about direct efficacy and more about the overall social benefit and cultural values being upheld in marketing materials and efforts. The ethics of marketing are essentially limiting factors on the types and precise design of marketing materials that can be utilized for a given product or industry, but viewing them only as limitation does not really…
Carroll, R. (2010). "Video games business and marketing,." Accessed 8 August 2010. http://vgbm.blogspot.com/
Global Media. (2010). Principles of marketing. New York: Global Media.
Higgins, L. (2009). Principles of marketing. Accessed 8 August 2010. http://www.principlesofmarketing.com/
KnowThis. (2010). "Consumer buying behavior." Accessed 8 August 2010. http://www.knowthis.com/principles-of-marketing-tutorials/consumer-buying-behavior/
Computer Games esearch
When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent…
Anderson, C.A., and K.E. Dill "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 2000, 78, 772-790.
Ask, A., Autoustinos, M., and A.H. Winefield, "To kill or not to kill: Competitive aggression in Australian adolescent males during videogame play." Children in the New Media Landscape. C. van Feilitzen and U. Carlsson (Eds.). Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen, 2000.
Bowman, R.P. And J.C. Rotter. "Computer games: Friend or foe?" Elementary School Guidance and Counselling, 1983, 18, 25 -- 34
Calvert, S.L., and S. Tan, (1994). "Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts." Journal of Applied Developmental Psychology, 1994, 15, 125-139.
Product Placement in Console Games
A growing body of research confirms that one of the best ways to reach male consumers aged 18 to 34 years is to place products in console games. Originally, game developers paid advertisers to include their products in games to lend them authenticity and realism, but advertisers are now paying game developers to have their products placed in popular console games. The introduction of online gaming series has created additional opportunities for product placement and current trends indicate that advertisers will be exploiting this marketing tool even more in the future. This paper provides a review of the relevant peer-reviewed and scholarly literature concerning product placement in console games, followed by a summary of the research and important findings in the conclusion.
eview and Discussion
The introduction of video games such as "Pong" as home entertainment systems more than 30 years ago created an entire…
Andrews, A. (2009, April 1). Amanda Andrews on media: Getting in on the game. Marketing,
Christensen, J. (2009). Global experience industries: The business of the experience economy.
Aarhus, Denmark: Aarhus University Press.
Both firms use an array of distribution channels, focusing on large retail stores. There is an Internet strategy for both, focused on the presentation of information. Xbox also allows users to plug their system into the Internet and play games online. Sony runs a similar program called PlayStation Network. Both of these networks feed into the customer service strategy through the use of memberships. Beyond this, there is little in the way of relationship management.
V. The target of the Xbox website is the mass market. Images typically show families and multi-player scenes to reinforce the idea that the Xbox is for everyone. The main benefit being promoted is fun. There are few specific benefits listed and no testimonials on the website. There is only limited contact information provided. The PlayStation website is more focused on graphics and gameplay - indicative of their premium strategy and targeting of hardcore gamers.…
Sony financial information from Reuters. Retrieved November 13, 2008 at http://www.reuters.com/finance/stocks/incomeStatement?stmtType=BAL&perType=ANN&symbol=SNE.N
Microsoft financial information from Reuters. Retrieved November 13, 2008 at http://www.reuters.com/finance/stocks/incomeStatement?stmtType=BAL&perType=ANN&symbol=MSFT.O
No author. (2008). 2008: Essential Facts about the Computer and Video Game Industry. Entertainment Software Association. Retrieved November 13, 2008 at http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
Pham, Alex. (2008). Games for the Rest of Us. LA Times. Retrieved November 13, 2008 at http://articles.latimes.com/2008/jul/21/business/fi-games21
Today, that teacher might be warned to stick to what will be on the test.
f. How will these changes impact you personally?
These two factors -- the ever-increasing presence of technology and the increased dominance of standardized testing on curriculum -- will affect my teaching in important ways. I expect to feel I will be pulled in two directions. As a teacher I can't imagine just ignoring the fact of an eclipse if it would be appropriate developmentally for my students -- and flashlight experiments could be done with kindergartners. ut at the same time, whether we like it or not, standardize testing has been given increased emphasis.
In some school districts they have begun holding Saturday "cram sessions" to help students score higher on achievement tests (Ducharme & Ducharme, 1999). These districts are paying teachers to conduct these sessions, and parents are sending their children to them. That…
Ducharme, Edward R., and Ducharme, Mary K. 1999. "Reflections on some Current Situations." Journal of Teacher Education, Vol. 50.
Lindquist, Joni. 2004. "The Future of Anytime, Anywhere Education." THE Journal, Vol. 32.
Moses, Lisa. 2001. "Rethinking Standardized High-Stakes Testing." Childhood Education, Vol. 78.
Posner, Dave. 2002. "Education for the 21st Century. Phi Delta Cappan, Vol. 84.
As emotionally intelligent employees are reportedly more content, conscientious and committed in the workplace, businesses and organizations are repeatedly advised to recruit and retain these individuals. Abraham (2006), nevertheless, reports that the strongest findings emerging from her study was.".. The effect of job control on emotional intelligence." She contends that emotionally intelligent employees will not just naturally thrive in their workplace; that the work environment needs to provide independence in decision making for employees to succeed.
Aims and Objectives
To explore concepts encapsulated in and related to EQ testing, through intensive research and appropriate assessment of collected data.
esearch for this project proposes to increase understanding of EQ testing, as well as, complementary components.
Each objective presented in this proposal reflects an area of interest which will be expounded upon. As Objective 5, however, mirrors a primary consideration, plans are to include numerous samplings of related studies.
Abraham, Rebecca. "The Role of Job Control as a Moderator of Emotional Dissonance and Emotional Intelligence -- Outcome Relationships.(Statistical Data Included)," the Journal of Psychology, March 1, 2000.
Bar-on, Reuven Ph.D (2005). "The World's First Scientific Measure of Emotional Intelligence."(2006). PEN Psychodiagnostics [26 September 2006]. http://www.eqiq.nl/eqivol.htm .
Before You Start Your Fruit and Fibre Diet You Should Speak to This Man. (2005, February 9). Western Mail (Cardiff, Wales), p. 12.
Tortilla Curtain - by T.Coraghessan Boyle
The much-talked-about "American Dream" - that elusive dream of being able to own a house, raising educated and successful kids, earning middle class money, and most of all being accepted as a functioning part of the great diverse U.S. economic and social structure - is but an "American Myth" to many immigrants arriving in this country. It's certainly a myth for many thousands of Mexicans coming to the U.S. And attempting to carve out a better life for themselves. The Boyle novel offers readers a close-up, graphically realistic view of the hardships that confront those immigrants - juxtaposed with the "good life" of an affluent family living behind stylish walls.
This review of The Tortilla Curtain will compare and contrast the main characters in the novel - Delaney Mossbacker (and his wife Kyra) and Candido incon (and his wife America) - in order to…
Boyle, Coraghessan T. The Tortilla Curtain. New York: Viking, 1995.
Brzezinski, Steve. "The Tortilla Curtain." The Antioch Review. 54 (1996): 113-114.
Hicks, Heather J. "On Whiteness in T. Coraghessan Boyle's The Tortilla Curtain."
CRITIQUE: Studies in Contemporary Fiction. 45 (2003): 43-65.
Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.
Chapter I - Introduction
Video games, at this point…
Blizzard. "World of Warcraft." World of Warcraft. http://us.battle.net/wow/en / (accessed
May 29, 2014).
Bogost, Ian. Persuasive games: the expressive power of videogames. Cambridge, MA:
MIT Press, 2007.
Further diversification is also recommended. Given the pace of change in the industry, the reliance on PC operating platforms and office software packages must be reduced. The risk of an entirely new technological paradigm emerging is high, so Microsoft must therefore diversify its revenue streams in order to defend against this threat. Overall, Microsoft's strategic thrust is strong and its operating results fantastic. The company must guard against major non-strategic threats such as technological change or acute damage from financial scandal. If Microsoft deals with these two issues effectively, the will remain in good position to continue to build their revenues in the coming years.
Financial and operating unit information from Reuters. Retrieved December 8, 2008 at http://www.reuters.com/finance/stocks/companyProfile?symbol=MSFT.O
No author. (2004) Microsoft Corporation. Funding Universe Retrieved December 8, 2008 at http://www.fundinguniverse.com/company-histories/Microsoft-Corporation-Company-History.html
Microsoft 2008 Annual Report. (2008). Microsoft. Retrieved December 8, 2008 at http://www.microsoft.com/msft/reports/ar08/index.html
No author. (2006). Microsoft's Multiple…
Financial and operating unit information from Reuters. Retrieved December 8, 2008 at http://www.reuters.com/finance/stocks/companyProfile?symbol=MSFT.O
No author. (2004) Microsoft Corporation. Funding Universe Retrieved December 8, 2008 at http://www.fundinguniverse.com/company-histories/Microsoft-Corporation-Company-History.html
Microsoft 2008 Annual Report. (2008). Microsoft. Retrieved December 8, 2008 at http://www.microsoft.com/msft/reports/ar08/index.html
No author. (2006). Microsoft's Multiple Challenges: Is Its Size a Benefit or a Burden? Wharton School of Business. Retrieved December 8, 2008 at http://knowledge.wharton.upenn.edu/article.cfm?articleid=1478
" He is right that many Americans who call themselves Christians and who attend Christian worship services do not live their lives based on the Beatitudes. And then Kavanaugh also says "Nietzsche seems to have understood the Sermon on the Mount better than many Christians." ell wait a minute. If Nietzsche found the Sermon on the Mount "scandalous," and attacked it as "demeaning of the will to power," how can that be construed as understanding it better than many Christians?
To even bring Nietzsche into a discussion about "The Alternative Kingdom" is ludicrous. In Nietzsche's the Birth of Tragedy (p. 23) he says the "Christianity was from the beginning, essentially and fundamentally, life's nausea and disgust with life, merely concealed behind, masked by, dressed up as, faith in 'another' or 'better' life." In his essay, Human, all too Human, Nietzsche denounces the Christian idea of "...sins perpetrated against a god,…
Kavanaugh, John Francis. Following Christ in a Consumer Society. New York: Orbis Books,
Nietzsche, Friedrich. Human, All Too Human. Lincoln, Nebraska: University of Nebraska Press,
Nietzsche, Friedrich. The Birth of Tragedy. New York: Penguin Books, 1993.
" May (2003) emphasizes the need exists for greater technological sense and knowledge for all current and future students. Consequently, this need has led to incorporation of technology in classrooms settings, as technologies aim to increase students' intensity of wisdom, cooperation and text assessment. Today, literacy reading skills prove to be vital for both normal and special-needs students, as exposure to literacy encompasses more than books. In fact, the range of information is more fast and varied in accordance with contemporary technical improvements. A book review, using software programs such as Kidspiration and Timeliner, provides one pertinent illustration of incorporating technology in a classroom setting to better comprehend. Using software programs such as these could help students, in individual tasks or as they work in a group exercise, visualize their thoughts and opinions, as well as communicate them more effectively. (May, 2003)
To improve their reading skills of special-needs students,…
Anonymous. (2004). Teacher demographics (2004). Reading Today 21(5). Retrieved January 22, 2005, from eLibrary database. http://www.questia.com /PM.qst?a=o&d=5020677369' target='_blank' REL='NOFOLLOW'>
If someone is a hero or the best at something, they feel as if they have created something permanent. But how many heroes are remembered, really -- even Alexander, Galileo, or Jesse Owen, for that matter -- their images are remembered, not truly who they are as a person. It is better to enjoy your life in the here and now, and make meaning out of if on a moment-by-moment basis than squandering your life, being miserable, trying to be a hero, or even pinning all your hopes on a girl and seeing that girl as the reason for living. Human beings and athletic prowess will both disappoint you, because they will fall short of your expectations -- neither are perfect, and neither will erase the fact that we are all going to die.
Alfonzo: I don't get it. Maybe I'll go for a run, try to make it as…
Becker, Ernest. (1973). Denial of Death. New York: The Free Press.
And as to reportedly lax laws that make it reasonably easy to purchase a weapon at a gun show, Kleck asserts "...determined killers who plan their murders over a long period of time are the people least likely to be blocked from getting a gun by background checks." The perpetrators who are "most strongly motivated" and have long-range plans are also likely the "most motivated and able to evade the controls," he explains.
The bottom line for Kleck is that quick-fixes based on the emotion and passion stirred up by wall-to-wall coverage of a massacre are rarely, if ever, legitimate solutions. This is why he chose the title. In making his case as cogently and calmly as possible, he writes, "assessments of preventative measures based on a narrow focus on violent events that did occur" are "inherently misleading." The reason they are misleading is that they focus "only" on the…
Kleck, Gary. "There Are No Lessons to Be Learned from Littleton." Criminal Justice Ethics
18.1 (1999): Institute for Criminal Justice Ethics (Thompson Gale Database).
Objects had primary qualities of an independent of the observer, like mass, motion, texture, etcetera, as opposed to subjective qualities like color, taste, and smell. As the Matrix world was wholly subjective, it was therefore a false world and one should seek to escape it, as it shut a person out from full participation in a world of external substances, including God, and also the primary qualities of other objects. The Matrix world was entirely a world of secondary properties. Furthermore, because of Locke's stress upon human freedom, having one's body and perceptions controlled and determined by an external entity like a tyrant would be horrifying to the philosopher.
Question 2 Opinion
On an emotional level, it is hard not to cry out 'of course I would not want to dwell in the world of the Matrix and I would choose the red pill' the idea that we do not…
Downing, Lisa. "George Berkeley." The Stanford Encyclopedia of Philosophy.
10 Sept 2004. 7 May 2007. http://plato.stanford.edu/entries/berkeley/
Smith, Kurt. "Rene Descartes." The Stanford Encyclopedia of Philosophy.
First published Mon Apr 9, 2001; substantive revision Tue Feb 27, 2007.
1a) Microsoft competes in a number of different market types, depending on the product (Tomlinson, n.d.). In most markets, Microsoft competes in a market characterized by monopolistic competition, with several differentiated players competing for the same business. This is true of operating systems (vs. Apple, Linux); video game consoles (vs. Nintendo, Sony); and servers. For some of its software applications, such as the Office suite, Microsoft's market is a duopoly is not an outright monopoly as most competitors are so far below Microsoft's standard they are barely competition, and are offered for free as a result.
b) Microsoft stock is traded on NASDAQ. This is a market characterized by monopolistic competition, with thousands of investments, all differentiated from one another, competing against each other. The market also has a degree of asymmetric information, and is highly liquid so it reflects publicly known information accurately.
c) The demand curve most…
Microsoft website. (2011). Retrieved May 1, 2011 from http://www.microsoft.com/investor/default.aspx
Tomlinson, S. (no date). Understanding market strucutures. Cengage. Retrieved May 1, 2011 from http://custom.cengage.com/static_content/OLC/0324833326/data/lecture/8408.pdf
Welch, D. (2011). When gas stations run out of gas. Business Week. Retrieved May 1, 2011 from http://www.msnbc.msn.com/id/25214948/
etrieved February 20, 2005 at http://www.virgin-atlantic.com/en/us/allaboutus/ourstory/history.jsp
American Express Incentive Services. (2004). Virgin Atlantic Case Study. etrieved February 21, 2005 at http://www.aeis.com/hrshows/Case_Studies.html#222 flyingco. (2005). What is flyingco. Virgin Atlantic Web site. etrieved February 21, 2005 from http://www.virgin-atlantic.com/en/us/corporateandtrade/flyingco/index.jsp
Karantzavelou, V. (2004, December 9). Branson predicts global growth for Virgin Atlantic.
TravelDailyNews.com etrieved February 20, 2005 at http://www.traveldailynews.com/new.asp?newid=19899&subcategory_id=53
Luxury Travel Source. (2005). Virgin Atlantic Airlines. etrieved February 21, 2005 at http://www.luxurytravelsource.com/virgin_airlines.html
everies. (2002, November). Like airplanes, like rugby. everies Magazine. etrieved February 20, 2005 at http://www.reveries.com/reverb/travel/riordan/
Start Creative Limited. (2003, July 23). Enterprise IG director defects to Start. etrieved February 21, 2005 at http://www.startcreative.co.uk/main65.htm
Student Information Pack. (2005). Virgin Atlantic Web site. etrieved February 20, 2005 at http://www.virgin-atlantic.com/en/us/allaboutus/ourstory/forstudents.jsp#marketing
The Travel Insider. (2003, April 25). The Virgin (Airways) Experience Part 2. etrieved February 20, 2005 at http://www.thetravelinsider.info/2003/0425.htm
The Travel Insider. (2004, November 5). Virgin Airways Upper Class Suite. etrieved February 20, 2005 at http://www.thetravelinsider.info/2004/virginupperclasssuitereview.htm…
All About Us. (2005). Our Story: History. Virgin Atlantic Web site. Retrieved February 20, 2005 at http://www.virgin-atlantic.com/en/us/allaboutus/ourstory/history.jsp
American Express Incentive Services. (2004). Virgin Atlantic Case Study. Retrieved February 21, 2005 at http://www.aeis.com/hrshows/Case_Studies.html#222 flyingco. (2005). What is flyingco. Virgin Atlantic Web site. Retrieved February 21, 2005 from http://www.virgin-atlantic.com/en/us/corporateandtrade/flyingco/index.jsp
Karantzavelou, V. (2004, December 9). Branson predicts global growth for Virgin Atlantic.
TravelDailyNews.com Retrieved February 20, 2005 at http://www.traveldailynews.com/new.asp?newid=19899&subcategory_id=53
Sex and Marriage:
When a person gets married to another, one of the first rules is that there should be 'exogamy' in the selection of the partner, which also means that the partner has to belong to a well defined outside group, or there should be 'endogamy', which means that the partner must be within some large defined group of people, and both of these two rules work within any given society at any given time, so that there are limits maintained as to the preferability and the acceptability of the marriage partner. The number of spouses that an individual is allowed to marry, however, is generally dictated by the culture and the religion to which the individual belongs. In most of Europe as well as in America, the general rule followed by almost everyone is that of 'monogamy', and this means that one person is only allowed one spouse…
Definitions. Retrieved From
http://academic.regis.edu/areich/definitions.htm Accessed on 20 March, 2005
Glossary of Terms. Retrieved From
http://anthro.palomar.edu/kinship/glossary.htm#bilineal_descent Accessed on 20 March, 2005
Mobile phones are another major area of emerging technologies. Not just for phoning home anymore, mobile phones are becoming more and more robust, integrating full PDA functionality and even permitting streaming video content. Communications providers offer the biggest obstacles in seamless digital streaming, because of the confusing array of services and relatively poor download speeds. Finally, consumers are becoming increasingly sensitive to the possibility of identity theft. As technology becomes increasingly versatile, the potential for the usurpation of privacy rises too. The government has yet to step in decisively and will soon be forced to develop a new wave of consumer protection laws as well as creative laws protecting intellectual property.
Anderson, Mark. "MIT's Energy 'Manhattan Project'" ired News. Aug 11, 2006. Retrieved Aug 12, 2006 at http://www.wired.com/news/technology/0,71574-0.html?tw=wn_index_3
Doggs, Alpha. "Could Your Keyboard Spy on You?" Network orld. Aug 8, 2006. Retrieved Aug 12, 2006 at http://www.networkworld.com/community/?q=node/6550&ts
Anderson, Mark. "MIT's Energy 'Manhattan Project'" Wired News. Aug 11, 2006. Retrieved Aug 12, 2006 at http://www.wired.com/news/technology/0,71574-0.html?tw=wn_index_3
Doggs, Alpha. "Could Your Keyboard Spy on You?" Network World. Aug 8, 2006. Retrieved Aug 12, 2006 at http://www.networkworld.com/community/?q=node/6550&ts
Gizmodo. Retrieved Aug 12, 2006 at http://gizmodo.com/
Joe. "I Just Called To Say I'm Sorry (For Exposing Your Personal Search Data)." TechDirt. http://www.techdirt.com/ articles/20060811/1244237.shtml' target='_blank' REL='NOFOLLOW'>
Cellular phones and video games did not exist in the past due to the absence of technology back then. The Japanese video game industry has revolutionized the world with its innovative games from giants such as Nintendo, Sega and Sony. The role-playing games genre has been a big contribution by the Japanese and a large part of their culture. They did not have video games back then but they had text-based adventures which people could play on their own. Mario brothers, pokemon, digimon are some of the brand names of Japanese culture. The Japanese game industry has developed a following around the world as people eagerly await games, which have the typical Japanese background music. These background tracks are also on the best selling charts in Japan.
Japanese culture depends on sharing subcultures such as expressionism, an urban sense of style, and high educational attainment. These processes and patterns…
Fukutake, T. 1981 the Structure of Japanese Society. Tokyo: U.P.
Kawasaki, K. 1992 "A Sociology of Baby Boomer Junior Generation." Across 216. PARCO Publications: 18-25.
Dale, Peter N.1986
The Myth of Japanese Uniqueness. London: Routledge.
Classical Experiment on Violence in Video Games
I a design a classical experiment Violence video games, Elements include: • Identify components • What research question? • What hypothesis? • How select subjects assign a group? • How conduct experiment? Describe procedures.
Design of a classical experiment on Violence in video games
The game will involve the use of the following apparatus. They include;
A video game for example, a Nintendo 64 game system
Appropriate game cartridges, including one violent video game (wrestling) and one nonviolent video game (basketball). In the wrestling game, the human violence should be prevalent in that the object of the game is to punch, kick, and use blunt weapon and other wrestling moves to subdue the opponent. While, the basketball (NBA LIVE '99), game is meant to have no violence since the player is not supposed to hurt the opponent and if it happens, the…
Funk, J.B. (2005). Children's Exposure to Violent Video Games and Desensitization to Violence. Child and Adolescent Psychiatric Clinics of North America, 14(3), 387-404. doi: 10.1016/j.chc.2005.02.009
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41-52. doi: 10.1016/j.adolescence.2003.10.004
In a single day, the average person comes into contact with a range of services, products, and processes that can be categorized as forms of innovation. Furthermore, most of these innovations will differ in degree, some being radical innovations and others being merely incremental; some sustaining, others breakout, and still others viewed as disruptive innovations. This paper will analyze the different examples of innovation with which I come into contact on a daily basis, show how they are innovative, what generic lessons can be derived from them, and under what form of innovation they would be categorized.
The water purifier is a perfect form of process innovation that is often applied to product innovation: for example, it may be found within the mechanism of the refrigerator, attached to the kitchen faucet, or even inside a portable water bottle. All three provide purified water and illustrate how process innovation can…
firm concentration ratios for the following industries are: fluid milk (311511), women's and girl's cut & sew dresses (315233), envelopes (322232), electronic computers (334111). The industries that are characterized by a high level of competition include clothing, which is a dominant industry in this country. The high level of competition and the many small business type clothing stores, in competition with larger chain stores, makes the competition widespread (Case et. Al, 2009).
Another industry that has a high level of competition is that of car sales and auto parts. Again, cars are a modern necessity and not necessarily a luxury item. Transportation is a necessity for many individuals. This means that car sales as well as auto parts are items that are sold often, and thus have a high level of output. Agricultural and farming products are also highly competitive. Food is obviously a necessity for everybody, and there are…
Case, K.E., Fair, R.C., and Oster, S.E. (2009) Principles of Microeconomics (9th ed). Upper Saddle River, New Jersey: Pearson Prentice Hall.
Smith, F. (2008). Examining Financial Concepts and Business. New York: McGraw Hill.
Taylor, K. (2009). Finance and Business: Growing Trends. New Jersey: Pearson
Protection of Intellectual Property
Intellectual property is any form of an idea that originates from a person or company and used to create innovative products, or services. Theft of these ideas by foreign entities to produce similar knock off goods has had a negative effect to both the owners of the idea and economy as a whole.
The United States Department of Justice and the Federal Bureau of Investigations (FBI) have taken a number of steps to fight against intellectual property theft. According to their websites, they both run complex investigations on cases that arise from theft of intellectual property. Since intellectual property includes copyright, patents, proprietary products, trade secrets and internet protocols, the two offices have contingencies that are there to resolve unique legal and investigative issues being raised by telecommunication technology. They also, according to their websites have the mandate to pursue local and international cases that relate…
Johnson, C and Walworth, D.J (March 2003). Protecting U.S. intellectual property rights and challenges to digital piracy. Office of industry working paper: U.S. international trade commission. Retrieved from http://www.usitc.gov/publications/332/working_papers/wp_id_05.pdf
NW3C, (September, 2010). Intellectual property theft. National white collar crime center. Retrieved from http://www.nw3c.org/docs/whitepapers/intellectual_property_theft_september_201008B6297ECEB4FAE7EAA79494.pdf?sfvrsn=3
Qui D.L & Yu H, (2010). Does the protection of foreign intellectual property rights stimulate innovation in the U.S. Review of international economics, 18(5). Retrieved from http://infojustice.org/download/gcongress/dii/Qui%20article.pdf
Setec. Investigating intellectual property theft. www.Setecinvestigations.com. Retrieved from http://www.setecinvestigations.com/resources/whitepapers/Investigating_Intellectual_Property_Theft.pdf
Video Games Available on USB Instead of CDS
USB are moveable storage devices and people use these devices to store huge amount of data. These devices are also called flash memory data storage devices. One can also store games in these devices and can directly run these store games.
Normally games are available on CDs or DVDs. But there are many limitations associated with these CDs like most of the games are available on multiple CDs, so carrying these CDs is difficult while on the other hand video games available on USB flash drives are very easy to carry.
USB devices are very useful. People are also using these devices for backing up PS2 games. According to data of 2010, these devices can store data of up to 128 GB (gigabytes). USB drives are also very easy to carry and can be carried even in pocket. The installation process of…
"COMPACT DISC." www.wong-sir.com. 13 JUNE 2011
Gerry. "The Benefits Of Portable USB Drives." 26 DEC 2010. xbox360kinectreviewed.com. 13 JUNE 2011
Plambeck, Joseph. "As CD Salezs Wane, Music Retailers Diversify." 31 May 2010 The New York Times. 13 June 2011
Social Network and Its Effects on the Developing Brain
The enhancing quantity of time kids are investing on computer systems in their home and institution has actually raised concerns about how using computer innovation might make a distinction in their lives-- from assisting with research to triggering depression to motivating terrible habits. This short article offers a review of the restricted study on the impacts of personal computer use on kids' physical development. Preliminary study recommends, for instance, that access to computer systems enhances the overall quantity of time kids invest in front of a TV or computer screen at the expenditure of other individual tasks, therefore putting them at danger for excessive weight. At the exact same time, intellectual study recommends that playing video game can be an essential foundation to computer proficiency due to the fact that it boosts kids' capability to check out and picture images in…
Deadwyler, S.A. (2008) 'Systemic and nasal delivery of Orexin -- A (Hypocretin-1) reduces the effects of sleep deprivation on cognitive performance in nonhuman primates', Journal of Neuroscience, 27 (52): 14239 -- 47.
Linn, S. And Poussaint, A.F. (1999). The Trouble With Teletubbies. The American prospect. May 1, 1999. June.
Sigman, A. (2007a) Remotely Controlled: How Television Is Damaging Our Lives, Vermilion, London
Sigman, A. (2007b) 'Visual voodoo: the biological impact of watching television', The Biologist, 54 (1): 14 -- 19
The intent of this analysis is to discuss the key industry drivers that are creating opportunities and threats for Netflix (NASDAQ: NFLX), in addition to defining the future of the mail-based and online movie rental subscription service. Competition from Video-On-Demand (VOD) services offered by cable television companies including Time Warner Cable, Comcast and others, combined with kiosk delivery network Redbox and the vertical integration of lockbuster are fundamentally reordering the industry today
(Netflix Investor Relations, 2013). Competition continues to accelerate as each of these competitors invest in research & development (R&D) to increase the performance and reliability of their individual services.
Of the myriad of economic factors that impact their business, Netflix senior management is most concerned and tracks through weekly reporting the level of consumer spending on entertainment in aggregate and for DVID, game and video rental specifically (Netflix Investor Relations, 2013). Additional external factors…
MacCormack, A., Murray, F., & Wagner, E. (2013). Spurring innovation through competitions. MIT Sloan Management Review, 55 (1), 25-32.
Netflix Investor Relations (2013). Investor Relations. Retrieved November 14, 2013, from Netflix Investor Relations and Filings with the SEC Web site: http://ir.netflix.com/
Papadimitriou, A., Symeonidis, P., & Manolopoulos, Y. (2012). A generalized taxonomy of explanations styles for traditional and social recommender systems. Data Mining and Knowledge Discovery, 24(3), 555-583.
Pham, H.X., & Jung, J.J. (2013). Preference-based user rating correction process for interactive recommendation systems. Multimedia Tools and Applications, 65(1), 119-132.
Thomas Hine and Patricia Hersch present us with two views of the contemporary American teenager -- one based in an historical analysis of the creation of the teenager and the other based in an ethnographic account of contemporary teenage life. The perspective that results from these two views is a more complex one that the usual, uncomplimentary stereotype of the adolescent as moody, disrespectful, and oversexed. This paper examines the ways in which both of these authors present views of American adolescence.
Hine's view of modern teenager is grounded in an historical analysis, arguing in The Rise and Fall of the American Teenager that while the life of teenagers a hundred years ago was certainly quite different from the life led by adolescents today, there are important similarities. The generation of teenagers today uses the years between childhood and adulthood as a time in which to gain the skills needed…
Hersch, Patricia. A Tribe Apart: A Journey into the Heart of American Adolescence. New York: Ballatine, 1996.
Hine, Thomas. The Rise and Fall of the American Teenager. New York: Perennial, 2000.
Prioritization of IT Functions
Prioritization of the IT Project Portfolio for a University's Information Systems
Advances in information technology continue to change the way businesses and institutions perform their planning and administration operations. Information technology has improved the efficiency of repetitive tasks such as payroll processing, accounting transactions, and financial reporting. However, in order to achieve the best mix of IT functions in any given setting, it is vital to understand who the customers are going to be for the system, and what priority must be assigned to the respective functions including email, databases, Web servers, and so forth. To this end, this paper provides a prioritization of a university's information technology functions, including goals, a support plan for both office and customer functions, proposed communication methods, personnel and training requirements, application and function priorities, and a strategy for prioritizing the IT projects.
Identification and Prioritization of Information Technology Functions.…
Dearstyne, B.W. (April 1, 2001). The view from the fast lane. Information Management Journal, 11(3), 121.
Kollock, P. (1998). Social dilemmas: The anatomy of cooperation. Annual Review of Sociology, 24:183-214.
Luftman, J.N., Lewis, P.R., & Oldach, S.H. (1993). Transforming the enterprise: The alignment of business and information technology strategies. IBM Systems Journal, 32, 1, 198-221.
Mansell, R. & When, U. (1998). Knowledge societies: Information technology for sustainable development. Oxford: University of Oxford.
Cellular Phones in Japan:
It's different here.
Cell phone usage has undergone a tremendous jump in a relatively short amount of time. Indeed, the time has come when one feels slightly "naked" if one is out and about without one. Interestingly, however, cell phone technology within the United States is in its infancy compared to that found over the Pacific in Japan. In fact, the Japanese are so enamored of their cell phones and new cell phone technologies that Japanese companies are striving to create novel and powerful products to keep pace with the overwhelming demand.
Compared to American cell phone technology, Japanese products are truly striking. Indeed, for an industrialized nation, and a "world leader" at that, it is truly surprising to note the tremendous disparity between United States cell phone technology (in use), and the technology available and utilized even in the developing world. Consider, for example, that…
Earthlink. "Japan Developing Cell-Phone Wallet." Technology News. 25 July, 2004. Retrieved from Web site on August 13, 2004 http://start.earthlink.net/newsarticle?cat=2&aid=D841P6880_story
Gecko. Gecko Beach. "The Japanese Cell Phone Market." Web site. Retrieved from Web site on August 13, 2004 www.geckobeach.com/cellular/articles/japan.asp2002
Suzuki, Shou. Cell Phone Gaming in Japan. Gaming Age Online. 11 June, 2002. Retrieved from Web site on August 13, 2004 http://www.gaming-age.com/cgi-bin/specials/special.pl?spec=celphone&pagenum=1
Suzuki, David. Oiwa, Keibo. The Other Japan, Voices beyond the Mainstream. Fulcrum. New York. 1999.
To succeed in a highly dynamic and competitive environment, business organizations must effectively execute their planning activities. They must judiciously formulate their long- and short-term goals and objectives. This ensures better anticipation of the ever uncertain future (Hill & Jones, 2013). Effective planning also ensures better utilization of organizational resources (Wittman & Reuter, 2008). With reference to Galaxy Toys, an American toy manufacturing company, this paper explores the planning process. In the first part, a SWOT analysis of the company is provided, along with a choice and justification of the best long-term planning decision for the company. In the second part, the paper differentiates between goals and objectives based on a formulated list of goals and objectives.
Part One: SWOT Analysis and Long-Term Planning
Founded in 1956 by George Jepson and his wife, Galaxy is involved in designing, manufacturing, and selling space-themed children's toys primarily in the U.S. The company…
Watch Pokemon GO! An Overview of the Hottest New Augmented Reality Game
Mixed between the alarming headlines of terrorist acts on the global stage and those concerning the strangest U.S. presidential election in history are increasing reports of people of all ages and walks of life engaging in one of the hottest new games to hit the market in recent years, Pokemon GO. Indeed, even the mainstream media appears to be caught up in the craze, and curious consumers are joining the Pokemon GO throngs in pursuit of elusive but valuable wild Pokemon characters they can catch with their mobile devices in real-world locations. Moreover, growing numbers of local businesses are reporting increases in sales due to congregations of Pokemon GO players and it is reasonable to suggest that the tip of this economic iceberg has not been exposed yet. Given this explosion in interest, this paper provides…
The video game Fortnite, which was originally released July 21, 2017, has become increasingly popular over the last two years. In fact, it is not an exaggeration to say that Fortnite is the video game of the summer of 2019. Children of all ages, but especially younger children, have spent their summers playing this video game. However, many adults, especially older generation adults, really do not understand what the Fortnite fuss is about. This tutorial covers the basics of Fortnite. It answers questions like: what is Fortnite; how do you get Fortnite; how do you play Fortnite; and what is a Fortnite tracker? It also discusses commonly used terms, such as battle royale, Fortnite skins, Fortnite costumes, and Fortnite dances. Finally, it discusses the impact of Fortnite on society and on the development of the children who play it.
Even people who do not play video games…
computers for the organization. All three are high-end ultra-slim laptops for the sales force. These are compared according to a number of key variables -- weight, size, performance, memory, communications, power, software, operating system and price. The three models are the MacBook Air, the Toshiba Portege R830 and the Samsung Series 9. A recommendation is made at the end of the paper.
This essay will compare three different computer models for the organization to meet its needs. It is assumed that the computer chosen will have a high need for portability and performance, so the focus is going to be on three high-end lightweight laptops. They are the MacBook Air, the Toshiba Portege R830 and the Samsung Series 9. They will be evaluated on a number of different metrics and considerations.
eight and Size
Each of the three computers has a 13.3" widescreen display. The material that is used is…
Samsung Series 9: http://www.samsung.com/us/computer/laptops/NP900X3A-A03US-specs
Toshiba Portege R830: http://us.toshiba.com/computers/laptops/portege/R830/R830-S8332
Apple MacBook Air: http://www.apple.com/macbookair/
The oston Matrix
1. Cash Cow: DVDs and DVD recorders are excellent sources of profit and revenues for Sony, as they have been for the last couple of years. Additionally, the electronics and game consoles, especially Playstation 2, even if encountering losses in 2004, may also be included in this category, as having a still consistent market share.
2. Dog: The classic CRT TVs and games software have encountered significant losses and decreasing sales over the last years, so it seems that there low market share/low market growth possibilities mark the end of their booming years.
3. Problem Child: The LCD TVs and the media ventures operated by Sony have high potential (high market growth), but the company is still under-represented of the market, with a low market share, even if prospects for improving it still exist.
4. Star: The flat screen TV seems the best representative of this category.…
1. JUSTIN MCCURRY (April 2004). Restructuring costs eat into Sony surplus. The Guardian.
JUSTIN MCCURRY (April 2004). Restructuring costs eat into Sony surplus. The Guardian.
Product/Services/Promotional Strategies Offered by Ben & Jerry's
Ben & Jerry's eb site is an almost perfect reflection of the company as the consumer popularly views it: high quality but 'down home,' clever, humanistic, ecologically minded, and service-oriented. Few people have not heard at least some part of the Ben & Jerry story -- how two friends put together their savings and started a little ice cream shop in a converted gas station; a sort of commercial swords into ploughshares tale.
The eb site opens with a top banner reminiscent of Blue Mountain Arts, containing simple animation of simple shapes. In this case, it is snowflakes falling on a cow that licks and ice cream cone. (One assumes that sun shines in summer, leaves fall in autumn and so on.)
Right below that, a product shot tells the consumer immediately that this is organic ice cream, appealing to the 'greens.' It…
For this project, the only outside material reviewed was the Web site for Ben & Jerry's Ice Cream (Ben & Jerry's Homemade Holdings, Inc.), accessed February 8, 2004 at http://www.benjerry.com/ .
Product/Services/Promotional Strategies Offered by XYZ Company, and My Own Web Page
Web Promotional Strategies
A Report on the Product/Services/Promotional Strategies of Kentucky Fried Chicken
Kentucky Fried Chicken is a well-known brand in fast food restaurant. Started with a single recipe of Colonel Sanders, the restaurant has developed networks worldwide, offering fast food services family target market and franchise opportunities for investors. The company has seriously developed the web site as a gateway for its customers and business partners. The main KFC web site provides complete information about its menu options and knowledge center about fast food and family events options, while also provide links to its franchise information center. It has the familiar colors, logo, and picture of the Colonel as the main presentation to visitors.
In the main business operation, KFC has a very large target market, in all demographic areas. The company addresses human's basic need of food,…
To batter understand the mechanisms of decision making and purchase behavior within an adoptive family take the case of a nuclear family, formed from a 48 years old mother, a 51 years old father and an adopted 15 years old son. The mother is a clinical psychologist and the father is currently an out of work electrician. In this particular case:
big ticket purchases are generally decided by the mother, since she is the sole provider of the family; the father is charged with the family vacations food and toiletries are purchased on individual preference basically because the mother does not have enough time to cook group decisions are made in regard to the places where to dine out or electronic appliances to be purchased for the home the child's power of influence is revealed by his capability to research certain products and provide his mother with the required information…
Mann, a., Consumer Behavior - Family Purchasing Decisions Making Process, Ezine Articles, Retrieved at http://ezinearticles.com/?Consumer-Behavior-Family-Purchasing-Decisions-Making-Process&id=307532on February 8, 2008
Business Standard, 2004, Marketing with Precision, Rediff, Retrieved at http://imdownloads.rediff.com/money/2004/oct/28guest2.htm . On February 8, 2008
Chamberlain, B., Types of Families, Retrieved at http://www.hhs.wash.k12.ut.us/department/health/masters/ch5l1/type.htm. On February 8, 2008
Perner, L., PhD., Consumer Behavior: The Psychology of Marketing, Consumer Psychologist, Retrieved at http://www.consumerpsychologist.com/on February 8, 2008
Care Case Study
Slide 1 Footnotes
There have been enormous changes due to introduction of various cultural elements in the continuum of care. Before, when people were admitted to assisted living facilities or hospital settings, there were very little cultural elements outside of the majority culture which had sponsored the facility. For example, if a facility was associated with some sort of church or temple, there were elements of that religion present, but there was little alternatives for members of other cultures or religions.
Yet, today, there are now a much wider array of cultural elements available in assisted living homes and hospital facilities. Assisted living programs are regulated on the level of the state.
As such, different states have different types of programs and policies that impact the degree to which cultural characteristics are included or excluded within various assisted living facilities. Some programs encourage cultural elements of patients…
ALFA - Assisted Living Federation of America. (2009). Assisted Living Regulations and Licensing. Retrieved from http://www.alfa.org/State_Regulations_and_Licensing_Informat.asp
Medicare Payment Advisory Commission. (2011). Report to the Congress: Medicare Payment Policy. Retrieved from http://www.medpac.gov/documents/Mar11_EntireReport.pdf
National Caregivers Library. (2012). Independent Living Facilities. Retrieved from http://www.caregiverslibrary.org
Next Step in Care. (2012). Reducing the Stress of Hospitalization for Patients with Dementia and their Family Caregivers: A Guide. Family Caregiver Alliance. Retrieved from http://caregiver.org/caregiver/jsp/content_node.jsp?nodeid=2449#researchpractice