Saturday, May 16, 2020

Violent Video Games - 886 Words

Did you know that the average amount of time an 8-18 American child spends on video games per week is 8 hours? That’s a more than a whole school day! Many kids today are spending more and more time on video games. Not only is it damaging to the brain and body, but it also can cause insanity and dementia. Many of the mass murderers of the past have been found to play violent video games. Teens should not be permitted to play violent video games to ensure that they will not become aggressive. The foundation of the first video games was the CRT. The cathode ray tube (CRT) was first used by the US military in the 1940s for a missile defense system. It was the later adapted into video games in the 1950s. The first few video games had low†¦show more content†¦Adam’s obsessive â€Å"Grand Theft Auto† playing killed 28 people in total. Without violent types of video games, 28 people’s lives in one day may have been saved. American children aged 8-18 play an average of 8 hours a day (Kaiser Foundation). Teens that play violent video games have been found to have influences on their behavior. For example, kids who play violent video games tend to become more aggressive. These kids also have a higher chance of getting in fights with their classmates and friends. They will also have a drastic decline in school achievements and grades (Palo Alto Medical Foundation). Scientists have found that some games will engage your brain for hours causing a higher possibility of dementia and Alzheimer’s. The only reason kids play video games is because of their attraction to fantasy. Video games are scientifically proven to have a big impact because people who play them are usually still learning about how to act in life. Kids who don’t play video games will succeed more in life and will have a less likely chance of getting into trouble. The influence of video games has been debated for many years now. Many studies have been made to try and see the truth. One study in Italy consisted of 172 students aged between 13 and 19 (NY Times). Two groups were made. One of the groups would play non-violent games like mini golf. The other group would play violent games like â€Å"Call of Duty† and â€Å"Grand Theft Auto†. Three tests were used to compare self control,Show MoreRelatedViolent Games And Violent Video Games1122 Words   |  5 PagesAs video game images become increasingly more realistic and graphic. Therefore, is there any link between the violence depicted in those games and violence in real life? Students are the main group people who played violent video games very often. Also, losing a game causes many people to have a negative impact. Last, the attitudes on violent game and antisocial. Games are everywhere around us, such as cellphones, televisions, or computers, but violent games are the most po pular type of game. TheRead MoreVideo Game : Violent Video Games927 Words   |  4 PagesThe video game industry possible causing behavioral problems for people of all ages. Video game violence isn’t breaking news for years people have played games with murder and sexual innuendos. People ask why violent video games are so attractive, maybe it’s a way to escape from real life or even therapeutic. History shows us that human being like violence, in roman time gladiators killed people and animals for sport with huge number of people as an audience. Today the video game industry has foundRead MoreVideo Games and Violent Video Games Effect1225 Words   |  5 Pages A video game is â€Å"an electronic game in which players control images on a television or computer screen† (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamerRead MoreVideo Game Violence : Violent Video Games1626 Words   |  7 PagesDavis English III 27 March 2015 Video Game Violence Violent video games have been being created since the first console. Yet only recently have we been blaming them for aggression in the player. We as humans have a tendency to blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in many ways in this situation but mainly people point to the anger that’s brought out in the real world after the game or maybe it’s the gamers’ tendency to haveRead MoreViolent Video Games Are Violent1677 Words   |  7 Pages2016 Violent Video Games Effect The future of entertainment revolves around technology which perhaps has caused video games to become more and more realistic over time. Although they often are entertaining, the contents have become more violent and disturbing as computing technology has become much more advanced. These days, the popularity of violent video games has caused an increase in controversy. Many parents and researchers say the video games are now becoming too violent. The violent videoRead MoreVideo Game And Violent Video Games1574 Words   |  7 PagesAlong with the rapid development of the internet in recent years, game and violence game have become companions of young people. We could not deny the fact that video game already has strong attraction for many people. Especially in today’s society, when work pressure is growing, gaming is an effective solution to relieve tension, dispel feeling of fatigue, anxiety. Playing the normal video game, which it not include any violence scenes, plus regul atory reasonable playing time can help players relaxedRead MoreRegulation of Violent Video Games2128 Words   |  8 PagesIssue: Video games are the primary source of entertainment for children nowadays. Be it in form of Wii Games, Nintendo or Xbox; children nowadays seems to be practically smitten with video games. It was also shown as evidence in some cases that the influence of such games is so huge that few children start speaking and acting like characters in the video games. Many video games, dating back to 1976’s Death Race, contain some or other aspect of violence, such as killing the bad person, driving dangerousRead MoreVideo Game Violence And Violent Video Games2382 Words   |  10 PagesAbstract The issue of video game violence seems to be a hot topic right now after several shootings have occurred and made a connection to the shooters being video gamers. In looking at past research it is apparent that there seems to large amounts of research that contradict one work to another. Although I would have been interested in conducting a poll of the publics opinion regarding the use of violent video games and their connection to mass shootings I was not able to conduct the researchRead MoreVideo Games And Violent Violence1345 Words   |  6 PagesOn television, iPads, cell phones, and even specially made devices for babies and children. Video games are interwoven with our daily lives. For many, it is just an innocent way to relax or enjoy themselves. For others, it has become an addiction in which they cannot escape. Not all video games are violent, but what about those that are? Does society have an obligation to monitor every type of video game children and adults play simply because they believe it may lead to acts of violence? PsychologistsRead MoreVideo Games And Violent Behavior1460 Words   |  6 Pages Video Games and Violent Behavior Jessi Moffett CRJ 385 September 15, 2015â€Æ' Intro Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and

Wednesday, May 6, 2020

The Perceptions Of Professionals The Traumatic Event...

The study was conducted to determine from the perceptions of professionals whether life experiences or becoming homeless was the traumatic event that triggered (PTSD) posttraumatic stress disorder amid the homeless adolescent population of Raleigh, Durham, and Chapel Hill North Carolina. Participants included 12 professionals with experience of working with homeless adolescents ages 13-18, in regards, to posttraumatic stress disorder development. A questionnaire was utilized for 14 participants to gather the information for the study, in which, had an 85.7% response rate. The results did not determine whether it was life experiences or becoming homeless that was the traumatic event that triggered the development amid the homeless adolescent population in Raleigh, Durham, and Chapel Hill. However, the study did yield a PTSD issue within the population and a lack of service providers to help address the issue. The study also revealed a need to further research the issue to identify the true scope of the problem and to implement services to help address the issue of PTSD amidst the population. An Examination of the Perceptions of Professionals Regarding Homeless Adolescents and Posttraumatic Stress Disorder Chapter One: Introduction This study examined the perceptions of professionals working with homeless adolescents 13-18, in regards, to PTSD. The professionals taking part in the study will have experience of working with homeless adolescents in theShow MoreRelatedThe Perceptions Of Professionals On The Traumatic Event That Triggered ( Ptsd )998 Words   |  4 PagesThe study was conducted to determine from the perceptions of professionals on whether life experiences or becoming homeless was the traumatic event that triggered (PTSD) posttraumatic stress disorder amid the homeless adolescent population of Raleigh, Durham, and Chapel Hill, North Carolina. Participants included 12 professionals with experience of working with homeless adolescents ages 13-18. A questionnaire was utilized for 14 participants to gather the information for the study, which had an 85Read MoreNo Comfort Zone By Marla Handy Essay1461 Words   |  6 Pagesavoid: post-traumatic stress disorder. Unlike for many members of society, for Ha ndy, it is not and never will be something she can avoid. She works to, momentarily, at least, bridge this gap for her readers by describing some of the symptoms that she and many others with PTSD live with on a frequent basis. Handy is one of about 8% of people who have been diagnosed with PTSD, defined as â€Å"a disorder that develops in some people who have experienced a shocking, scary, or dangerous event† (Carani).Read MoreAwareness of Post Traumatic Stress Disorder1121 Words   |  4 PagesAwareness Of PTSD Do military veterans really get all the support they need upon returning during combat situations or does society kick their problems under the rug? First documented the 1600’s symptoms of PTSD (Post Traumatic Stress Disorder) have been identified overtime in wartime. PTSD has developed worse with soldiers over time. If it was unaware what PTSD, it’s an anxiety disorder that may develop after exposure to a terrifying event or ordeal in which severe physical harm occurred or wasRead MoreIn-Depth Study of Post Traumatic Stress Disorder2493 Words   |  10 PagesPOST-TRAUMATIC STRESS DISORDER ABSTRACT: This article represents an in-depth study of Post-Traumatic Stress Disorder, PTSD in a holistic context. The main focus of this research is on Post Traumatic Stress Disorder from the physiological perscective. PTSD is a response mechanism of the mind to an actual or perceived traumatic event. Research has shown that cognitive factors, anxeity, and injuries for example due to car crashes are linked to and often responsible for Post Traumatic Stress DisorderRead MorePost Traumatic Stress Disorder ( Ptsd ) Essay1901 Words   |  8 Pages Post-traumatic stress disorder (PTSD), triggered by exposure to a traumatic event, is a mental health condition characterized by recurrent nightmares or flashbacks, avoiding reminders/recounting the event, distorted mental processes or emotional numbing, and a persistently high state of arousal and reactivity (Institute of Medicine , 2014). While this mental disorder does appear in society as a whole, its prevalence in the U.S. military is cause for concern. Cited as the â€Å"most commonly identifiedRead MorePost Traumatic Stress Disorder Affects About 7.7 Million Americans2106 Words   |  9 PagesPost-traumatic stress disorder affects about 7.7 million Americans. Dr. Rothbaum in the article PTSD: A Growing Epidemic, states that of those 7.7 million Americans, about 31 percent of military men and women are affected by post-traumatic stress disorder (2009). Thousands of men and women in the military may have been shot at or they may have witnessed death. This is the reason why members of the military are at high risked for developing post-traumatic stress disorder (Rothbaum, 2009). LikeRead MorePost Traumatic Stress Disorder ( Ptsd )3504 Words   |  15 PagesIntroduction Each year, over three million children and adolescents experience some form of traumatic event in their life (Ray, 2014). Posttraumatic Stress Disorder (PTSD) is an anxiety disorder that can occur following the experience or witnessing of a traumatic event (Hamblen, 2009). Some of the events that can cause children and adolescents to suffer from PTSD are natural and man-made disasters, violent crimes, rape, or murder of a parent, school shootings, motor vehicle accidents, severe burnsRead MoreHigh-Risk Family Assessment Snd Health Promotion Essay2150 Words   |  9 Pagesconditions. Post active-duty war veterans are a group that is at high risk for developing Post Traumatic Stress Disorder (PTSD), which can lead to physical, psychological, and social problems. These problems not only affect the veteran but also strongly alter the health and lifestyle of the entire family. The objective of this paper is to present the health profile and behaviors of PTSD veterans, describe assessment models and theories that are applicable to the patient and family, and identifyRead MoreHow Cognitive Behavior Therapy ( Cbt ) Is Effective Approach For Clients With Post Traumatic Stress Disorder ( Ptsd Essay1769 Words   |  8 Pagestherapy (CBT) is effective approach for clients with post-traumatic stress disorder (PTSD). Post-traumatic stress disorder is defined as a mental health condition that is triggered by exposure to actual or threatened death, serious injury or sexual violation, (American Psychiatric Association, 2013). It is natural to feel afraid during and afte r a distressing experience and most people can recover after the initial symptoms. But, people with PTSD continue to feel stressed and frightened after the experienceRead MoreThe Silver Linings Playbook, Pat Peoples2442 Words   |  10 PagesEncountering stressful or traumatic situations is inevitable in a human lifetime. Human beings are faced with a gruesome situation, have a period of grief, and finally overcome the emotions that came along with the event as a wiser and more mature individual. But what about the small portion of human beings that are not able to survive the trauma? What is stopping them from their own recovery? A member of this small portion of human beings is the main character of Matthew Quick’s novel The Silver

Tuesday, May 5, 2020

The Value of Teaching the Book Thief free essay sample

The Value of Teaching The Book Thief Supported by all the irony and vivid coloring, The Book Thief is more easily understood after acquiring knowledge of reading literature with greater care and meticulousness. It is about Liesel Meminger and her history with death, and how she handled difficult situations with the experiences, how she survived through it with words. There is a death of a friend, the love of a parent, and survival of the people who can take it. Markus Zusak took a creative approach in writing the novel that the appalling subject matter is made more  tolerable. The thing about this book that sets it apart from the rest of the books out there is the narrator, his name is Death and his job is to collect human souls. This book should definitely be taught because it is a great teaching tool, the novel gives the readers a different perspective of World War II, and the novel has an element of diversity. Markus Zusak’s approach to writing The Book Thief allows readers to be overwhelmed and impressed by the art of writing. He does this by using an immense amount of figurative language. The story unfolds as metaphorical abstraction with enlightening imagery and fascinating analogies. An example imagery would be, â€Å"The orange flames waved at the crowd as paper and print dissolved inside them. Burning words were torn form their sentences† (Zusak, 112). The novel has literary devices that students can learn to identify and then adapt it into their writing. Zusak writes The Book Thief in an omniscient perspective, with this the reader can almost see the story through the character’s eyes. The novel also has a strong use detailed descriptions, similes, metaphors and analogies. For example, No, hair like twigs. Thats what it looks like when it hasnt been washed. Look out for hair like twigs and swampy eyes and a kindling beard (Zusak, 509). The novel gives readers a fresh perspective with Death. The fact that Death was given some emotion and even the sense of compassion, took the pain out of his duty. Death didnt want to get involved with the lives of humans but he couldnt stop from watching and caring. He always gave a warning to upcoming events so that there weren’t surprises, allowing the reader to prepare emotionally. Zusak masters the skill of foreshadowing in the novel, which students can learn to identify and use it in their work. The novel can also teach students to put in cliffhangers in their work, as well as write in point of views of inanimate objects. This book will teach students to think outside of the box when writing. There are symbols everywhere is the book, the reader just has to pay attention to them. For example, the dominoes on the cover of the book are compared to falling bodies. The symbols provoke reflection and realization in readers. Even the thievery of Liesel is symbolic; the young girl was robbed of a brother and her mother was taken away from her, a lot was taken from her and to settle the score she steels books. Students can learn to incorporate symbols into their writing. The Book Thief is takes place in another period, a catastrophic one where many did not have the strength to live through it. A time where words are power. The notorious tyrant, Hitler rose to power with words and stayed in power with words, the book brings that aspect out. The book makes the reader realize how powerful words can be in a time where people are so vulnerable. The book is written from the perspective of a German family in Nazi Germany and due to this change in perspective students will learn that there are two sides to every situation. As a student myself, prior reading The Book Thief, I had always assumed that the Germans lived a decent life with no hardship while the Jewish suffered. Reading a story that is told of a struggling German family during Nazi Germany was refreshing and very educational, as it taught me that there are different aspects to everything. The Book Thief addresses a major element of diversity. Religious differences and the brutality for choosing to be a part of that religion is acknowledged. Liesel’s family decides to hide a Jewish man in their basement knowing the consequences could be dire. Liesel learns about the conflict ongoing between the Nazi’s and the Jews, and why hiding a Jewish man would be dangerous for their family’s lives. She learns to be compassionate and love a person no matter what religion they believe in. She learns to help people as much as she can. In a classroom there are students with different religious beliefs, at least in a diverse country like Canada. Even though the western society has come to accept other religions, but there is always the occasional joke discriminating the religion. By reading this novel students can see how Liesel accepts Max despite their religious differences. For students, learning to be accepting and compassionate towards all people, no matter their religion, ethnicity, or beliefs is an important aspect of diversity and a life lesson. The Book Thief is one of a kind. The Book Thief should definitely be taught as it is a wonderful teaching tool. The book will allow students to identify literary devices and use them in their own works. The book will also teach students to think outside of the box when writing, and that there is no boundary when writing. The book also teaches students that there are two sides to every story. The novel also addresses a major element of diversity, which might allow students to be more accepting and compassionate of people who are of a different dissent then theirs.

Friday, April 17, 2020

Video Game Industry Analysis

Nintendo History, Development, and Growth In 1989, Fusajiro Yamauchi launched a small company called Marufuku Corporation in Kyoto Japan. The founded corporation later on turned to be Nintendo Company. Before turning into the renowned Nintendo, Marufuku was popular for the playing cards the firm produced to be used when participating in the Hanafuda, the Japanese game.Advertising We will write a custom case study sample on Video Game Industry Analysis specifically for you for only $16.05 $11/page Learn More The company solidified its playing card business position between 1907 and WWII. Marufuku started to supply the Japanese communities with Hanafuda cards in 1925. The Japanese amusement market was greatly devastated by WWII, though Marufuku and the playing card industry advanced more than any other corporations. Whereas the manufacturing plant for Marufuku was damaged during the war, the corporation succeeded to forge ahead in the following periods. In 1950, Yamauchi assumed the position of the president in the firm and got on a variety of strategies with the purpose of rationalizing and modernizing the way the firm was controlled. Marufuku factories were consolidated by Yamauchi who then altered its name to Nintendo in 1951. In the postwar era when Yamauchi realized that the playing cards business boomed and there were shortages, he reacted by inspiring the corporation to produce quality plastic playing cards. While challenges were encountered in the preliminary plastic cards production, the firm began its mass assembly in 1953. Nintendo was able to sell playing cards that had the imprints of animation characters after completing a business agreement with Disney in 1959 whereby the firm had to share some profits acquired from selling the advanced cards. Nintendo opted to become public in 1962 when the company realized that the business was remarkably successful. 1960s to 1980s diversifications Nintendo pursued its drive to innov ate and diversify in 1960s and this helped the company to become common name in 1980s. The glowing company developed most of its new product lines in 1963. The game department was successful and in 1969, it built a unique game manufacturing plant in Uji Town. The first electronic technology was introduced by Nintendo in 1970.Advertising Looking for case study on business economics? Let's see if we can help you! Get your first paper with 15% OFF Learn More An example of the Beam Gun Series technology produced by Nintendo was the shooting system called laser-clay pigeon. This company expanded its business of projection based games to the western markets. The arcade game technologies prospered in the subsequent periods and Nintendo was in the frontline. For instance, Nintendo cooperated with Mitsubishi Electric in 1975 to develop filmed game systems via the use of video player technology. The technology emerged as the first artless home video game in 1977. Nintendo also started to feature some of its high-tech amusement arcade games. In 1978, the company produced and used microcomputers to sell coin operated video games. Such innovations led to the emergence of Donkey Kong in 1981 giving the video games (arcade) its stereo sound and complex graphics. Nintendo similarly sold watch line and game products including football with digital quartz micro hardware in 1980s. The company was able to expand its markets to the US in 1982 as it focused on the marketing and developing household video technologies. Nintendo built new production plants in 1983 to meet Famicom production requirements in Uji town. Despite the reported losses in the video game industry in the late 1985, Nintendo used the swift selling Famicom to enter the US market. It however seized the US market by redesigning the Famicom to produce Nintendo Entertainment System. Nintendo Company became widely recognized for the numerous Pokemon pocket monster, Luigi, Zelda, Mario and other characte rs. The firm’s handheld gaming system also known as Game Boy has dominated the market from the time when it made its first debut. In fact, the Game Boy advanced to give the cutting-edge play station version while the Game Cube which materialized as its gaming console overhauled the Xbox. The latter product was deemed as the most prevalent and succeeding console to the PlayStation 2 that Sony tendered to the market. Although the console market has been ruled by Sony, the novel Nintendo DS and Game Boy Advance have continuously steered the market for the handhelds despite the introduction of the PlayStation Portable (PSP) by Sony.Advertising We will write a custom case study sample on Video Game Industry Analysis specifically for you for only $16.05 $11/page Learn More As Nintendo’s consoles gained a bigger market share, the firm has maintained to be the most interactive market game pioneer as a result of its continuous innovations, Silicon graphics and animated characters presently designed by Shigeru Miyamoto. After the stepping down of Hiroshi Yamauchi in 2002, Nintendo appeared to have taken a new turn. The corporation assumed business as usual but offered low priced GameCube version to the Chinese market. Besides, Nintendo purchased 3% stake of the toy producer Bandai Corporation and Japanese software developer. Internal strengths Human resources capabilities Nintendo is capable of hiring employees with rare talents in building both software and hardware that supports video games. Moreover, the company has one of the few talents that can design and develop rare video games that attract large clientele not only in Japan, but also in other parts of the world. Having such rare talents within the workforce provides the firm with internal capability and increased competitive advantage. Investment in human capital has enabled the company to be more competitive through the value that the workforce creates for its custome rs. Financial resources capabilities With increased sales, Nintendo has accumulated enough financial resources that enable it to expand and finance its operations effectively. These financial resources have also enabled the company to enhance its research and development activities. As a result, the company has remained ahead in developing new products that are oriented to the market. Introduction of new products in the market has led to increased sales and revenue adding to the benefits of the firm. Besides, increased financial capability is the strength behind hiring highly talented and experienced workforce which has generally contributed to the value addition. Organization structure of the company The way the company is organized and managed has also increased its efficiency and effectiveness. The company has adopted the less bureaucratic structure that leads to efficiency in decision making. Even though the company has been divided into various branches, the line between the ma nagement and the bottom employees is extremely thin.Advertising Looking for case study on business economics? Let's see if we can help you! Get your first paper with 15% OFF Learn More This has increased employee attachment not only to the business, but also to their working environment. Such a structure leads to effective and efficient management processes. Ultimately, the internal structural organization and effective management processes enhance the competitive advantage of the company and keeps it ahead of other firms in the industry. Technological capabilities Nintendo has technological capabilities that enable it to develop new game consoles. These technological capabilities have made the firm to lead in the video game market by introducing new products as soon as the popularity of one game diminishes. Besides developing new software and hardware, Nintendo is capable of developing security codes for its consoles and avoids counterfeit products. This internal technological capability has enabled the company to monopolize the Japanese and US markets for a very long time. Internal weaknesses Top Management Nintendo top management comprises of individuals from o ne family. Although the family is the founder of the company and the major decision maker, some individuals might lack the ability to manage the company effectively. As a result, the company performance may decrease leading to the loss in revenue and market share. Nintendo has not moved away from the old Japanese business models where the company is managed by family members despite incompetence. Such incompetence in the management may destroy the company reputation resulting into a profound reduction in the market performance. Distribution channels Although distribution channels that Nintendo uses to sell its products may be seen as strength, they may also be disadvantageous in terms of management. Managing such fragmented distribution channels may be cumbersome especially in a wide geographical location of US. Moreover, some of the channels may be less productive thereby increasing the cost of operations. Besides difficulties in managing distribution channels, the company also fac es difficulties in expanding to newer markets. This is primarily due to cultural differences. Most of its products are designed according to Japanese cultural aspects which might not fit well in other cultures. Porter’s five force analysis Rival sellers Nintendo has been a very strong player in the game console industry. The company competed with Sony in terms of unit sales of game consoles from 1995 to 2000. The GameCube released about the same time as Xbox cost $199 which was approximately $100 below Playstation 2 and Xbox’s prices (Sterman, Jekarl and Reavis, 13). Such a big difference in price permits the company to target at the low segment of the market; young people from 7 to 20 years of age who cannot afford to buy more expensive consoles and do not require more features as compared to mature age groups. Microsoft is also one of the leaders in game console market. The company’s Xbox has taken a big share of the market. This makes Microsoft a household na me in the industry. Xbox with its sequel is on top of the wave and has been competing with Sonny fiercely. The firm’s strong brand name in home electronics, software and game consoles makes it a big threat in the market, especially for future game consoles (all-in-one electronic devices supporting home entertainment, gaming and web browsing). The Xbox is Microsoft’s first entry into the market but aggressive marketing by the company has resulted in much awareness of the product among the gamers. Xbox attempts to beat Playstation in almost every feature, hoping to compensate for its late arrival and grab some market share. Moreover, Microsoft is notorious for overusing hardware resources for its operating systems and this leads to gamers suspecting that the use of more advanced hardware enhances the features of Xbox. Buyer bargaining power Since the game console is a consumer product, it is good to depend highly on sales. Thus, the consumer has a high bargaining power o n the Nintendo gaming consoles. The market according to the case has increased heavily because of Nintendo’s sport and fun games. Sales also increased after lowering the price of the game consoles. Suppliers bargaining power There is high bargaining power of suppliers in regard to hardware. Therefore, it becomes necessary to calculate the product prices regarding to the price of the hardware units used. Prices for preceding game consoles were high because the output of microprocessors was generally lower than expected. Again, there were shortages of inputs like blue Light Emitting Diodes required for the BruRay Drives. Game publishers and developers provide the games for Nintendo’s consoles thus the company has to listen to their demands and needs. The company is therefore compelled to have more games developed for the newer consoles than for the earlier version because of the complicated architecture. Threat of new entrants There is a very low risk of new entrants bec ause of the development phase which has to be completed to successfully release a new gaming console. That is, a lot of money is required to enter the gaming market. Already, market saturation has been reached with only three key console providers. Moreover, the key problem is that those who develop games would not create games for a new, unpopular and inexperienced platform when they are not sure how the new platform will sell. However, PC and home electronics manufacturers, software developers and handset makers may decide to enter the gaming market as they have the full potential in terms of resources and coverage. Substitutes The very threatening substitute is the upcoming Cloud Gaming Service commonly referred to as OnLive.com. There is a big potential that this expectation is not measurable yet because it is still in beta status. Other substitutes include PCs, calculators, game machines and cellular phones all of which have built-in games. SWOT analysis Strengths Establish ed and give a competitive advantage Robust revenue growth provides greater stability Weaknesses Dependence on suppliers Declining cash position Opportunities Positive outlook for entertainment industry Changing and positive trends in consumption patterns Threats Short product lifecycle Shift in consumer preference Currency exchange fluctuation Evaluation of Nintendo’s corporate strategy Nintendo Corporation created a strong brand name through innovation and licensing, although, this legend seems to fall apart as profits decline. The reasons for this decline are affected by crucial strategic issues which become the main disadvantage to the company. The first issue is associated with the company’s inefficient manufacturing structures that decrease the quality of products which affects the reputation badly and decrease the product competitiveness. The heart of most distinct management practice in Japan is their productivity improvement, quality control (QC) circles, total quality control (TQM) activities or the labor relation-collectively termed as â€Å"Kaizen† (DeWit and Meyer 156). It is argued that the implication of companywide quality control or TQC have been that the concepts have assisted Japanese organizations to build a way of thinking that is process-oriented and come up with strategies that ensure continuous improvement. In Nintendo however, the company failed to perform well or make improvement in Kaizen or develop an efficient manufacturing structure to ensure high quality products thus causing an enormous damage to the business. Nintendo’s failure to sustain an efficient manufacturing structure or implement Kaizen effectively to ensure high quality products damaged their reputation and incredible brand name causing them to lose their competitive advantage in the market. In building competitive advantage, an organization must meet the expectations and needs of its customers. The failure for Nintendo’s product qualities to meet the expectations and needs of customers completely swiped away the company’s reputation and decreased the confidence in the market. It is also pointed that, good reputation is what all businesses would wish to have, yet it is more valuable in some cases than in others. Good reputation is among the intangible resources for Nintendo which differentiates the firm from other competitors, enabling them to charge their excellent quality and product a premium price. Hence, the diminishing reputation of Nintendo weakens core competencies and creates a negative prejudice which affects its competitive advantage directly and thus becomes a significant threat to the business. Besides the reputation and quality issues, Nintendo is not swift in responding to market shift in demand and thus weakens its competitive advantage. For instance, the delays in launching of many consoles in Europe due to problems in manufacturing caused the company failure in fulfilling the market demands. This increasingly put Nintendo at stake since other strong competitors like Sony and Microsoft were swift in gaining a share in those markets. It enabled them to enjoy the first-mover advantages. First-movers may gain competitive advantages in creating distribution channels, gaining the consumer attention or linking with the specialized suppliers. Any product of class advertised first tends to impress more strongly in the minds of consumers than the ones that follow. As a result, Nintendo lost a large share of the market and its competitive advantage in the gaming industry; they did not benefit from first mover advantages leaving them behind other competitors in markets outside US and Japan. Business level strategy Since Nintendo’s conception, the business strategy was based on developing video game machines. The company focused all its strengths in innovating gaming consoles progressively. As the pioneer in the industry, the company developed a coin-operated video g ame machine called Famicom in the 80s which surpassed other competing products in terms of technology. The company focused on developing gaming machines that could support several games unlike the machines offered by competitors. Through licensing, the company was able to expand in Japan and the United States. As time went by, the company enhanced its innovation to capture the differing needs of consumers. For the United States, the firm redesigned the Fomicom to develop Nintendo Entertainment System that could fit and compete in the market. The company also opened new channels that would be more close to consumers. Through retailers, the business was able to expand to all major cities of the United States. This expansion and business monotony was also enhanced by the strategy of securing their gaming machines such that other games could not be played in them. With increasing competition, Nintendo’s business strategy focused more on innovation. The company led competitors in terms of product research and development. It was the first to introduce the 8-bit systems, 16-bit systems and 64-bit systems. These in particular made the company to succeed year after year and by 1992, the firm had acquired 60% of the market share. The company was already established well in Japan and US thus dropped licensing as the supportive business strategy. When Sony and other competitors penetrated the market with new products, Nintendo’s market share and profitability dropped significantly. The company responded by changing its business strategy and focusing on developing gaming machines using plug-in cartridges in conjunction with Silicon Graphics. This product which was targeted to children and young teenagers boosted sales until Sony introduced the Playstation. Nintendo could no longer compete effectively as more competitors such as Microsoft introduced more advanced technology in the market. As a result, the company’s GamaCube was not successful as expect ed. However, the company reinvented its business strategy and developed Wii. The strategy was to use off-the-shelf components to assemble a much cheaper gaming machine that could be offered at a cheaper price. The product was also targeted to a much wider audience through innovation that enabled motion sensitivity, wireless control that gave way to interactive games. This new innovation became the core competitive strength and brought back Nintendo to the leading position in the industry. Nintendo structure and control systems The strategic organizational structure of Nintendo is such that the decisions stems from the higher levels of management and flows down the ladder. It is a kind of centralized structure in which strategic decisions are closely held by middle and lower level managers. While the licensing and merging decisions are made solely by the management, product development decisions are a combined effort of both the managers and the developing teams. The managers trigger the product strategy when competition becomes too stiff and sales decline. The design and development ideas are the ingenuity of the research and development teams. Notably, strategy achievement and decisions incorporation are assessed through two mechanisms. First, the managers consider the operation measures in which they measure customer satisfaction and retention levels. The reason is that the major objective of the strategic decision is to capture a larger market and eventually increase sales. Therefore, customer perspective becomes a major control system. Secondly, the company is sales-driven. Competitive pressure is determined by the company sales as compared to other competitors. Therefore, innovation and learning are also control systems used in the company where sales growth is the measure. Throughout, the company has referred its success to sales growth of each product launched. Recommendations For the company to succeed in the future, it must invest in technological adv ancement. Technology will enable the company to remain at the elevated competitive edge. Also, the company will continue to use its technological advancement to introduce new products into the market ahead of its competitors. This capability will provide the company with a stronger competitive advantage. In addition, the company must produce games or items portraying the global outlook to attract as many markets as possible. The future of Nintendo does not necessarily depend on innovation alone. There are other elements to consider in order for the firm to capture a royal market share and drive sales. Target markets should comprise of consumers with the ability to sustain a high financial status, not just young kids. After all, the success of the business depends on the ability of the customers to make repeated purchases. As other competitors focus on innovation, Nintendo should differentiate by aiming to market its products in the untapped markets such as the emerging economies. It s financial position and brand name can act as the effective marketing strengths for this expansion. Given the level of competition in the gaming industry, Nintendo needs to offer unlimited interactive entertainment to all the consumers at average prices to enable it capture dominant market share. To realize this, the company must focus in the production of a product that it feels to have higher competitive advantage over other market rivals such as Sony and Microsoft. Works Cited DeWit, Bob and R. Meyer. Strategy: Process, Content, Context. New York, NY: Thomson International Business Press, 2004. Print. Sterman, John, Jekarl Kahn and Reavis Cate. 2008. Sony’s Battle for Video Game Supremacy. 2008. Web. This case study on Video Game Industry Analysis was written and submitted by user Samiyah Suarez to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Friday, March 13, 2020

Raging Bull essays

Raging Bull essays Raging Bull (1980) is not a so much a film about boxing but more of a story about a psychotically jealous, sexually insecure borderline homosexual, caged animal of a man, who encourages pain and suffering in his life as almost a form of reparation. Martin Scorseses masterpiece of a film drags you down into the seedy filth stenched world of former middleweight boxing champion Jake The Bronx Bull LaMotta. Masterfully he paints the picture of a beast whose sole drive is not boxing but an insatiable obsessive jealously over his wife and his fear of his own underling sexuality. The movie broke new ground with its brutal unadulterated no-holds-bard look at the vicious sport of boxing by bringing the camera into the ring, giving the viewer the most realistic, primal, and brutal boxing scenes ever filmed. With blood and sweat spraying, flashbulbs bursting at every blow Scorsese gives the common man an invitation into the square circle where only the hardest trained gladiators dare to venture . The movie opens just as it ends, the camera pans down to the pavement revealing a sign outside the Barbizon Plaza Theater: An Evening with Jake LaMotta Tonight 8:30. The film then cuts to a punched out overweight shot of LaMotta babbling a barely coherent rhyming rant mixing Shakespeare with the infernal jabber of an half illiterate has been boxer. Quickly the scene shifts from backstage of a nightclub to a close up of a younger LaMotta receiving repeated jabs to the face. The bold white title card Jake La Motta 1941 jumps out against the stark grey images of the match. LaMotta between rounds sits in the corner surrounded by his trainer, manager and cut man giving the impression of lion tamers antagonizing a corned animal by telling him he is out pointed and Youre gonna have to knock him out. When the fight continues LaMotta crouches like a coiled snake bo...

Wednesday, February 26, 2020

The Constitution creates a system that was designed to fail AND the Essay

The Constitution creates a system that was designed to fail AND the existence of a set of fundamental American values - Essay Example It also guaranteed a stronger horizontal separation of power amongst the executive, the legislature and the judiciary, thus improves institutional checks and balances while at the same time granting some autonomy to various government organs (Ellis 49). It also established the Supreme Court that would be the final arbiter in matters of law, therefore improving access to justice and resolving interstate, state-federal as well as well as conflict between the said entities and individuals. To this extent, the constitution was designed to achieve success. Even though the constitution had such praiseworthy aspects, the US creates enormously stronger federal government, with highly nationalized values. Therefore, resources get to be majorly centralized; as such the states become extremely subservient to the federal government (Wood 28).Basically all the prime sectors and taxes are in control of the federal governments. This is a weakness, since it is the states that are closer to the peopl e and therefore stand a better chance to respond faster to the need of the people, in comparison to the federal government (Ellis 49). The congress has on some occasions exercised its legislative power to pass laws that interfere with the processes already running in the states. For instance, in United States v. Morrison, pursuant to its powers under the Commerce Clause and the Fourth Amendment (Section 5), the Congress had enacted a statute, Violence against Women Act (VAWA) which provided civil remedies to gender –based violence victims against their assailants. This was based on argument that such injustices against women hindered their free participation in interstate commerce and thus a remedy was essential. The court struck down a part of this law since the law was not dealing with cases that were economic in nature. The congress had over stretched its powers under the constitution to interfere with state court, by offering a federal filing for such cases. VAWA dealt wi th a social issue (gender violence) and its economic impact on interstate Commerce was indirect and marginal. Similar scenario arose in United States v. Lopez, where the court pointed out that Commercial Clause could only be applied in cases that are directly economic in nature. United States v. Morrison defines the sensitive question of the relationship between the Congressional powers and the State powers, and in particular, the extent to which the congress may limit areas that are traditionally defined as being within the scope of the state. These decisions reveal judicial activisms in favor of state sovereignty at the expense of federalism and to strengthen the state power. The Existence of a Set of Fundamental American Values Values refer to the standards that have consciously or unconsciously set by members of a particular culture or society upon which the desirable and undesirable are distinguished behaviors (Dahrendorf 14). Values therefore form a basis for judging the peopl e and their actions, from a cultural approach, in order to determine whether they are good or bad, valuable or worthless, beautiful or ugly or whether they are prized or shunned. The values have a great role in shaping our actions and behaviour. For quite long, Americans have been known for their set of values, mostly the value of freedom and independence. This is reflected in a number of Constitutional Amendments that puts

Sunday, February 9, 2020

The Essential Husserl Essay Example | Topics and Well Written Essays - 1250 words

The Essential Husserl - Essay Example Husserl in his work refers to the theory of species as being weak in one way or the other. The raised objections over the theory is concerned more about the context of the system that is very sensitive. Therefore, an indexical experience that relies on the content has to serve minor role of a secondary propositional duty. Thus, it may end up determining the object, which may be referred to earlier. According to Husserl, for two experiences that are indexical, they have to have one object in mind because the moments of issue for such a case can lead to the same matter that is ideal. Husserl differentiates between the words and their general meanings while on the other hand the respective meaning of that word (Welton 163). This theory does not actually help to differentiate between the two types of meanings. That is, if perfect matters are intentional contents and remains constant, then, propositional content will differ. He further feels that indexical experiences are at times singula r because they are involved in representing one object at a time or it may be a group of objects. For instance, a subject experienced at any given moment as in the real world as being special in all represented worlds that are possible. Thus, the potential or actual experiences can be attributed or subjected to the experiencing subjects. This is what Husserl refers to as intentional horizon that has an anticipated content. According to Husserl, all experiences that are encompassed in horizon have a common bond of identity in time course. He refers to this as label X and it applies to objects with similar subjects. The determinable X is an indexical experience that seeks to find out the earlier reference for the mentioned experience. This should not be the species ideal meaning alone. In order to come up with the dynamic theory, then we have to find out the intentional acts that are components of cognitive structures. In this state, the same object is represented through changing tim e. In his research, he refers to mental files as individual notions, which are open. We can therefore refer to Husserl as an early theorist and non-naive on intentional content (Welton 166). He further discusses the ‘epoche’ phenomenon. His theory on the content seems to coincide with the phenomenon of epoche. The theory of epoche was developed to radicalize constrains that are present in logical investigation. This has to carry out from the first person’s point of view. This is to have the experiences that the subject is exposed to and the intended results. The advantage of doing the experiment in the first person context is that no difference arises between non-veridical and veridical cases. Therefore, one cannot be a victim and at the same time become be in a position to detect any error that is perceived in his or her actions. Thus, it is from this point that Husserl derived phenomenological ideas that explains detailed existence of objects in the universe. I n summary, epoche demands that we focus on the represented objects. Husserl comes up with two different types of epoch; the universal and local (Welton 167). Husserl focused on local epoche using perceptual experiences as the foundation of one’s experience. In order to describe an experience in details, one has to be a participant in the experiment. That is performing an experiment from the first person point of view. In perceptual experi