Compare And Contrast Essay Topics Writing To Read Writing To Learn Reading To Write
Wednesday, August 26, 2020
Australian electronic tablet industry Essay Example | Topics and Well Written Essays - 2250 words
Australian electronic tablet industry - Essay Example Aside from evaluating the requests and needs of buyer the report will break down the porterââ¬â¢s five powers regarding the electronic PC industry inside the Australian market. The report will likewise feature on the social contrasts between the two nations dependent on Hofstedeââ¬â¢s social measurement model. The key finding of the report is the presence of enormous interest for tablet pc in Australia and some anticipating offices have anticipated that the marketing projection will soar in the years to come. List of chapters Table of Contents 3 Threat of new Entrants 5 Economies of Scale 5 Brand Loyalty 5 Capital Requirement 6 Analysis 6 Threat of substitutes items 6 Switching Cost 6 Buyer Loyalty 7 Analysis 7 Bargaining intensity of purchasers 7 Number of clients in the market 8 Availability of Substitutes 8 Analysis 9 Bargaining Power of Suppliers 9 Degree of provider fixation 9 Availability of substitute sources of info 9 Analysis 10 Existing Rivalry 10 Industry development rate 10 Demand for item 10 Analysis 11 Recommendations 11 Hofstedeââ¬â¢s social measurement 13 Cultural components of Australia and Germany 13 Difference between two societies 14 Recommendation 14 Conclusion 14 Reference 16 Threat of new Entrants New contestants are portrayed as the organizations that are by and by not contending inside the given business yet can possibly contend in the business if decides to do as such. Economies of Scale Economies of scale are about the abatement of unit cost of creation when the organization begins to fabricate more. A portion of the sources incorporate a) cost decrease through large scale manufacturing. b) Discount profited through mass buy. c) Spreading fixed expense of creation over volume of creation. d) Same ad cost of enormous volume of production.1 Therefore Supernova restricted can go for huge scope creation so as to get a handle on the cost advantage yet before taking the choice they can go for a pilot test or test advertising. Brand Loyalty Brand dependability is displayed by buyers when they are increasingly disposed towards the results of the set up players of the industry.2Companies can make brand dedication by utilizing solid commercials, predominant item quality and giving after deals administration. In an ongoing report, it has been seen that Australians don't pays extra for brand names; rather they move towards less expensive brands which offer great incentive for the items. In this way, Supernova constrained needs to hold the reliability by keeping up a fixed degree of cost and furthermore fulfilling the client needs. 1. Gareth Jones and Charles Hill, Strategic Management Theory: An Integrated Approach (US: Cengage Learning, 2009), 44. 2. William M. Pride and O.C. Ferrell, Marketing (US: Cengage Learning, 2011), 400. Capital Requirement Capital necessity is the sum required for the expense of creation and considering the way that the firm is another contestant in the market, the all out cost will likew ise incorporate the entire set up of the organization to begin its activity. The whole set up will remember producing for the manufacturing plant, crude materials, work charges and all other variable expense. Since the organization doesn't have any limitations in the budgetary section they can attempt all the necessary tasks. Examination Since the organization
Saturday, August 22, 2020
Diego Rivera Example For Students
Diego Rivera Biography Life story At the point when craftsmanship is valid, it is unified with nature. This is the mystery of crude workmanship and furthermore of the craft of the experts â⬠Michelangelo, Cezanne, Seurat, and Renoir. The mystery of my best work is that it is Mexican. â⬠Diego Rivera Mexican craftsman Diego Rivera, whose history is brimming with questionable undertakings and realities, is one of the most outrageous and noticeable figures in the realm of workmanship. His works of art, metro perspectives, and individual life were in the focal point all over his life. The craftsman was conceived on December 8, 1886, in the little Mexican town. The dad of the youngster had a place with the Spanish respectable family, while Diegoââ¬â¢s mother was a Jew. At three years old, Diego felt that he had an enthusiasm for drawing. He drew a great deal, so he came up short on paper rapidly. That didn't stop him since he painted all the dividers. His dad manufactured an uncommon space for the child. This was a first workshop, where Diego was permitted to paint all over the place. In 1892, his family moved to Mexico. Diego quit drawing and had numerous contentions with the young men because of their movement. Afterward, enlivened by the scenes of Mexico, Diego began painting once more. The scenes of this period are the main instances of Riveraââ¬â¢s sentimental artwork. At age 10, Diego was sent to the Academy of Fine Arts. He didn't prefer to duplicate the works of art of popular specialists and drew from life. This organization gave the youngster such great training. He even gotten a grant. Accepting the open door, he went out traveling to Spain. At that point he visited England, Belgium, Holland, and Italy. Rivera was extremely energetic about crafted by Cezanne and came to Europe as his supporter. At some point, Rivera saw Cezanneââ¬â¢s canvas in the shop-window ofâ Ambroise Vollard, the trader. The proprietor of the shop went to lunch, and when he came an hour later he discovered Rivera taking a gander at Cezanneââ¬â¢s work. He guessed that Rivera was a burglar. Afterward, the proprietor transformed one image of Cezanne to another one. In a couple of hours, he changed the subsequent one, at that point the third one lastly put three additional photos into the shop-window. It was getting darker, Vollard turned the lights on and put another image. In the end, at half past two in the first part of the day, the vendor peered out the entryway and yelled: ââ¬Å"Iââ¬â¢m sorry, I don't have additional photos left. In 1915, Rivera met Vollard again and demonstrated his appreciation. Diego recollected that that dealer didn't kick the poor understudy out from his shop. There are numerous gossipy tidbits that Diego was an executioner with the women. In this way, Diego Rivera was nicknamed the man-eater. In 1911, Diego and Angelina Belova got hitched. They had a child. Be that as it may, being fixated on unlimited interests and disloyalties, the life partner left Angelina and went to Mexico. The following marriage with Lupe Marin wasnââ¬â¢t dependable too. In 1929, they separated and Diego met a mind-blowing lady, Frida Kahlo. In 1939, they separated, yet in a year they were together once more. In the start of the 30s, Diego Rivera has become the undisputed pioneer among the Mexican monumentalism. He unquestionably was one of the most popular and dubious specialists whose political feelings toward socialism, powerful momentous frescoes, vicious imaginative movement and public activity produced the picture of a renegade. The author of the new pattern in the craft of the twentieth century pulled in the consideration of the open to an ever increasing extent. The introduction of the craftsman occurred in 1930 in San Francisco. On December 1931, Diego held his first, yet immensely fruitful independent show. After the display, the craftsman was welcomed by Edsel Ford to visit Detroit. Here, he was charged to make the fresco (Detroit Industry Murals) for the Institute of Arts. In spite of the way that Henry Ford was the counter socialist, Diego Rivera, who was considered as a contender for ordinary rights, acknowledged that commission. .uef5018a519eacdd9c00509a0599d1379 , .uef5018a519eacdd9c00509a0599d1379 .postImageUrl , .uef5018a519eacdd9c00509a0599d1379 .focused content territory { min-stature: 80px; position: relative; } .uef5018a519eacdd9c00509a0599d1379 , .uef5018a519eacdd9c00509a0599d1379:hover , .uef5018a519eacdd9c00509a0599d1379:visited , .uef5018a519eacdd9c00509a0599d1379:active { border:0!important; } .uef5018a519eacdd9c00509a0599d1379 .clearfix:after { content: ; show: table; clear: both; } .uef5018a519eacdd9c00509a0599d1379 { show: square; change: foundation shading 250ms; webkit-progress: foundation shading 250ms; width: 100%; murkiness: 1; change: mistiness 250ms; webkit-change: haziness 250ms; foundation shading: #95A5A6; } .uef5018a519eacdd9c00509a0599d1379:active , .uef5018a519eacdd9c00509a0599d1379:hover { obscurity: 1; progress: darkness 250ms; webkit-change: darkness 250ms; foundation shading: #2C3E50; } .uef5018a519eacdd9c00509a0599d1379 .focused content region { width: 100%; position: relativ e; } .uef5018a519eacdd9c00509a0599d1379 .ctaText { outskirt base: 0 strong #fff; shading: #2980B9; text dimension: 16px; textual style weight: striking; edge: 0; cushioning: 0; content beautification: underline; } .uef5018a519eacdd9c00509a0599d1379 .postTitle { shading: #FFFFFF; text dimension: 16px; text style weight: 600; edge: 0; cushioning: 0; width: 100%; } .uef5018a519eacdd9c00509a0599d1379 .ctaButton { foundation shading: #7F8C8D!important; shading: #2980B9; fringe: none; fringe span: 3px; box-shadow: none; text dimension: 14px; textual style weight: intense; line-tallness: 26px; moz-fringe range: 3px; content adjust: focus; content adornment: none; content shadow: none; width: 80px; min-stature: 80px; foundation: url(https://artscolumbia.org/wp-content/modules/intelly-related-posts/resources/pictures/basic arrow.png)no-rehash; position: total; right: 0; top: 0; } .uef5018a519eacdd9c00509a0599d1379:hover .ctaButton { foundation shading: #34495E!important; } .uef5018a519eacdd9 c00509a0599d1379 .focused content { show: table; stature: 80px; cushioning left: 18px; top: 0; } .uef5018a519eacdd9c00509a0599d1379-content { show: table-cell; edge: 0; cushioning: 0; cushioning right: 108px; position: relative; vertical-adjust: center; width: 100%; } .uef5018a519eacdd9c00509a0599d1379:after { content: ; show: square; clear: both; } READ: MichelangeloAlso, at the greeting of Nelson Rockefeller, he was appointed to paint a wall painting in the Radio Corporation Arts working in Rockefeller Center, an undertaking he finished as a team with Ben Shahn (1898-1969), the Lithuanian-brought into the world American craftsman who drove the Social Realism development in America during the Depression period. Tragically, in light of the fact that Rivera incorporated an image of Lenin the socialist chief, this work was halted and supplanted. Rivera later finished another variant of this image (Man, Controller of the Universe) in Mexico City. In June 1940, he returned once and for all to the USA to paint a multi-board wall painting for the Golden Gate International Exposition in San Francisco. The wall painting presently dwells at the City College of San Francisco. Diegoââ¬â¢s political perspectives were reflected in his works and at times incited serious clashes with his clients. The fresco ââ¬Å"Man at the Crossroadsâ⬠was a bone of dispute. Diego began painting it on March 1933. It comprised of three sections. The fresco was passing on the possibility of two universes, contradicted to one another. On the one side Diego painted the possibility of communism, and on the opposite side, the craftsman portrayed the substance of private enterprise. The fresco was to be introduced at the opening of the structure on May 1, 1933. Be that as it may, because of the enormous outrage over the fresco, it was not illustrated. This was Riveras greatest destruction in his inventiveness and governmental issues. The progress from his created style to Cubism was a noteworthy advance for Diego Rivera. The last works of the craftsman were impacted by old style European styles in painting. In 1940, he made a gigantic progress in fresco painting and was welcome to work at the World Exhibition in San Francisco. In a couple of years, Diego was dispatched by the legislature to paint the National Palace in Mexico City. His better half, Frida Kahlo, kicked the bucket in 1954. The next year, he wedded Emma Hurtado, his specialty seller. At this point, Rivera had genuine medical issues and specialists couldn't fix him. Diego Rivera kicked the bucket of cardiovascular breakdown on November 24, 1957, in Mexico.
Friday, August 21, 2020
Using 5-HTP to Treat Depression
Using 5-HTP to Treat Depression Depression Treatment Medication Print Using 5-HTP to Treat Depression By Nancy Schimelpfening Nancy Schimelpfening, MS is the administrator for the non-profit depression support group Depression Sanctuary. Nancy has a lifetime of experience with depression, experiencing firsthand how devastating this illness can be. Learn about our editorial policy Nancy Schimelpfening Medically reviewed by Medically reviewed by Steven Gans, MD on August 05, 2016 Steven Gans, MD is board-certified in psychiatry and is an active supervisor, teacher, and mentor at Massachusetts General Hospital. Learn about our Medical Review Board Steven Gans, MD Updated on February 04, 2020 Depression Overview Types Symptoms Causes & Risk Factors Diagnosis Treatment Coping ADA & Your Rights Depression in Kids Tetra Images - Jamie Grill/Brand X Pictures/Getty Images In This Article Table of Contents Expand Overview Symptoms 5-HTP Effectiveness Safety and Side Effects Pregnancy and Breastfeeding View All Research shows that using 5-HTP for depression may help alleviate depressive symptoms. 5-HTP, or 5-hydroxytryptophan, is an amino acid that our bodies produce from a dietary amino acid called l-tryptophan. It can be converted into the mood-regulating neurotransmitter called serotonin, as well as the sleep-inducing hormone known as melatonin. 5-HTP may also be synthesized in the laboratory by extracting it from the seeds of the plant ?Griffonia simplicifolia.?? Understanding Depression Depression, which is also referred to as clinical depression or major depressive disorder, is a mood disorder that creates feelings of sadness and hopelessness that can last for a long period of time.?? Eventually, it starts to creep into your everyday life, affecting the way you think, how you deal with stress, the way you behave, and how you feel. Your regular activities of daily life, like getting out of bed, brushing your teeth, and showering may feel pointless and overwhelming. Your energy may feel sapped too, making it even easier to skip these small tasks. Depression is more than the normal funk we all find ourselves in sometimes. The key to knowing its time to find help is determining when your symptoms are bad enough that theyre seriously impacting your life. Maybe youve stopped participating in activities you once enjoyed. Or maybe you find yourself sobbing on the bathroom floor all too often. Perhaps you dont even recognize yourself anymore as you hazily go through the motions of just barely living. You may have depression only once, but many people who deal with depression have multiple episodes during their lifetimes. Keep in mind that depression isnt a personal flaw. Its a real medical condition that needs to be treated, and depending on the severity of your depression, the treatment may end up being a long-term process. Take heart thoughâ"the majority of people who have dealt with depression report feeling better once they start on medication, go to psychotherapy (counseling), or do a combination of both. Depression Symptoms Symptoms of depression are present during the majority of the day, just about every day, for two weeks or more and may include:?? Feeling sad, hopeless, or emptyCrying more than usualAnger or irritabilitySleeping too much or not sleeping enoughLoss of interest in normal activities or hobbiesFatigueLoss of energyAppetite changes, such as eating more or less than usualWeight changes as a result of appetite changesAnxietyFeeling worthless, guilty, and/or isolatedDifficulty concentratingMemory problemsFeeling agitated or restlessThinking about death and/or suicidePhysical symptoms like unexplained headaches, backaches, or stomachaches How 5-HTP Works The essential amino acid l-tryptophan can be obtained by eating foods that contain it, such as red meat and turkey, but its ability to be converted into 5-HTPâ"and ultimately into serotoninâ"is limited by the availability of an enzyme called tryptophan hydroxylase.?? The amount of tryptophan hydroxylase in our bodies can be inhibited by many different factors, such as stress, insulin resistance, vitamin B6 deficiency, and magnesium deficiency. Supplementing with 5-HTP overcomes this problem by eliminating the need to convert l-tryptophan to 5-HTP, thus allowing more 5-HTP to be available for conversion to serotonin. Effectiveness Overall, the clinical trials published to date indicate that 5-HTP may be effective in treating depression symptoms, both on its own and when used in conjunction with prescription antidepressants.?? However, better quality studies are needed to firmly establish its effectiveness, especially since they have only been done in small groups of people. One study concluded that 5-HTP shouldnt be given by itself because its not very effective and it may actually deplete neurotransmitters in your brain like dopamine and norepinephrine, which can make your depression worse.?? Instead, the researchers noted, 5-HTP should be given with dopamine or serotonin amino acid precursors in order to minimize side effects, prevent neurotransmitter depletion, and to get the most efficacy from 5-HTP. However, these supplemental amino acids need to be kept in careful balance or theres a risk of depression symptoms becoming worse due to neurotransmitter depletion. A group of researchers who looked at the effects of 5-HTP in a slow-release form argue that this extended delivery method could make the supplement an important adjunctive (additional) therapy in people who have treatment-resistant depression.?? To support their beliefs, the researchers also did a related study on the performance of slow-release 5-HTP versus the immediate release formula in mice, which showed that the slow-release version was far more therapeutically effective. The scientists conclude that developing a slow-release 5-HTP drug is doable and could be a particularly beneficial treatment for patients who appear to have 5-HT deficiencies, typically indicated by suicidal actions, severe depression, and co-occurring borderline personality disorder (BPD), all of which tend to be more resistant to SSRIs. Additionally, the researchers believe that slow-release 5-HTP could potentially help people who have been diagnosed with mental health disorders that are only partially responsive to SSRIs like obsessive-compulsive disorder (OCD) and anxiety disorders. Safety and Side Effects Doses of around 200 to 300 mg per day of 5-HTP seem to be fairly well-tolerated.?? The most common side effects reported with 5-HTP include nausea, vomiting, and diarrhea. Less common side effects include a headache, insomnia, and heart palpitations. Gastrointestinal side effects appear to be dose-dependent and tend to lessen over time. There is one very serious safety concern with 5-HTP, however. When taken in conjunction with other medications for depression that also increase serotonin, such as SSRIs or monoamine oxidase inhibitors (MAOIs), there is a possibility that your serotonin levels may become dangerously high.?? This condition, called serotonin syndrome, leads to symptoms such as high blood pressure, hyperthermia, flushing, hyperreflexia, dizziness, disorientation, and involuntary muscle twitching called myoclonus. Patients experiencing these symptoms should seek immediate medical attention, as this condition can be fatal. Pregnancy and Breastfeeding There is not currently enough data to tell whether 5-HTP is safe for pregnant and breastfeeding women to use. For this reason, you shouldnt take 5-HTP if youre expecting a child or nursing. A Word From Verywell Although you can buy it over-the-counter, talk to your doctor before starting on 5-HTP, especially if youre already taking other antidepressants or medications. Your doctor can make sure youre taking the right amount and that youre not susceptible to any potential drug interactions. The 7 Best Online Help Resources for Depression
Using 5-HTP to Treat Depression
Using 5-HTP to Treat Depression Depression Treatment Medication Print Using 5-HTP to Treat Depression By Nancy Schimelpfening Nancy Schimelpfening, MS is the administrator for the non-profit depression support group Depression Sanctuary. Nancy has a lifetime of experience with depression, experiencing firsthand how devastating this illness can be. Learn about our editorial policy Nancy Schimelpfening Medically reviewed by Medically reviewed by Steven Gans, MD on August 05, 2016 Steven Gans, MD is board-certified in psychiatry and is an active supervisor, teacher, and mentor at Massachusetts General Hospital. Learn about our Medical Review Board Steven Gans, MD Updated on February 04, 2020 Depression Overview Types Symptoms Causes & Risk Factors Diagnosis Treatment Coping ADA & Your Rights Depression in Kids Tetra Images - Jamie Grill/Brand X Pictures/Getty Images In This Article Table of Contents Expand Overview Symptoms 5-HTP Effectiveness Safety and Side Effects Pregnancy and Breastfeeding View All Research shows that using 5-HTP for depression may help alleviate depressive symptoms. 5-HTP, or 5-hydroxytryptophan, is an amino acid that our bodies produce from a dietary amino acid called l-tryptophan. It can be converted into the mood-regulating neurotransmitter called serotonin, as well as the sleep-inducing hormone known as melatonin. 5-HTP may also be synthesized in the laboratory by extracting it from the seeds of the plant ?Griffonia simplicifolia.?? Understanding Depression Depression, which is also referred to as clinical depression or major depressive disorder, is a mood disorder that creates feelings of sadness and hopelessness that can last for a long period of time.?? Eventually, it starts to creep into your everyday life, affecting the way you think, how you deal with stress, the way you behave, and how you feel. Your regular activities of daily life, like getting out of bed, brushing your teeth, and showering may feel pointless and overwhelming. Your energy may feel sapped too, making it even easier to skip these small tasks. Depression is more than the normal funk we all find ourselves in sometimes. The key to knowing its time to find help is determining when your symptoms are bad enough that theyre seriously impacting your life. Maybe youve stopped participating in activities you once enjoyed. Or maybe you find yourself sobbing on the bathroom floor all too often. Perhaps you dont even recognize yourself anymore as you hazily go through the motions of just barely living. You may have depression only once, but many people who deal with depression have multiple episodes during their lifetimes. Keep in mind that depression isnt a personal flaw. Its a real medical condition that needs to be treated, and depending on the severity of your depression, the treatment may end up being a long-term process. Take heart thoughâ"the majority of people who have dealt with depression report feeling better once they start on medication, go to psychotherapy (counseling), or do a combination of both. Depression Symptoms Symptoms of depression are present during the majority of the day, just about every day, for two weeks or more and may include:?? Feeling sad, hopeless, or emptyCrying more than usualAnger or irritabilitySleeping too much or not sleeping enoughLoss of interest in normal activities or hobbiesFatigueLoss of energyAppetite changes, such as eating more or less than usualWeight changes as a result of appetite changesAnxietyFeeling worthless, guilty, and/or isolatedDifficulty concentratingMemory problemsFeeling agitated or restlessThinking about death and/or suicidePhysical symptoms like unexplained headaches, backaches, or stomachaches How 5-HTP Works The essential amino acid l-tryptophan can be obtained by eating foods that contain it, such as red meat and turkey, but its ability to be converted into 5-HTPâ"and ultimately into serotoninâ"is limited by the availability of an enzyme called tryptophan hydroxylase.?? The amount of tryptophan hydroxylase in our bodies can be inhibited by many different factors, such as stress, insulin resistance, vitamin B6 deficiency, and magnesium deficiency. Supplementing with 5-HTP overcomes this problem by eliminating the need to convert l-tryptophan to 5-HTP, thus allowing more 5-HTP to be available for conversion to serotonin. Effectiveness Overall, the clinical trials published to date indicate that 5-HTP may be effective in treating depression symptoms, both on its own and when used in conjunction with prescription antidepressants.?? However, better quality studies are needed to firmly establish its effectiveness, especially since they have only been done in small groups of people. One study concluded that 5-HTP shouldnt be given by itself because its not very effective and it may actually deplete neurotransmitters in your brain like dopamine and norepinephrine, which can make your depression worse.?? Instead, the researchers noted, 5-HTP should be given with dopamine or serotonin amino acid precursors in order to minimize side effects, prevent neurotransmitter depletion, and to get the most efficacy from 5-HTP. However, these supplemental amino acids need to be kept in careful balance or theres a risk of depression symptoms becoming worse due to neurotransmitter depletion. A group of researchers who looked at the effects of 5-HTP in a slow-release form argue that this extended delivery method could make the supplement an important adjunctive (additional) therapy in people who have treatment-resistant depression.?? To support their beliefs, the researchers also did a related study on the performance of slow-release 5-HTP versus the immediate release formula in mice, which showed that the slow-release version was far more therapeutically effective. The scientists conclude that developing a slow-release 5-HTP drug is doable and could be a particularly beneficial treatment for patients who appear to have 5-HT deficiencies, typically indicated by suicidal actions, severe depression, and co-occurring borderline personality disorder (BPD), all of which tend to be more resistant to SSRIs. Additionally, the researchers believe that slow-release 5-HTP could potentially help people who have been diagnosed with mental health disorders that are only partially responsive to SSRIs like obsessive-compulsive disorder (OCD) and anxiety disorders. Safety and Side Effects Doses of around 200 to 300 mg per day of 5-HTP seem to be fairly well-tolerated.?? The most common side effects reported with 5-HTP include nausea, vomiting, and diarrhea. Less common side effects include a headache, insomnia, and heart palpitations. Gastrointestinal side effects appear to be dose-dependent and tend to lessen over time. There is one very serious safety concern with 5-HTP, however. When taken in conjunction with other medications for depression that also increase serotonin, such as SSRIs or monoamine oxidase inhibitors (MAOIs), there is a possibility that your serotonin levels may become dangerously high.?? This condition, called serotonin syndrome, leads to symptoms such as high blood pressure, hyperthermia, flushing, hyperreflexia, dizziness, disorientation, and involuntary muscle twitching called myoclonus. Patients experiencing these symptoms should seek immediate medical attention, as this condition can be fatal. Pregnancy and Breastfeeding There is not currently enough data to tell whether 5-HTP is safe for pregnant and breastfeeding women to use. For this reason, you shouldnt take 5-HTP if youre expecting a child or nursing. A Word From Verywell Although you can buy it over-the-counter, talk to your doctor before starting on 5-HTP, especially if youre already taking other antidepressants or medications. Your doctor can make sure youre taking the right amount and that youre not susceptible to any potential drug interactions. The 7 Best Online Help Resources for Depression
Sunday, May 24, 2020
Essay about Divisions of The Field of Economics - 1407 Words
Economics is the science that permits you to assess your companys position in the business cycle as needed. Economics works hand-in-hand with corporate strategy. While strategy addresses the ââ¬Å"howâ⬠and ââ¬Å"whyâ⬠of business decision-making, macroeconomics tries to pinpoint the ââ¬Å"whenâ⬠of strategic decisions. As a member of the management team in a growing business part of your responsibilities will be to analyze economic conditions and predict recessions and recoveries based on the business cycle. If you anticipate a recession, you will probably propose cutting production and trimming inventories. You may even have to downsize the company, either by layoffs, hiring freezes, curtailing capital spending, or any combination of the three; inâ⬠¦show more contentâ⬠¦Macro Economics The field of economics is split into two distinct branches. Microeconomics covers the functioning of individual markets for goods and services. It addresses how these markets are structured and how the pricing of goods and services and production costs is determined. Micro economists believe it is the forces of supply and demand in any market eliminate any shortages or surpluses in that market. Using Adam Smiths invisible hand metaphor, competitive markets will provide the most efficient distribution of resources. Macroeconomics focuses on shifts in the business cycle, and the implications of these movements in economic growth, inflation, recession, productivity, budget deficits, trade deficits, and the value of our currency. Macroeconomists believe that the broader economy, composed of many goods and services will not always self-correct. Lengthy periods of unemployment and inflation can occur, as well as trade deficits; and it may take government intervention to remedy the situation. Therefore it may be necessary for government to periodically stimulate the economy during a recession or restrain the economy to slow inflation or decrease the value of the currency to improve the balance of trade. Government achieves this by applying fiscal, monetary, and exchange rate policy tools. When government changes fiscal policy, it uses increased expenditures or more tax cuts to stimulate the economy. When it wants to fight inflation it can reduceShow MoreRelatedStoke City Case Study975 Words à |à 4 PagesSeasons One to Three In division three, the lead-up to the first season was uneventful. But, after season one gameplay, Fulham was relegated to division three in place of the Wolverhampton Wanderers, lifting division three ATL to 4.28. Even so, the preparation for the second season saw little talent movement, with only Crystal Palace trading talent, acquiring one unit to own a total of five and increase division ATL to 4.43. Relegations after season two gameplay reduced division three ATL to 4.28. SubsequentlyRead MoreUnified Field of Accounting Essay884 Words à |à 4 PagesUnified Field of Accounting Accounting is generally regarded as a mathematical discipline founded on mathematics. However, as the unified field chart created by Maharishi University of management shows, accounting is a Multi-layered discipline founded in the unified field of natural law. Maharishi explains that cosmic intelligence, absolute intelligence of Natural Law, displaying its infinite managing power in the orderly administration of the ever-evolving, ever-expanding universe. - Yogi,Read MoreThe Biography Of Adam Smith1505 Words à |à 7 Pagesfriends and source of influence in his professional life. Doors opened for him and in 1751, he was appointed as the professor of logic at Glasgow University and reassigned to the chair of moral philosophy in 1752. 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Gender relation refers to differences that appear in all aspects of men and women lives and how theseRead MoreA Case Study Of Mobil Corporation1560 Words à |à 7 Pagesthat divided the company into three major divisions. These new divisions represented Mobilââ¬â¢s three principal product lines. And, Mr. Roland Andrews, the Mobilââ¬â¢s CEO, explained the basis for the new organization in a memo to the board of directors as follows: The diversity of our products requires that we reorganize along our major product lines. Towards this end I have established three new divisions: fuels; lubricants and waxes; and chemicals. Each division will be headed by a new vice president whoRead MoreThe Sociological Theory Of Weber And Emile Durkheim1520 Words à |à 7 PagesWeber and Emile Durkheim treated the process of ââ¬Ëdivision of labourââ¬â¢. I aim to compare Weber and Durkheimââ¬â¢s theoretical and methodological approaches to the subject of the division of labour. 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This essay will analyse the self-interest, plays as a motivator role in morality and economy field, and benefits the development in that society. Moreover, will suggest some limitations of Smithââ¬â¢s idea. Self-interest plays a motivator role in morality field that makes people can consider themselves without destroying the ability of others to meet their own wants. Starting with some key terms that Smiths mentions in his books:Read MoreHistory of the Fbi and Women1574 Words à |à 7 Pagesserve and lead in all roles in the FBI. The FBI originated from a force of special agents created in 1908 by Attorney General Charles Bonaparte during the presidency of Theodore Roosevelt. Martha Dixon Martinez was the first female agent in the field office to be certified as a SWAT team member. In the four decades since women have served as FBI agents, theyââ¬â¢ve taken on one of the most difficultââ¬âyet vitally importantââ¬âroles in the Bureau: going undercover. It was in 1972ââ¬â40 years ago this yearââ¬âthatRead MoreClassical and Neoclassical Economists: Adam Smith and John Maynard Keynes1289 Words à |à 6 PagesIn order to understand how economics really work in today ââ¬â¢s age we must think about how those economic ideas, revolutionary theories of many economists, that helped to shape the economic structure as we know it now, through many individuals and school of economic though that has existed through the ages. These schools are ââ¬Å"the mercantilists, the physiocrats, the classical economists, Marxian economics, the neoclassical economists and the monetarist economics. For this essay I will only refer to
Thursday, May 14, 2020
The Clinical Plan For Post Knee Arthroplasty Rehabilitation
The clinical scenario presented by Sarah is very interesting and has got every chance a physical therapist might face such similar situation in outpatient clinical practice. When a patient comes for post knee arthroplasty rehabilitation, the physical therapist can often get too much focused on therapy goals and overlook important clinical signs and symptoms that must be addressed and referred in a timely manner. A weight gain of 20 pounds in 18 days was not a good indication of Mr. Kneeââ¬â¢s general health status. Presence of localized edema is common to see in knee arthroplasty patients. However, this patient has 2+ pitting edema even after taking Lasix 40 mg twice a day. The evaluation did not specify more about of swelling, whether it has any increased or decreased depends upon the time of the day. A weight gain of 2 pounds or more in 48 hours must be considered as a red flag, which may be an indication of heart failure. Vital signs assessment consistently demonstrated higher blood pressure and heart rate. The evaluation is not clearly indicative of exercise induced asthma for patient. Weight gain, consistent higher levels of blood pressure and heart rate along with exercise induced exertion can be signs of acute cardiac failure. According to King, Kingery Casey, 2012, heart failure is a common clinical syndrome characterized by dyspnea, fatigue, and signs of volume overload, which may include peripheral edema and pulmonary rales. In this case, theS how MoreRelatedEssay about Nursing Instructor3006 Words à |à 13 PagesNursing Instructor PHYSICAL HISTORY: My clinical rotation was at St. Francis Hospital on the orthopedic/medical-surgical floor, 5-1. I was assigned JB for a patient 10/7 and 10/8. He was one day post-op from an elective bilateral knee arthroplasty. JB is a 69 year old Caucasian male who stands 6 feet tall and weighs 251 pounds. He has a history of hypertension, benign prostatic hyperplasia, degenerative joint disease, and renal calculi. Medications taken at home: Nifedipine 60 mg. QDRead MoreMusic and Well-Being Essay1667 Words à |à 7 Pageseliminating the pre- and post-operative phases. Moreover, the choice and loudness of music played is subject to the medical teamââ¬â¢s choices. Besides, since music is not present in the holding bay and recovery room, patients are faced with the annoyance of hearing disturbing noises produced by medical equipment and healthcare personnel communicating between themselves and other patients. This is mostly caused by the structure of the building itself, since both areas are based on an open plan. Nonetheless, theRead MoreSymptoms And Treatment Of Pain Management1791 Words à |à 8 Pagesindirect ways. Persistent post-surgical chronic pain is more common in thoracic, breast, inguinal he rnia, knee arthroplasty and amputations. Acute pain can affect the psychology of the patients by causing anxiety, helplessness, sleep problems, mood problems and loss of autonomy. Elderly critically ill patients could have postoperative cognitive dysfunction due to various causes, pain being one of the most important among them. PRINICIPLES OF ACUTE PAIN MANAGEMENT In many post-surgical patients, itRead MoreGerontology Study Guide Essay3095 Words à |à 13 Pagesproviders, case managers, nurse leaders, educators, patient advocates, administrators. 3. What are the American Nurses Association (ANA) Standards of Clinical Gerontological Nursing Care? A. Standard I: Assessment. a. The gerontological nurse collects patient health data. b. Enhances the nurseââ¬â¢s ability to make sound clinical judgments c. Culturally and ethnically appropriate B. Standard I: Assessment a. Types of assessments: Interviewing, FunctionalRead MoreMedical Test with Answers Essay example16933 Words à |à 68 Pagesper day for each kilogram between 10 and 20. To determine an hourly rate, divide the total milliliters per day by 24. 19.5 kg x 50 ml/kg = 475 ml + 1000 ml = 1475 ml / 24 hours = 61 ml/hour The nurse is caring for a client who is unable to void. The plan of care establishes an objective for the client to ingest at least 1000 ml of fluid between 7:00 am and 3:30 pm. Which client response should the nurse document that indicates a successful outcome? A. Demonstrates adequate fluid intake and output.Read MoreComprehensive 1 Essay18452 Words à |à 74 Pages475 ml + 1000 ml = 1475 ml / 24 hours = 61 ml/hour.nbsp; font face=Verdana color=#333333Category:nbsp; Fundamentals/font Awarded 1.0 out of 1.0 possible points. C. 13.ID: 311023617 The nurse is caring for a client who is unable to void. The plan of care establishes an objective for the client to ingest at least 1000 ml of fluid between 7:00 am and 3:30 pm. Which client response should the nurse document that indicates a successful outcome? A. à Demonstrates adequate fluid intake and output
Wednesday, May 6, 2020
The Canadian Health Care System - 1527 Words
Canada is a country known for having high standards of health care with free access to all citizens. Despite this being a widely held idea, the reality is that marginalized groups are not experiencing the same standards of health care as other Canadian Citizens. Despite the fact that some researchers say racialization does not play a factor in the level of health care received by people (Guilfoyle 1512), Indigenous Peoples in Canada do not have equal access to the Canadian health care system due to the problems arising from long-standing systemic issues, barriers to access, widely accepted stereotypes, and a lack of cultural safety training. When discussing a minority group that has faced oppression and extensive amount of labelling from others it is important to agree on appropriate and proper terminology that is defined by the individuals themselves. Indigenous Peoples is the most up to date, appropriate term which will be used to refer to all First Nations, Metis, and Inuit people in Canada and is interchangeable with outdated terms such as Aboriginal or Indian which can be seen in quotations. The term Settler refers to all people who moved from European countries, in this case mostly Britain and France, who colonized Indigenous Lands that later became referred to as Canada. The process of colonization and attempted assimilation by Settlers left Indigenous populations across Canada in a broken state. High rates of suicide, lower overall health, higher rates of poverty,Show MoreRelatedThe Canadian Health Care System1111 Words à |à 5 PagesThe Canadian health care system is often touted as a better health care system compared to the way the United States administers health care since the two neighboring nations appear to be economically and socially similar. The U. S. and Canada have extensive health care systems for it citizens but each country has different methods to financing health care. Health care in Canada is funded at both the provincial and federal levels while the U.S. health care system funded by a combination of publicRead MoreThe Canadian Health Care System1226 Words à |à 5 Pagesthat ââ¬Å"The 1983 Canada Health Act replaced the 1947 Hospital Insurance and Diagnostic Services act because of the shift from a system of 50-50 federal-pro vincial cost sharing to a system of block funding established in Ottawa in 1977â⬠(Fierlbeck 2011, pg.20). Until the period of the mid 1980ââ¬â¢s, the Canadian health care system is to be categorized in a disarray, having no foundation to components and accomplishment. The system is to rely mainly on cost sharing; whereby in a health insurance policy onlyRead MoreThe Canadian Health Care System Essay1191 Words à |à 5 PagesA Poisoned System While many may argue that the Canadian health care system provides equal treatment to every Canadian, evidence shows that this is not the case. There are major discrepancies within the system regarding Indigenous people that need to be addressed including several factors such as: housing issues, stereotypes Aboriginals face and the lack of Aboriginal doctors. Colonialism has contributed to multiple issues in the lives of Aboriginal people including inadequate housing and cleanRead MoreThe Canadian Health Care System2066 Words à |à 9 PagesIntroduction to the issue (e.g. problem, dilemma, concern); include a thesis statement. The Canadian health care system is certainly unique in its featuresâ⬠¦. Despite, the fact that the Canadian health care system is one of the most evolved in the world, it lacks a sense of an efficiency effective mission, in which would improve the quality and accessibility of health care in the management perspective. In this paper we will analyze current ineffective practices, and alternate methods; in regardsRead MoreThe Canadian Health Care System1306 Words à |à 6 PagesThe Canadian healthcare system is currently ranked in the top 11 OECD countries making the Canadian healthcare system one of the best in the world, although like all perfect systems, there are always uncovered flaws within. When examining certain attributes and traits within the system, such as accessibility and the general quality of healthcare performance is considered to be low ranking amongst international practices, thus improvements are needed. More importantly, the Canadian health care systemRead Mor eCanadian Health Care System887 Words à |à 4 Pageswas not until 1946 that the first Canadian province introduced near universal health coverage. Saskatchewan had long suffered a shortage of doctors, leading to the creation of municipal doctor programs in the early twentieth century in which a town would subsidize a doctor to practice there. Soon after, groups of communities joined to open union hospitals under a similar model. There had thus been a long history of government involvement in Saskatchewan health care, and a significant section of itRead MoreThe Canadian Health Care System1694 Words à |à 7 PagesIntroduction The Canadian health care system fosters universal and comprehensive access to essential health care services (Flood, 2004). However, there have been debates on what services are necessary as espoused in the Canada Health Act (Caulfield, 1996; Caulfield Zarzeczny, 2014; Charles, Lomas, Giacomini, 1997). Although there are similarities among provinces in terms of core services covered under publicly funded medical care, some variability still exists across provinces (Charles et alRead MoreThe Canadian Health Care System1531 Words à |à 7 PagesIntroduction Emergency departments are considered an important aspect of the health care system. For many years, wait times have been an area of concern for many Canadians and remain a significant issue. One of the major concerns within the Canadian health care system is the amount of time spent as waiting time in the healthcare services. Wait times are the length of time from when the patient is triaged and registered, to when the patient leaves from the emergency room (Affleck, Parks, DrummondRead MoreThe Canadian Health Care System1849 Words à |à 8 PagesIntroduction ââ¬Å"Medicare is a Canadian success story. Not perfect, but good enough to be envied by much of the world.â⬠ââ¬â H.L. Mencken The birth of Medicare was in Saskatchewan on July 1, 1962. Medicare was the first government controlled, comprehensive, universal single payer medical insurance plan in Canada. Many insurance industries and all the medical institutions were against the idea of having Medicare. They feared that Medicare will become popular and will spread across the globe. OnceRead MoreThe Canadian Health Care System1823 Words à |à 8 Pageshealthcare reform across the globe, including Canada. The Canadian health care system is called Medicare and can be described as a single-payer system. In essence, the majority of Canadians receive health care through a publicly funded system that consists of federal transfers to the ten provincial governments who then decided how the money is to be allocated in conjunction with the federal health care standards. These standards were set by the Canada Health Act of 1985 (henceforth ââ¬Å"the Actâ⬠), which states
Tuesday, May 5, 2020
Fashion is an Art
Question: Discuss about theFashion is an Art. Answer: Introduction: Fashion is an ArtMetropolitan Muesem of Art :- Display of clothes by Schiaparelli Parada ( Source :- Getty Images) Fashion and Art.are they somehow related? Or Fashion is an art within itself. Well, this relationship between fashion and art is a kind of love-hate relationship, wherein these two concepts can never be separated and at the same time, it is difficult to collaborate both of them. Fashion is meant to be ephemeral and changes with time (Binlot, 2012). On the contrary, art is a creative which is timeless in nature. Despite these differences art and fashion, cross pollinate very often. Fashion is like an art which tells us a story a story about the people who use to wear them. Like the art of a particular era depicts the society, people and culture of that era. Similarly, a fashion of a particular period tells us a story about that particular era. The fashion designer is an artist who expresses his creativity through clothes like a painter transforms his thoughts on canvas. The crossovers between art and fashion are visible into the collections of various fashion designers, who are inspired by artists. Few designers even believe that Fashion is necessarily an art concerned with decorating the human body. In the world of Ralph Lauren - Fashion is not necessarily about labels. Its not about brands. Its about something else that comes from within you. Nowadays, the fashion and art worlds inspire each other and cross paths more often. Art has directly influenced some of the fashion designers like Elsa Schiaparelli. Elsa Schiaparelli was a prominent Italian fashion designer, who was famous for her innovative, playful, loud and vivid designs (Jechow, 2012). Her designs were heavily influenced by Surrealist artists Salvador Dali and Jean Cocteau. Salvador Dali collaborated with Schiaparelli to create infamous dresses like tears dress, in which tears were in printed fabric (Vassar, 2012). Even the famous YSL (Yves Saint Laurent), transformed the paintings of Pi et Mondrian ( a Dutch painter) into dresses during 1960s (Jechow, 2012). These abstract paintings of Mondrian inspired the modern designs during 1960s. Such inspiration from art was also seen in Gianni Versaces spring collection of 1991 (Vassar, 2012). This collection featured prints of art portraits of famous icons by American Artist Andy Warhol. Andy Warhol works were also known as pop art which constituted portraits of famous icons such as Marilyn Monroe , James Dean, Elvis Presley and others (Vassar, 2012). The influence of art is also visible in a recent collection of various designers such as Rachel Comey, Rodarte, Lisa Perry and so on. The list of designs inspired from artwork is endless. The twentieth century brought art and fashion even more close to each other. Visual artists collaborated with designers to create original work of art such as textile patterns. These visual artists use clothes as a medium to express their emotions. Thus modern fashion is more of modern art reflecting the vision of the artists. The visual artist Sterling Ruby collaborated with designer Raf Simons to create paint splattered coats, rebellious prints on shirts and so on (Smith Kubler, 2013). Another prominent visual artist Harif Guzman , who is known for his Dark Ages characters, have collaborated with multiple designers like Ralph Lauren , Del Toro and so. Rather Guzman even started his own range into street wear line. Fashion designers usually use the artwork in their design but still there are some artists which derive inputs from the fashion industry for their artwork. The Spanish artist, Ernesto Artillo uses images of runway models and high fashion as a basis of his artwork. His vi sual art blends fashion and art beautifully (Smith Kubler, 2013). Visual art and fashion have been closely tied as if they are woven together. The relationship between fashion and art have come together a long way. Fashion has even been showcased in art galleries and museums. Fashion and art share equal space in museums these days. Even in 1960s the designer use to showcase their work in museums. The British designer Ossie Clark considered fashion as an art. His wedding dresses were part of exhibitions and museums even during those times. In recent times such a display of fashion at museum has gained popularity. Furthermore, these exhibitions and display at museums are highly popular and liked by the public. The Alexander McQueen: Savage Beauty exhibition at New Yorks Metropolitan Museum of Art in 2011, was a great success and most attended event (Jechow, 2012). The Jean Paul Gautiers display of designer dresses at Dallas Museum of Art was also liked by the people. The relationship between fashion and art is complex and growing with the changing times. Though the utilitarian nature of clothes at times pulls fashion away from art but they are closely related to each other. This relationship is there from past many years and with the evolving technology, this relationship has become improved further. And with evolving art, the relationship would progress further. References Binlot, A. (2012). Is Fashion Art? Karl Lagerfeld Puts the Debate Back Into the Spotlight by Dismissing the Notion. [Online]. Blouinartinfo. Available at: https://www.blouinartinfo.com/news/story/805583/is-fashion-art-karl-lagerfeld-puts-the-debate-back-into-the [Accessed : 21 August 2016] Jechow, E. (2012). Is Fashion Art? [Online]. Muse Dialogue. Available at : https://musedialogue.org/articles-by-genre/visual-arts/costume-design/is-fashion-art/ [Accessed : 21 August 2016] Smith, O. and Kubler, A. (2013). Art Fashion in the 21st Century. New York : Thames Hudson . Vassar, E. (2012). 5 Famous Artists Who Influenced Fashion Designers. College Fashion. [Online].Available at: https://www.collegefashion.net/news/5-famous-artists-who-influenced-fashion-designers/ [Accessed : 20 August 2016]
Monday, April 6, 2020
Success of High School Musical free essay sample
The soundtrack of the Disney original movie ââ¬Å"High School Musicalâ⬠was released in January 2006, debuting near the bottom of the Top 200 in the United States. Seven weeks later, after the Disney Channel premiere of the movie, it hit #1. Disney knew that the movie was going to be big, but no one could expect that this musical, with a cast of six unknown actors would become a worldwide phenomenon. The promotion of the movie started on New Yearââ¬â¢s Eve in Disney Channel, introducing the cast and playing some musical segments of the movie as music videos advertising the movie premiere in January. It continued with free downloads of the #1 single ââ¬Å"Breaking freeâ⬠, 4 singles on heavy rotation in the 56 Radio Disney stations and making the lyrics of all the songs available on disneychannel. com. The story, described as a modern ââ¬Å"Romeo and Julietâ⬠via ââ¬Å"Greaseâ⬠itââ¬â¢s a true musical set in a High School, and there hasnââ¬â¢t been anything like that since Grease. We will write a custom essay sample on Success of High School Musical or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Furthermore, the targeted age for the movie (8-14) was living in a generation extremely connected to the internet, and the movie came out exactly in the right time, just after Christmas when so many iPods and iTunes gift cards were sold and this age group was hungry for content for their iPods. The international release came months later following the same strategy, but in a ââ¬Å"think global, act localâ⬠way. The movie was translated to 30 languages, adapting to the 290 million viewers in the 100 countries were it was shown, there were adaptations of the lead singles by local bands and singing in the local language, and in some countries like India even the soundtrack was dubbed, making it 100%
Sunday, March 8, 2020
Informative Essay Sample on Agenda Setting Theory in Media
Informative Essay Sample on Agenda Setting Theory in Media According to early proponents of the theory (Marx McCombs and Donald Shaw), the media set the agenda for all discussions in the society based on the Agenda setting theory. Agenda-setting theory proposes that the media is a powerful tool used by the media, to shape public opinion concerning events taking place in society. The media set the agenda for discussion in politics, science, and socio-economic issues. The media have the power to tell the society on the issues that are relevant. The issues may not be necessary to the lives of the citizens at the moment. The media also creates public awareness on certain core issues that affect the society. In most cases, the media and the press does not reflect the reality in the society. The core issues on the press depend on their vital interests concerning certain politicians and socio-economic issues that should be presented to the public. The media and the press ensure that they filter and shape reality based on their own interests or the interest of popular politicians in the society. In particular, the press and the media concentrate on certain issues so that the public can view such issues as more crucial than other issues. Media houses and each press has different abilities in shaping public opinion or setting the agenda. Agenda-setting theory becomes relevant because it assists the public to understand the role of the press and media on politics and other communication systems. The press and the media influences thought patterns of people in the society. The ability to tell people on what to think places the media as a powerful tool manipulated by politicians for their own gain.
Friday, February 21, 2020
Strengths of the welfare system Essay Example | Topics and Well Written Essays - 500 words
Strengths of the welfare system - Essay Example In 1996, the welfare system was improved so that it can provide justifiable benefits to people with need (Welfare Information,â⬠US Welfare System - Help for US Citizensâ⬠). The welfare system of America comprises several public programs, which intends to provide support to the people. For example, one important program of American welfare system is food stamps program, which assists poor people in purchasing grocery products. There is also unemployment benefits program that provide support to the employees who lost their occupations. The Medicaid program of American welfare system delivers inexpensive healthcare services to the low-income group people, thus assist the poor individuals to maintain healthy lifestyle. The child welfare program helps to prevent child abuse and encourage care for children who need assistance such as to live in foster homes or to arrange for reunification and adoption among others (U.S. Department of Health and Human Services, ââ¬Å"How the Child Welfare System Worksâ⬠). The key strength of welfare system in America is that it provides assistance to people with need and thereby fights against poverty. It provide financ ial support with respect to domiciliary expenditures, food, clothing requirements and lodging, until the particular individual gain the ability to earn and to live. Historically, there was much concern in America regarding unequal treatment particularly for African ancestry. While providing support, families of African ancestry was likely to be abused and neglected. For example, it can be observed that African children are likely to be removed from foster homes on the basis class and they also experienced poverty, poor lodging and low level of access to health insurance. As an outcome, it eventually resulted in criminal behavior among black people. The rise of welfare system in America contributed greatly to the wellbeing of African ancestry in order to maintain a
Wednesday, February 5, 2020
Neoliberal Globalization Essay Example | Topics and Well Written Essays - 1500 words
Neoliberal Globalization - Essay Example As the research stresses there is a great difference in ââ¬Å"being free to conduct a wisely-planned activity to gain both tangible and intangible outcomesâ⬠and ââ¬Å"not to be under controlâ⬠. Seemingly, those two aspects are mixed, and as the result the global situation is far from being perfect. The issue of freedom is closely intertwined with the topic of neo-liberalism. The present paper aims to review the issues of the neo-liberalism and worldwide integration and conclude if the positive outcomes will be possible in case neoliberal worldwide integration continues its movement without any changes applied to its current outlook. According to the paper findings despite the fact the key features of worldwide integration were widely implemented many decades ago, this definition appeared recently in 1970th. The story of international cooperation and trade turns back to even thousands years ago. However, that issue was mostly about trade. Nowadays, being global is rather the necessity. Of course, trade is a powerful instrument of enrichment, moreover, if it is about its international feature. However, even being a consequent element, trade is not the only one in the elementsââ¬â¢ list of worldwide integration. In addition to trade, political achievements, religious features, economic successes, and scientific innovations are the important elements of global cooperation. Moreover, it is impossible in the current situation for this or that society to stay beside the global way of things, unless the situation is about a tribe somewhere deep in the jungle.
Tuesday, January 28, 2020
Casual Internet Gamers in India
Casual Internet Gamers in India Casual Internet Gaming in India is the area of dissertation which will be researched. A phenomenon relatively new to the world, casual internet gaming is an area which is yet to be researched and fully understood. Computer gaming is an area close to my heart, as well as an exciting and challenging field to work on, where the markets are still evolving and promising great potential in the near future. Electronic gaming itself is a very wide subject which hasnt been properly researched, especially in India. Internet gaming is a subset to it, but again an area so vast that it cant be covered in one research. Going down further, I chose casual internet gaming because of the following reasons- Casual gaming is by far the most popular mode of gaming on internet in India. Internet speeds in India allows only casual gaming to grow currently. Social media is proving to be an ideal platform for their growth No research on this topic has been done so far. We are yet to understand why people and Indians in particular are attracted towards casual gaming. Till now, Indian Marketers have not taken a consumer-centric approach to make and deliver casual games. There is great scope in the field, as Indians discover casual gaming and get hooked on to it through various platforms According to a recent study by JuxtConsult , Of the 47 million Internet users, 39 million are based in urban areas, while only 8 million reside in the rural. Hence Internet penetration is largely limited in India and speeds are still slow. In such a scenario, the only games that can work well are casual games because they dont need high end computer/gaming systems, nor are the speed requirements a constraint. In fact, being the only mode of gaming which is viable, it has been the focus of the gaming industry as well. From dedicated websites like zapak to integration of casual games to social media networks like facebook, casual games are available across the internet. The surprising part is that no one has really tried to understand the reason for their popularity or the potential profitability of these games. The growth of Indias casual games market comes in line with the overall growth of the countrys games market and industry. According to founder of CasualGaming.biz, Gaurav Mirchandani the industry has changed substantially over the past few due to the growth of internet users in India whom now have broadband access in their homes, at work, and in restaurants and hotels. This change has sparked a new emergence of casual gaming in India as a leisure and as lead to new small companies setting up offices for game development outsourcing mostly for flash and PC downloadable games. The Industry focus has been on delivering casual games across platforms to the maximum possible user base. However, no thought has been given to the consumer and their needs. The Industry lacks a consumer-centric focus in game development and delivery. A deeper understanding of why these games are being played, and by whom they are being played is necessary to improve the standards and profitability of casual gaming as a business. As the world moves towards the virtual avenues provided by the technological revolution, internet gaming assumes significance as the next major frontier of the world. Brands are already investing in this area and can really cash on into this profitable business. Internet now provides people the choice of playing with other individuals over the cyber space. The constant advances in technology open up new possibilities regularly, taking computer gaming to new heights each time. Hence, the objective of the research will be to understand the psyche of the Indian casual gamer. This will help the Indian gaming industry understand the consumers better and hence deliver better products to them. Not only that, it will also help them improve the profitability of the business, by understanding what is relevant to the gamers, and what is not. This will be an exploratory study into the realm of casual gaming in India. Given the time constraints of a dissertation, I will be able to focus on limited aspects of casual gaming. Hence I am choosing only those aspects of the area, like why do gamers behave as they do and where and when they play games, which are important both for the Industry and the academia. Again due to the time constraints and vastness of the topic, everything cannot be covered in one research. Hence a study on the college-going gamers will be conducted. LITERATURE REVIEW Very little literature is available on consumers of Casual Gaming in India. I studied the gaming industry in general to find references to casual and internet gaming, especially in the Indian context. Gaming: India is All Set! -Rao, K. Rajesh (rajesh, 2008) Prospects for Animation Gaming Industry in India. -Kuruvila, A. O. (A.O, 2008) (Computer gaming on the go in India, 2004) India: The Final Frontier for Games? (Silicon india, 2008) Zapak Taking Casual Games seriously! (Vimali, 2008) Casual Gaming A Big Draw for VCs. (Khanna, 2008) Games people play (Marketing Management, 2007) Casual video gaming is now serious business (2007) Casual Computer Games Go Upscale (2007) Nothing casual about it Rajiv Fernando 2009 The article presents the authors views concerning the development of the gaming industry in India. He relates that the new generation is characterized by the evolution of interactive digital content and distributed model of games services. The author perceives good opportunities for game developers and providers associated with the increase of Internet penetration and digital content. The article starts off with a preface of the Global and Indian gaming and animation industry and goes on to dwell upon the statistics of the industry in India. It then follows up with a SWOT analysis of the Indian gaming Industry Reports on the report released by British Broadcasting Corp. in 2005 regarding the mobile gaming market segment in India. Increase in the number of mobile phone users in October 2004; Factors that influenced the growth in the mobile gaming sector; Number of game developers and mobile companies that provide games to their subscribers. The article provides an overview of the computer games industry worldwide, particularly in India. It explains the technology trends that might influence the advent of these games including powerful cellular telephones, cloud gaming and the growth of broadband networks. A historical background on the emergence of these electronic games is also presented. The article discusses the success of the online games introduced by Zapak Digital Entertainment in India. Zapak is influential to the success of the gaming industry through the launching of massive multiplayer online games (MMOGs), hardcore games and large format gaming cafÃÆ'à ©es. The companys strategies in creating value chain for its customers and distribution network are mentioned. The article presents the views of the author on various issues related to the electronic games industry in India. It focuses on the casual gaming business. The author addresses the problems on piracy and financing animation and gaming projects in the country. Future opportunities for the casual gaming space are also cited. The article discusses conflicting studies concerning the target audience for casual games. A study by Information Solutions Group found that casual gamers are predominately female. In-game advertisement firm Eyeblaster backed this data up, claiming that the majority of casual gamers are females that are more than thirty years old. However, a study by Ipsos Insight showed that more than half of computer and video gamers are male, data that is backed up by a Universal McCann study about console gamers. The article reports on the growing competition among firms in the video games industry in New York City. According to IDC Research, revenues from casual video games are expected to increase by 68 percent to $750 million in 2007 and are forecasted to reach $2 million by 2009. Wade Tinney, co-founder of Large Animal Games, said that it is important for firms in the industry to be well-funded so that they can move quickly and make products that compete with those with other companies. The article talks about the demographics of casual gamers worldwide according to the various studies that have been conducted. It also talks about the distribution of these games and what the game developers are doing to fight off competition in the casual gaming segment. It takes the zapak example to show that casual games are here to stay. It further tells about the future plans of zapak and compares the groeth of casual gaming in India with increase in internet penetration.It re-iterates that industry observers believe that online games had great potential for growth in the Indian gaming market, as it overcame the problem of piracy. Sify eyes kids for gaming biz (2007, Infotech.indiatimes.com) Web 2.0: Online Communities, Personalization and the Web OS. (Singh, 2006) Casual Games White Paper -IGDA ,2003 The 2009-2014 Outlook for PC Casual Games in India Icon Group International, Inc. 2008 Insights on Casual Games, Nielson, 2009 Casual gaming study conducted by NPD Group China Gaming 2008à ¢Ã¢â ¬Ã¢â¬Å"2012 Forecast and Analysis Casual Gaming Market Update James Kuai and Peter Shackelfor 3Q 2007 2004 China Casual Game Research Report (2005) It shows the interest of the industry in the casual gaming industry and an attempt to focus on the needs of the consumers, finally. I talks about Sify and its plan to acquire casual games and make them available all across Sifys cyber cafes. The article reports developments on Web 2.0 in India. Social networks and casual gaming continue to prevail in the major themes of Web 2.0. Online communities emphasize the notion of more sharing and connectivity on the Internet, as well as a strong focus on personalization. Another interesting phenomenon in the Web 2.0 world is the emerging space of online casual gaming. This article is on the International Casual Games industry. Numerous players continue to enter the market, business models are constantly changing, and new customers are found every day. This paper helps define the industry, and give everyone a base level of understanding of all aspects of this space. It is not intended to go into minute detail on any one subject, but provides broad understanding to the major factors involved in the casual game industry. This econometric study covers the latent demand outlook for PC casual games across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,000 cities in India. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. Nor does the report cover actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all of the cities in India) This study looks at data from more than 800 casual games for PC computers, which are defined as inexpensive to produce, straightforward in concept, easy to learn and simple to play. They say that casual gamers return more often to games and therefore play more often than hardcore gamers. The study, which surveyed nearly 3,000 U.S. gamers, identified 14 specific types of gamer within 39 different game genres. Casual gamers were divided into 10 classifications. The study also offered data that would seem to dispel the myth that casual gamers dont invest as much time playing games as core gamers do. This IDC study examines the dynamics of the China gaming market and focuses on online gaming. It looks at market drivers, dynamics, and strategies; the competitive landscape; and includes profiles of the top 10 vendors as well as a 2008à ¢Ã¢â ¬Ã¢â¬Å"2012 forecast. The concentration of the China online gaming market improved significantly in 2007. The revenue sum of the top 10 vendors occupied 91.8% of the total market. Casual Gaming Market Update provides in-depth analysis of the current dynamics and future directions of the rapidly growing casual gaming industry in the USA, including quantitative forecasts, competitive analysis, consumer perspectives, and profiles of leading companies in the casual gaming value chain. According to iResearch, market size of China online casual game industry was RMB 25 million in 2003 and it reaches to RMB 410 million in 2004 with growth rate of 356%. The fast growth of online casual game industry is mainly attributable to the market success of QQ game platform and Shanda BnB. iResearch forecasts that market size of China online casual game industry will keep fast growth in the following years: its is estimated that market size of China online casual game will reach RMB 1.78 billion in 2007. The literature review failed to reveal any concrete consumer research done in the field of Casual gaming in India. Apart from references in articles in business and technology magazines, only two proper journal articles were found on the subject. No survey, scholarly article, book, dissertation etc on this topic covering the consumer angle and pertaining to India was found. Being a new research area, this is not surprising, but only logical. Hence we find a huge research gap here, particularly in the Indian context. RESEARCH OBJECTIVES FRAMEWORK We see that there is a wide research gap in this area. At best surveys, statistics and reports are available on the subject. While the consumers have been studied in the west and Asian markets like China, an Indian study to understand the consumer was not found on an extensive search. Therefore, in the proposed research we plan to- Understand the Indian college-going casual internet gamer No research was found on the above mentioned research field, inspite of extensive search. An exploratory research in this field is hence in order. The phenomena of Internet gaming and hence out study will be largely restricted to SEC A and SEC B in India ( JuxtConsult study,2009 ). This is due to the current limitations of internet penetration. Though a comprehensive study needs to be done on all existing and potential casual gamers, the proposed dissertation will be limited to college going gamers only. This will be so keeping in mind the time constraints of the dissertation. The research objectives: Find out reasons why college-goers play casual internet games What are usage patterns of casual internet-gaming in India Explore the casual gaming phenomena First we need to know the platforms where casual internet games are being played by college-goers. After that we will find the reasons why these gamers are hooked on to casual internet gaming. We will then find the relations between the usage pattern and the reasons of usage and explore this area of casual gaming from the consumer perspective. This will give us various hypothesis which then can be verified. Hence it will help develop a consumer-centric approach which is currently missing in the industry. A deep understanding of the casual internet gamers in India is necessary for this approach. The researchs objective is to develop this new approach for the industry and academia alike within the constraints of a research (college-going students only). PROPOSED RESEARCH DESIGN AND METHODOLOGY To find out the whys and hows of the Indian Casual gaming industry, a qualitative research will be in place. Here we are trying to understand the usage and behavior of the college going audience with respect to casual gaming, which requires a qualitative approach. Secondary research- Being an area which appears to be hardly studied, the starting point would be studies done on gaming in India, for example à ¢Ã¢â ¬Ã¢â¬Å" IAMAI-IMRB report NASSCOM Animation Gaming Report IGDA reports These reports give an insight on the demographics of the Indian gamer and are a good place to start. A secondary research on the subject of Casual online gaming will tell us where to find the gamers and challenges of the Industry. It will basically give an industry point of view. With the help of these reports and an extensive online research, we will be able to find out the platforms where the gamers are playing casual games, for example- Dedicated Casual gaming websites Social media networks Mobiles Film/brand promotion websites A comprehensive list of all the casual gaming platforms on the internet will be made. Once we know where to find the college going casual gamer, we can move on to the next stage, which is to probe him/her. Apart from this, casual gaming phenomena in other countries will be studied where research has already been done on the subject. Quantitative studies on Indian gaming industry will be studied to form a strong base for the qualitative research to be undertaken. Primary research- We will through the secondary research know where to find the Indian casual gamer. We will then do a primary research to find the reasons why people play casual games. In- depth Interviews- To find out the reasons why people play casual internet games 15 in-depth interviews will be conducted keeping in mind that all possible platforms are covered. The hows and whys of the college going gamers will be found out. Questionnaire- To understand the usage patterns of the casual internet gamers, a qualitative questionnaire will be in order. It will give us the various attitudes of the gamers along with consumption patterns of the college-going gamers. We will be able to find out which games they are playing, when they are playing and how they are playing. A questionnaire will have a sample size of around 40 people from the college-going gamers. The results of the in-depth interview and questionnaire along with the secondary research will then be used to develop the psychographic profiling of the casual internet gamer. This will be done using the TGI software tool. The universe will be derived by the intensive secondary research. Sample size is proposed to be 15 in-depth interviews and 40 gamers (20 men and 20 women) for the questionnaire, keeping in mind our target, the college going gamers. Mere numbers are irrelevant here as our focus is on developing a deep understanding on the subject. As this is a qualitative study, a probability sampling method is ineffective and expensive; hence we will do non-probability sampling with convenience, quota and snow-ball sampling techniques. A content analysis technique will be undertaken. The analysis will be with a systematic description of behavior asking who, what, where, where and how questions within formulated systematic rules to limit the effects of analyst bias. Being an exploratory research, this will be a good basis to begin with. EXPECTED CONTRIBUTION The Indian gaming industry is estimated to grow at a CAGR of 49% to reach USD 830 million by 2012 which was USD 167 million in 2008. Casual internet gaming is an area of the industry which is popular and growing. And it is also an area where on an extensive search no concrete research could be found. Hence this area of research appeals to both the industry and academia. No consumer centric approach in this field has yet been observed. This research will perhaps be the first of its kind where the psychographic profiling of the college going casual internet gamers will be done and basic STP constructs on the same will be developed. For the industry, this approach will help them develop and deliver better products and being an exploratory research, for the academia the research output will provide further scope for researching in the field. This research only focuses on College going gamers. There are a lot of other segments which can be studied. Also, casual gaming is just a subset of computer gaming, which in itself is a large field to research on, given the dearth of studies done in the Indian context, leaving scope for further researches, using this research as a basis. Casual Internet Gamers in India Casual Internet Gamers in India Casual Internet Gaming in India is the area of dissertation which will be researched. A phenomenon relatively new to the world, casual internet gaming is an area which is yet to be researched and fully understood. Computer gaming is an area close to my heart, as well as an exciting and challenging field to work on, where the markets are still evolving and promising great potential in the near future. Electronic gaming itself is a very wide subject which hasnt been properly researched, especially in India. Internet gaming is a subset to it, but again an area so vast that it cant be covered in one research. Going down further, I chose casual internet gaming because of the following reasons- Casual gaming is by far the most popular mode of gaming on internet in India. Internet speeds in India allows only casual gaming to grow currently. Social media is proving to be an ideal platform for their growth No research on this topic has been done so far. We are yet to understand why people and Indians in particular are attracted towards casual gaming. Till now, Indian Marketers have not taken a consumer-centric approach to make and deliver casual games. There is great scope in the field, as Indians discover casual gaming and get hooked on to it through various platforms According to a recent study by JuxtConsult , Of the 47 million Internet users, 39 million are based in urban areas, while only 8 million reside in the rural. Hence Internet penetration is largely limited in India and speeds are still slow. In such a scenario, the only games that can work well are casual games because they dont need high end computer/gaming systems, nor are the speed requirements a constraint. In fact, being the only mode of gaming which is viable, it has been the focus of the gaming industry as well. From dedicated websites like zapak to integration of casual games to social media networks like facebook, casual games are available across the internet. The surprising part is that no one has really tried to understand the reason for their popularity or the potential profitability of these games. The growth of Indias casual games market comes in line with the overall growth of the countrys games market and industry. According to founder of CasualGaming.biz, Gaurav Mirchandani the industry has changed substantially over the past few due to the growth of internet users in India whom now have broadband access in their homes, at work, and in restaurants and hotels. This change has sparked a new emergence of casual gaming in India as a leisure and as lead to new small companies setting up offices for game development outsourcing mostly for flash and PC downloadable games. The Industry focus has been on delivering casual games across platforms to the maximum possible user base. However, no thought has been given to the consumer and their needs. The Industry lacks a consumer-centric focus in game development and delivery. A deeper understanding of why these games are being played, and by whom they are being played is necessary to improve the standards and profitability of casual gaming as a business. As the world moves towards the virtual avenues provided by the technological revolution, internet gaming assumes significance as the next major frontier of the world. Brands are already investing in this area and can really cash on into this profitable business. Internet now provides people the choice of playing with other individuals over the cyber space. The constant advances in technology open up new possibilities regularly, taking computer gaming to new heights each time. Hence, the objective of the research will be to understand the psyche of the Indian casual gamer. This will help the Indian gaming industry understand the consumers better and hence deliver better products to them. Not only that, it will also help them improve the profitability of the business, by understanding what is relevant to the gamers, and what is not. This will be an exploratory study into the realm of casual gaming in India. Given the time constraints of a dissertation, I will be able to focus on limited aspects of casual gaming. Hence I am choosing only those aspects of the area, like why do gamers behave as they do and where and when they play games, which are important both for the Industry and the academia. Again due to the time constraints and vastness of the topic, everything cannot be covered in one research. Hence a study on the college-going gamers will be conducted. LITERATURE REVIEW Very little literature is available on consumers of Casual Gaming in India. I studied the gaming industry in general to find references to casual and internet gaming, especially in the Indian context. Gaming: India is All Set! -Rao, K. Rajesh (rajesh, 2008) Prospects for Animation Gaming Industry in India. -Kuruvila, A. O. (A.O, 2008) (Computer gaming on the go in India, 2004) India: The Final Frontier for Games? (Silicon india, 2008) Zapak Taking Casual Games seriously! (Vimali, 2008) Casual Gaming A Big Draw for VCs. (Khanna, 2008) Games people play (Marketing Management, 2007) Casual video gaming is now serious business (2007) Casual Computer Games Go Upscale (2007) Nothing casual about it Rajiv Fernando 2009 The article presents the authors views concerning the development of the gaming industry in India. He relates that the new generation is characterized by the evolution of interactive digital content and distributed model of games services. The author perceives good opportunities for game developers and providers associated with the increase of Internet penetration and digital content. The article starts off with a preface of the Global and Indian gaming and animation industry and goes on to dwell upon the statistics of the industry in India. It then follows up with a SWOT analysis of the Indian gaming Industry Reports on the report released by British Broadcasting Corp. in 2005 regarding the mobile gaming market segment in India. Increase in the number of mobile phone users in October 2004; Factors that influenced the growth in the mobile gaming sector; Number of game developers and mobile companies that provide games to their subscribers. The article provides an overview of the computer games industry worldwide, particularly in India. It explains the technology trends that might influence the advent of these games including powerful cellular telephones, cloud gaming and the growth of broadband networks. A historical background on the emergence of these electronic games is also presented. The article discusses the success of the online games introduced by Zapak Digital Entertainment in India. Zapak is influential to the success of the gaming industry through the launching of massive multiplayer online games (MMOGs), hardcore games and large format gaming cafÃÆ'à ©es. The companys strategies in creating value chain for its customers and distribution network are mentioned. The article presents the views of the author on various issues related to the electronic games industry in India. It focuses on the casual gaming business. The author addresses the problems on piracy and financing animation and gaming projects in the country. Future opportunities for the casual gaming space are also cited. The article discusses conflicting studies concerning the target audience for casual games. A study by Information Solutions Group found that casual gamers are predominately female. In-game advertisement firm Eyeblaster backed this data up, claiming that the majority of casual gamers are females that are more than thirty years old. However, a study by Ipsos Insight showed that more than half of computer and video gamers are male, data that is backed up by a Universal McCann study about console gamers. The article reports on the growing competition among firms in the video games industry in New York City. According to IDC Research, revenues from casual video games are expected to increase by 68 percent to $750 million in 2007 and are forecasted to reach $2 million by 2009. Wade Tinney, co-founder of Large Animal Games, said that it is important for firms in the industry to be well-funded so that they can move quickly and make products that compete with those with other companies. The article talks about the demographics of casual gamers worldwide according to the various studies that have been conducted. It also talks about the distribution of these games and what the game developers are doing to fight off competition in the casual gaming segment. It takes the zapak example to show that casual games are here to stay. It further tells about the future plans of zapak and compares the groeth of casual gaming in India with increase in internet penetration.It re-iterates that industry observers believe that online games had great potential for growth in the Indian gaming market, as it overcame the problem of piracy. Sify eyes kids for gaming biz (2007, Infotech.indiatimes.com) Web 2.0: Online Communities, Personalization and the Web OS. (Singh, 2006) Casual Games White Paper -IGDA ,2003 The 2009-2014 Outlook for PC Casual Games in India Icon Group International, Inc. 2008 Insights on Casual Games, Nielson, 2009 Casual gaming study conducted by NPD Group China Gaming 2008à ¢Ã¢â ¬Ã¢â¬Å"2012 Forecast and Analysis Casual Gaming Market Update James Kuai and Peter Shackelfor 3Q 2007 2004 China Casual Game Research Report (2005) It shows the interest of the industry in the casual gaming industry and an attempt to focus on the needs of the consumers, finally. I talks about Sify and its plan to acquire casual games and make them available all across Sifys cyber cafes. The article reports developments on Web 2.0 in India. Social networks and casual gaming continue to prevail in the major themes of Web 2.0. Online communities emphasize the notion of more sharing and connectivity on the Internet, as well as a strong focus on personalization. Another interesting phenomenon in the Web 2.0 world is the emerging space of online casual gaming. This article is on the International Casual Games industry. Numerous players continue to enter the market, business models are constantly changing, and new customers are found every day. This paper helps define the industry, and give everyone a base level of understanding of all aspects of this space. It is not intended to go into minute detail on any one subject, but provides broad understanding to the major factors involved in the casual game industry. This econometric study covers the latent demand outlook for PC casual games across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,000 cities in India. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. Nor does the report cover actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all of the cities in India) This study looks at data from more than 800 casual games for PC computers, which are defined as inexpensive to produce, straightforward in concept, easy to learn and simple to play. They say that casual gamers return more often to games and therefore play more often than hardcore gamers. The study, which surveyed nearly 3,000 U.S. gamers, identified 14 specific types of gamer within 39 different game genres. Casual gamers were divided into 10 classifications. The study also offered data that would seem to dispel the myth that casual gamers dont invest as much time playing games as core gamers do. This IDC study examines the dynamics of the China gaming market and focuses on online gaming. It looks at market drivers, dynamics, and strategies; the competitive landscape; and includes profiles of the top 10 vendors as well as a 2008à ¢Ã¢â ¬Ã¢â¬Å"2012 forecast. The concentration of the China online gaming market improved significantly in 2007. The revenue sum of the top 10 vendors occupied 91.8% of the total market. Casual Gaming Market Update provides in-depth analysis of the current dynamics and future directions of the rapidly growing casual gaming industry in the USA, including quantitative forecasts, competitive analysis, consumer perspectives, and profiles of leading companies in the casual gaming value chain. According to iResearch, market size of China online casual game industry was RMB 25 million in 2003 and it reaches to RMB 410 million in 2004 with growth rate of 356%. The fast growth of online casual game industry is mainly attributable to the market success of QQ game platform and Shanda BnB. iResearch forecasts that market size of China online casual game industry will keep fast growth in the following years: its is estimated that market size of China online casual game will reach RMB 1.78 billion in 2007. The literature review failed to reveal any concrete consumer research done in the field of Casual gaming in India. Apart from references in articles in business and technology magazines, only two proper journal articles were found on the subject. No survey, scholarly article, book, dissertation etc on this topic covering the consumer angle and pertaining to India was found. Being a new research area, this is not surprising, but only logical. Hence we find a huge research gap here, particularly in the Indian context. RESEARCH OBJECTIVES FRAMEWORK We see that there is a wide research gap in this area. At best surveys, statistics and reports are available on the subject. While the consumers have been studied in the west and Asian markets like China, an Indian study to understand the consumer was not found on an extensive search. Therefore, in the proposed research we plan to- Understand the Indian college-going casual internet gamer No research was found on the above mentioned research field, inspite of extensive search. An exploratory research in this field is hence in order. The phenomena of Internet gaming and hence out study will be largely restricted to SEC A and SEC B in India ( JuxtConsult study,2009 ). This is due to the current limitations of internet penetration. Though a comprehensive study needs to be done on all existing and potential casual gamers, the proposed dissertation will be limited to college going gamers only. This will be so keeping in mind the time constraints of the dissertation. The research objectives: Find out reasons why college-goers play casual internet games What are usage patterns of casual internet-gaming in India Explore the casual gaming phenomena First we need to know the platforms where casual internet games are being played by college-goers. After that we will find the reasons why these gamers are hooked on to casual internet gaming. We will then find the relations between the usage pattern and the reasons of usage and explore this area of casual gaming from the consumer perspective. This will give us various hypothesis which then can be verified. Hence it will help develop a consumer-centric approach which is currently missing in the industry. A deep understanding of the casual internet gamers in India is necessary for this approach. The researchs objective is to develop this new approach for the industry and academia alike within the constraints of a research (college-going students only). PROPOSED RESEARCH DESIGN AND METHODOLOGY To find out the whys and hows of the Indian Casual gaming industry, a qualitative research will be in place. Here we are trying to understand the usage and behavior of the college going audience with respect to casual gaming, which requires a qualitative approach. Secondary research- Being an area which appears to be hardly studied, the starting point would be studies done on gaming in India, for example à ¢Ã¢â ¬Ã¢â¬Å" IAMAI-IMRB report NASSCOM Animation Gaming Report IGDA reports These reports give an insight on the demographics of the Indian gamer and are a good place to start. A secondary research on the subject of Casual online gaming will tell us where to find the gamers and challenges of the Industry. It will basically give an industry point of view. With the help of these reports and an extensive online research, we will be able to find out the platforms where the gamers are playing casual games, for example- Dedicated Casual gaming websites Social media networks Mobiles Film/brand promotion websites A comprehensive list of all the casual gaming platforms on the internet will be made. Once we know where to find the college going casual gamer, we can move on to the next stage, which is to probe him/her. Apart from this, casual gaming phenomena in other countries will be studied where research has already been done on the subject. Quantitative studies on Indian gaming industry will be studied to form a strong base for the qualitative research to be undertaken. Primary research- We will through the secondary research know where to find the Indian casual gamer. We will then do a primary research to find the reasons why people play casual games. In- depth Interviews- To find out the reasons why people play casual internet games 15 in-depth interviews will be conducted keeping in mind that all possible platforms are covered. The hows and whys of the college going gamers will be found out. Questionnaire- To understand the usage patterns of the casual internet gamers, a qualitative questionnaire will be in order. It will give us the various attitudes of the gamers along with consumption patterns of the college-going gamers. We will be able to find out which games they are playing, when they are playing and how they are playing. A questionnaire will have a sample size of around 40 people from the college-going gamers. The results of the in-depth interview and questionnaire along with the secondary research will then be used to develop the psychographic profiling of the casual internet gamer. This will be done using the TGI software tool. The universe will be derived by the intensive secondary research. Sample size is proposed to be 15 in-depth interviews and 40 gamers (20 men and 20 women) for the questionnaire, keeping in mind our target, the college going gamers. Mere numbers are irrelevant here as our focus is on developing a deep understanding on the subject. As this is a qualitative study, a probability sampling method is ineffective and expensive; hence we will do non-probability sampling with convenience, quota and snow-ball sampling techniques. A content analysis technique will be undertaken. The analysis will be with a systematic description of behavior asking who, what, where, where and how questions within formulated systematic rules to limit the effects of analyst bias. Being an exploratory research, this will be a good basis to begin with. EXPECTED CONTRIBUTION The Indian gaming industry is estimated to grow at a CAGR of 49% to reach USD 830 million by 2012 which was USD 167 million in 2008. Casual internet gaming is an area of the industry which is popular and growing. And it is also an area where on an extensive search no concrete research could be found. Hence this area of research appeals to both the industry and academia. No consumer centric approach in this field has yet been observed. This research will perhaps be the first of its kind where the psychographic profiling of the college going casual internet gamers will be done and basic STP constructs on the same will be developed. For the industry, this approach will help them develop and deliver better products and being an exploratory research, for the academia the research output will provide further scope for researching in the field. This research only focuses on College going gamers. There are a lot of other segments which can be studied. Also, casual gaming is just a subset of computer gaming, which in itself is a large field to research on, given the dearth of studies done in the Indian context, leaving scope for further researches, using this research as a basis.
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