Wednesday, August 26, 2020
Questions: Examination each term utilizing the DWC Virtual Library and sources from the suggested readings. Clarify how each term is utilized by administrative bookkeepers in the business condition. Give a model in your own words for every definition. Answers: Definitions and Examples: 1) Activity-Based Costing Movement Based Costing is considered as the technique of costing, which helps in perceiving the exercises of the association and distributed explicit expense for every one of the exercises. Model: Figure 1: Example of Activity-based Costing (Source: Zhang, Hoque Isa, 2015) 2) Balanced Scorecard The equalization score card is related with the administration and key arranging framework, which is broadly utilized in the business or business government, particularly, in the non-benefit association. Model: A portion of the components are related in introducing the instances of Balance Scorecard. These elements are Finance, learning and development, inward business procedure, and client. 3) Certified Management Accountant Confirmed Management Accountant is an assignment given to a particular individual who exhibits the osmoses of blended aptitude and monetary bookkeeping to increase the value of the key administration process. Model: The guaranteed bookkeeper who helps in the dynamic procedure with respect to the money related parts of the association. 4) Continuous Improvement The consistent improvement is considered as a continuous procedure for improving the procedure, items, or administrations of an association. Model The constant improvement can be two sorts, for example, gradual improvement and advancement improvement. 5) Cost-Benefit Analysis The money saving advantage examination is a procedure attempted for breaking down the business choices. Model The money saving advantage investigation procedure can be related in time of undertaking the pertinent cost related activities to increase the value of the business benefit. 6) Cost Drivers Cost drivers is considered as a factor that contributes the costs of business activities. Model: Figure 2: Examples of Cost Drivers and Variability (Source: Rothaermel, 2015) 7) Cost of Goods Manufactured The term alludes to the costs that are should have been contributed while assembling of the merchandise or administrations. Model The costs associated with the assembling procedure are determining the expenses of work, crude materials, conveyance charges, bundling, and apparatus costs. 8) Cost of Goods Sold Machine gear-pieces is encouraging the immediate selling of the products by an association. Model Figure 3: Example of COGS (Source: Fan Liu, 2015) 9) Direct Costs The immediate expenses are alluding the costs associated with the costs of materials, work charges, and different procedure of the creation house. Model The immediate work charge, commissions of the materials, fabricating supplies, and piece rate compensation are the immediate expenses. 10) Direct Labor The work related in the support, regulatory, and other help offices are named as Direct Labor Model Individuals who are producing the nourishments or benefits and keeping up the exercises of the associations are considered as the immediate work of an association. 11) Fixed Costs The consistent and fixed costs engaged with the companys creation are considered as the fixed expenses Model Models are the rents, credit installments, and protection premium. 12) Indirect Costs The costs that are not straightforwardly appended to the bookkeeping factors for any task or action are named as roundabout Costs. Model Expenses of the task, capacities, office or items 13) Indirect Labor Circuitous works are indicating the went through hours on a specific action or undertaking, which has not been followed beforehand. Model Buying staff, Production Supervisor 14) Just-in-Time (JIT) Production System The system is primarily utilized in expanding the proficiency and diminishing the measure of wastages by getting the quality measure of products according to the necessities. Model Figure 4: Example of JIT creation (Source: Chen Sarker, 2015) 15) Opportunity Costs Opportunity cost is deciding the options during the hour of choosing any other option. Model Figure 5: Example of Opportunity Costs (Source: GarciaÃ ¢Ã¢â ¬Ã Castro Aguilera, 2015) 16) Period Costs The period costs are related with the selling functionalities of the business by deciding the regulatory purposes. Model Selling costs, devaluation cost, promoting costs 17) Product Cost The item cost is creating the possibility of the expenses related during the assembling of any item. Model Crude materials, processing plant devaluation, work charge 18) Sunk Cost Sunk Costs are alluding to the costs that have been brought about and can't recoup. Model Future costs, imminent expenses 19) Total Quality Management (TQM) The methodology of the administration in deciding the drawn out progress through accomplishing the consumer loyalty is considered as Total Quality Management. Model Figure 6: Example of TQM (Source: Calvo-Mora et al. 2014) 20) Variable Costs The costs engaged with the creation volume are considered as factor costs. Model Direct Materials, Commissions, Piece rate Labor References Calvo-Mora, A., Ruiz-Moreno, C., Picn-Berjoyo, A., Cauzo-Bottala, L. (2014). Intercession impact of TQM specialized factors in greatness the board systems.Journal of Business Research,67(5), 769-774. Chen, Z., Sarker, B. R. (2015). Streamlining of multi-stage JIT creation valuing choice: concentrated and decentralized models and algorithms.International Journal of Production Research,53(20), 6210-6230. Fan, Y., Liu, X. K. (2015). Misclassifying Core Expenses as Special Items: Cost of Goods Sold or Selling, General, and Administrative Expenses?.Contemporary Accounting Research, Forthcoming. GarciaÃ ¢Ã¢â ¬Ã Castro, R., Aguilera, R. V. (2015). Steady worth creation and apportionment in a world with different stakeholders.Strategic Management Journal,36(1), 137-147. Rothaermel, F. T. (2015).Strategic administration. McGraw-Hill. Zhang, Y. F., Hoque, Z., Isa, C. R. (2015). The Effects of Organizational Culture and Structure on the Success of Activity-Based Costing Implementation. InAdvances in Management Accounting(pp. 229-257). Emerald Group Publishing Limited.
Saturday, August 22, 2020
Question: Talk about the Socio Human Rights for Zapatismo and Nationalism. Answer: Kolchanski's Aboriginal rights and remarks of Goodale and Gledhill inquiries of personality and Zapatista Native rights are by and large named as the privileges of Aboriginal individuals and they are identified with the rights in regards to specific zones and occupation. The privileges of the Aboriginal individuals incorporate the rights which were at that point appreciated before European attack. The early First Nation was obviously particular from present occasions and the rights which were framed are indigenous in nature. There are various gatherings of aboriginals and the rights may change between these gatherings. The rights center around religion, language, customs, practice of culture, self-government, self-assurance, exercises, assets, and land. The rights are allowed to them in light of their home regions and occupation identified with their natural surroundings. Those rights additionally affect their current lawful and political frameworks. The social structures of Aboriginal individuals are unique in relation to other populace living in the nation just as they don't go under a ll locale rules when contrasted with non-Aboriginal populace in a nation (Indigenous Foundations, 2016). Zapatista is one of the aggressor and political gatherings, which is dynamic in the southern piece of Mexico. It follows radical belief system and it has its interest in Chiapas. A war has been pronounced against the legislature and military powers of Mexico bolster the belief system of communism and Marxism. The gathering has been named on the name of Commander Emiliano Zapata. The gathering essentially comprises of the indigenous network of the locale and has support from different indigenous and provincial networks. These people group are additionally upheld by some global and urban zones and they follow Zapatismo and Neozapatismo (Cultural Survival, 2016). Dambour Schools of Approach and Ishay discussions Michelline Ishay portrays the battle identified with human rights in his book. The battle has portrayed from Mesopotamian Codes to introduce day situation of globalization. The book comprises of the scholarly and verifiable improvements since ages and portrays the contentions in developments of social significance, armed forces and thoughts. As indicated by Ishay, imaginative articulation, customs and writings have assumed a significant job in the arrangement of human rights. It is considered as probably the best structure identified with human rights: history and current situations. She had additionally referenced the cause and the standpoint of European progress on human privileges of different nations during their colonization period. She additionally utilized political articulations, talks, and compositions as confirmation in the book. Numerous discussions ascend because of her questionable book and shook the network of masterminds, essayists and activists (Ishay, 2008). Ishay included contentions and discussions from the old records identified with human rights, for example, the announcement of George W. Shrub. Also, the conversations in the book exhibited the consistency in various social orders of the world about humankind. Religions and conventions were examined by the creator. Marie-Bndicte Dembour has depicted the basics of human rights through various schools. Each school has a shifted portrayal. The characteristic school characterizes human rights. The dissent school considers human rights as desires and claims for the abused and under-special. Also, the researchers continually battle for human rights as they accept that a solitary success doesn't stop foul play. Talk school depicts effect of human rights in political undertakings. They don't bolster different schools yet concur human rights powerfully affect the present society (Willen, 2012; Dembour, 2010). Goodale, Surrendering to Utopia and Sikka Cultural relativism, Manheim and Ricoeur Ideology and Utopia, Douzinas Cosmopolitanism Imprint Goodale's work on human rights has been named as one of the most reasonable takes a shot at human rights and its effect on the current society. The present world is encircled by human rights and lawful, political, optimistic and expository perspectives assume a significant job in the use of human rights. It very well may be expressed that the book is critical for different researchers identified with human rights. It might incorporate alumni understudies, researchers, non-anthropologists and anthropologists. The perceptions of the author are important, provocative and convincing as it depicts the utilization of ethnographic instruments to scrutinize the use of human rights (Douzinas, 2008). The book composed by Mannheim and Ricoeur portrayed ideal world and belief system and connection between them. Significantly, all the insightful works speak to belief system and disregard ideal world. The creators concur that perfect world is similarly significant and ought to be talked about. The creator attempts to expose belief system and show it. Mannheim advocates ideal world as one of the prime factors in human race. Besides, the other creator contends that perfect world can be considered as a remedial measure for the issues which are shown by belief system. Both are considered as positive capacities for the creators. Crafted by Douzinas centers around the cosmopolitan culture which thinks about space for the conceivable commitment with the incorporation of human rights. It energizes such commitment (Goodale, 2010). Activism and globalization of Human rights in the year 2000, the change till today. Aporias of New advances, Kurosawa's Activism of Globalization Globalization is named as the current circumstance of the world. It additionally implies that the entire world is considered as a solitary political economy and it works as a free market. Globalization has been changing the world since long occasions and the expansion in worldwide exchanging has given a stage to different individuals of various societies to collaborate. It has additionally assumed a basic job in satisfying dreams of numerous individuals. The chain response has globalized media too. Along these lines, in nutshell, market and globalization have upheld numerous enterprises to grow their business. The article centers around the intensity of worldwide organizations in abusing the assets in a nation and defying guidelines with respect to privileges of the local populace. For instance, lands from ranchers are being grabbed in creating nations in the namesake of industrialization and globalization. The creator depicts that colonization has been supplanted by globalization of these organizations where they attempt to devour national riches, HR, and normal assets. Choices are made in corporate board rooms in created nations as opposed to inclusion of nearby network. Creators, for example, Kurosawa have introduced the evil impacts of globalization on the creating nations and have portrayed the situation of mistreated and beset individuals because of incredible rule of these organizations (Deslandes King, 2006). In any case, new innovations and web based life have changed the method of rehearsing human rights in a capricious way. It causes occurrences and occasions to become famous online and have most extreme inclusion (Ishay, 2008). Douzinas says that the short out between human rights as belief system and Human rights as scrutinize is finished. The finish of human rights agrees with their ascent The creator Douzinas have clarified about the effect of human rights in this day and age. Universal legislative issues have been enormously impacted by human rights. Worldwide request has been guarded and sorted out by philanthropy. In the book, the writer reappropriates human rights and recognizes it from the gathering who needs to authorize human rights. The whole depiction is sorted into two sections where the initial segment includes ontological cases. Douzinas attempts to depict human rights as a structure device for subjectivity. He gives the explanation that it is the human rights that help the presence of human race and mankind doesn't convey anything as per human rights (Langlois, 2013). Creator contrasts the relationship of human rights and neoliberal private enterprise where he finds that the topic of human rights is getting veered off from doing combating social foul play to being an apparatus for globalization. He expresses that extreme correspondence is a higher priority than independence in human rights. In addition, he attests to the point of amalgamation of profound quality and force for organizing human rights. He portrays the job of rising domain in the mistreatment of human rights for their advantages. He bolsters idealistic cosmopolitanism however has not prevailing to help the idea in a legitimate way. Fighting foul play through radical uniformity is troublesome and less functional (Sargent, 2008). References Social Survival. (2016). Indigenous Identity at the Margin: Zapatismo and Nationalism. Recovered august 19, 2016, from Culturalsurvival.org: https://www.culturalsurvival.org/ourpublications/csq/article/indigenous-character edge zapatismo-and-patriotism Dembour, M.- B. (2010). What Are Human Rights? Four Schools of Thought. Human Rights Quarterly, 32(1), 1-20. Deslandes, A., King, D. (2006). Independent activism and the worldwide equity development. Diary of Sociology, 42(3), 310327. Douzinas, C. (2008). Human Rights and Empire: The Political Philosophy of Cosmopolitanism. Abingdon: Routledge-Cavendish. Goodale, M. (2010). Giving up to Utopia: An Anthropology of Human Rights. Stanford University Press. Indigenous Foundations. (2016). Native Rights. Recovered august 19, 2016, from Indigenousfoundations.arts.ubc.ca: https://indigenousfoundations.arts.ubc.ca/home/land-rights/native rights.html Ishay, M. R. (2008). The History of Human Rights: From Ancient Times to the Globalization Era (second ed.). College of California Press. Langlois, A. J. (2013, July 29). Seven Counter-postulations on Human Rights. Recovered august 19, 2016, from Criticallegalthinking.com: https://criticallegalthinking.com/2013/07/29/seven-counter-proposals on-human-rights/ Commander, L. T. (2008). Philosophy and perfect world: Karl Mannheim and Paul Ricoeur. Diary of Politic
Tuesday, August 18, 2020
Dangers of Untreated Depression in Teens Depression Childhood Depression Print The Dangers of Untreated Depression in Teens By Kathryn Rudlin, LCSW 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 January 19, 2020 Depression Overview Types Symptoms Causes & Risk Factors Diagnosis Treatment Coping ADA & Your Rights Depression in Kids Richard Clark / Getty Images When depression in teens is left untreated, the consequences can be severe, and in some cases, deadly. Like other illnesses, depression continues to get worse when untreated. Problems That Depressed Teenagers May Face Teens who have depression are at high risk to develop many serious problems as they struggle to cope with the emotional pain they are feeling. Although the behaviors described below are not specific to depression, they may raise some suspicion for the presence of depression or other mood disorders. Behavior Problems at Home Teens may begin to withdraw from family members for a number of reasons. But depression can lead to feelings of anger and irritability, which can result in an ongoing negative attitude or even defiance. Symptoms of depression can also cause people to feel that they are unlovable or unwanted. Problems Competing in Sports Fatigue and lack of energy are common symptoms of depression. Because of low energy levels, teens may find it more difficult to compete in sports or physical education courses. Other common symptoms such as irritability, lack of confidence, and difficulties getting along with peers can make taking part in group sports a challenge. Declining School Performance Depression can make it hard for teenagers to function fully in academic settings. Symptoms such as difficulty concentrating, lack of interest, fatigue, mood swings, and worthlessness can impair school performance. Dropping grades are sometimes a sign that a teen may be struggling with symptoms of depression. Social Issues Depression can make it difficult to relate to others. People often feel worthless or unworthy of attention from other people. People who are depressed also tend to withdraw socially, which can further contribute to feelings of loneliness and isolation. Substance Use People sometimes turn to drugs and alcohol in an effort to self-medicate, self-treat sleeping difficulties, cope with suicidal thoughts. Feelings of depression may lead teens to try drugs or alcohol, and continued use may contribute to continued feelings of depression. One study found that symptoms of depression were linked to the initiation of drug use by teens.?? Depressed Teens and Alcohol Use Risky Behavior Depression may also increase risky behaviors in teens. Such actions might include things like driving carelessly, having unprotected sex, or involvement in illegal activities. The consequences of these actions can often be devastating as well as life-altering. Self-Harm Behaviors Self-injury behaviors involve hurting oneself deliberately in an attempt to try to express or control inner pain. These actions can include cutting, burning the skin, headbanging, self-hitting, hair pulling, and skin picking. Signs of self-harm can include always wearing long-sleeves, unexplained cuts or bruises, impulsive or risky behaviors, and repeatedly rubbing areas of the body. The Warning Signs of Self-Injury Violence Towards Others Self-loathing can develop into directing anger and rage onto others. This acting out behavior will often have consequences that lead the teen to more depressive episodes. Aggression, anger, and irritability can cause friends and family to withdraw, leaving the teen even more isolated and lonely. Continued Depression One serious consequence associated with untreated depression in teens is the continuation or worsening of depression symptoms. As teens get older, they may experience recurring episodes of depression or their depressive symptoms may become more severe. The longer this continues, the more of an impact it will have on a teens ability to function. They may become increasingly isolated from friends and family, grades may suffer, and they may find it difficult to complete normal daily tasks. Untreated depression can also disrupt sleep patterns. Research has shown that sleep problems can both contribute to the onset of depression and that depression then exacerbates sleep disturbances.?? Suicide Threats or Attempts Depressed teens have a high rate of suicide due to experiencing significant emotional pain that they want to stop. According to statistics from the Centers for Disease Control and Prevention, suicide is the second leading cause of death for teens in the U.S.?? Depression is a major risk factor for teen suicide. Other risk factors include family history, trauma, abuse, life stress, eating disorders, bullying, and drug or alcohol misuse. Untreated depression can affect teens in devastating ways which makes it critically important to get help for a teen who is showing signs of this condition. Teen Suicide Warning Signs and Prevention Ways Parents Can Help Because of the potential consequences of untreated depression in teens, its critical for parents to be on the lookout for signs and symptoms, which can be different from depression in adults. While teens can be moody in general, parents should be alert to signs that their child is experiencing symptoms of depression. Depression treatments are effective and can significantly improve your childs quality of life. Know the Signs Common symptoms of depression in teens include: SadnessMood swingsFrequent bouts of cryingHopelessnessFeeling worthlessLoss of interest in activitiesWithdrawing from friends and familyAppetite and weight changesIrritabilityTrouble concentratingChanges in sleep habitsTalking about death or suicide Facts About Teen Depression Get Help If you suspect that your teen is depressed or experiencing symptoms of depression, the first thing you should do is talk to your childs pediatrician. A doctor can evaluate your child and check for any underlying medical causes that may be contributing to symptoms. Your childs pediatrician can also make recommendations for treatment, including prescribing antidepressant medications or referring you to a psychiatrist or other mental health professional for further treatment. Treatment options often depend on the nature and severity of your teens symptoms. Milder symptoms may respond well to active support and lifestyle modifications. More moderate to severe cases may require psychotherapy, medication, or both. Be Supportive Parents should always take symptoms of teen depression seriously. Talk to your child, listen to what they have to say, and take their feelings seriously. Even if you dont understand what they are going through, never be dismissive of their emotions or experiences. By being a source of understanding and support, your child may be more willing to open up to you and accept help. If you think that your child may be having suicidal thoughts, contact the National Suicide Prevention Lifeline at 1-800-273-8255 to talk to a trained professional in your area. How to Help Your Depressed Teenager
Sunday, May 24, 2020
It would be something of a misnomer to attribute the creation and development of video games to any singular moment or event. Rather, the process can be best described as an ongoing evolution, a long and winding journey of advancements with numerous inventors all playing pivotal roles. In 1952, A.S. Douglas wrote his Ph.D. thesis at the University of Cambridge on Human-Computer interaction. As part of the project, Douglas created the first graphics-based computer game: a version of Tic-Tac-Toe. The game was programmed on an EDSAC vacuum-tube computer, which relied on a cathode ray tube display.InÃ 1958, William Higinbotham created the first true video game. His game, titled Tennis for Two, was devised and played on a Brookhaven National Laboratory oscilloscope. Using an MIT PDP-1 mainframe computer, Steve Russell designed SpaceWar!Ã¢â¬âthe first game specifically made for computer play in 1962.In 1967, Ralph Baer wrote Chase, the first video game played on a television set. (Baer, who was then part of military electronics firm Sanders Associates, first conceived of his idea in 1951 while working for Loral, a television company.)In 1971, Nolan Bushnell and Ted DabneyÃ created the first arcade game. It was called Computer Space and was based on Steve Russells earlier game of Spacewar! A year later, the arcade game Pong was created by Bushnell, with help from Al Alcorn. Bushnell and Dabney would go on to become the founders of Atari Computers that same year. In 1975, Atari re-released Pong as a home video game. Larry Kerecman, one of the first video arcade game operators, wrote:Ã The brilliance of these machines was that Nolan Bushnell and company took what was computer programming (in Space War) and translated it into a simpler version of the game (no gravity) using hard-wired logic circuits. The printed circuit boards that comprise electronics of these games use integrated circuits called small-scale integrated circuits. They consist of discrete logic chips and gates or gates, 4-line to 16-line decoders, etc. straight out of the Texas Instruments catalog. The shape of the rocket ship and flying saucer even are visible in a pattern of diodes on the PC board. In 1972, Magnavox releasedÃ the first commercial home video game console, The Odyssey, which came pre-programmed with a dozen games. The machine had originally been designed by Baer while he was still at Sanders Associates in 1966. Baer managed to gain his legal rights to the machine after Sanders Associates rejected it.In 1976, Fairchild released the first programmable home game console, the Fairchild Video Entertainment System. Later renamed Channel F, the system was one of the first to use a newly invented microchipÃ by Robert Noyce of the Fairchild Semiconductor Corporation. Thanks to this chip, video games were no longer limited by the number of TTL switches.On June 17, 1980, Ataris Asteroids and Lunar Lander becameÃ the first two video games to be registered withÃ the United States Copyright Office.In 1989, Nintendo introduced the popular Game Boy system, a portable handheld video console created by game designer Gumpei Yokoi. He was also known for creating Virtual Boy, Famicom (and NES) as well as the Metroid series.
Wednesday, May 13, 2020
Released this past month where the next-generation gaming consoles. Hoping to capture a market dominated by Sonys PlayStation 2, Microsoft has earmarked $500 million for its marketing campaign and the hype alone is enough to make a certain people look at this console. A sizable investment at $299 for the Xbox and $199 for the Game Cube, getting past the price tag is only the first hurdle. The second is deciding which to buy. The worlds largest software maker followed familiar territory in developing the Xbox using a PC-based design. Powered by a 733-megahertz Intel processor, its the most powerful console ever created. It even looks cool with its jet-black with an eerie Aliens inspired slime-green quot;Xquot;. A built-in hard driveÃ¢â¬ ¦show more contentÃ¢â¬ ¦The controller parallels the consoles sleek design. Unlike the Xboxs, it feels natural in the hands, with two analog control sticks, large buttons and triggers for both index fingers. Target markets for the systems show who these gifts should be intended for. According to industry analysts, the Xbox targets the coveted 16-26 year-old demographic, with more adult-themed games that feature realistic violence and scantily clad female heroes like Lara Croft of PlayStations Tomb Raider. Nintendo targets younger gamers and loyalists who arent swayed by technological superiority of one console over the other. Nintendo delivers affordable innovation and what its loyal fan base expects, new games featuring appealing characters like the Mario Brothers. Nintendos fans identify with characters like Mario, making superior graphics unnecessary. In this Nintendo is introducing Pikmin, a game invented by legendary game maker and Mario inventor, Shigero Miyamoto. The strategy game features the kind of characters Miyamoto is famous for and revolves around an alien who must plant seeds that become aliens who harvest flowers and kill there enemies. Pikmin, like Luigis Castle, is only found on the GameCube, and is exemplary of other future exclusives to be release like Sonic Adventure 2 and Super Monkey Ball. That people identify with Nintendos charactersShow MoreRelatedVideo Games And The Video Game Industry1290 Words Ã |Ã 6 Pagesthe gaming demographic, but the industry hasnÃ¢â¬â¢t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to opera te under the same apparent assumptions: girls donÃ¢â¬â¢t play big action games, boys like the sexualization of girls in video games and wonÃ¢â¬â¢t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on theirRead MoreVideo Games And The Video Game Industry792 Words Ã |Ã 4 Pages The video game industry has changed a lot since its inception, and a large part of that is due to the video game crash of 1983. Despite this, the market itself has remained roughly the same except for the actual devices in it. The quality of the video games has drastically improved over the years. Unfortunately, something that will never change are the greedy companies looking for a quick buck. While the video game industry has grown and improved since the crash, some similarities are starting toRead MoreVideo Games And The Video Game Industry1344 Words Ã |Ã 6 Pages In the year 2016, the video game industry hit an important milestone. As seen in this 2015-2019 analysis, the industry hit a market value of over $100,000,000,000: (Ã¢â¬Å"THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%Ã¢â¬ ). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for the video game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the marketRead MoreVideo Games : The Video Game Industry1574 Words Ã |Ã 7 PagesThe video game industry is one that continues to grow exponentially with consumers spending over $22 billion dollars on the gaming industry in 2014 (association, 2015). This popularity brings the opportunity to produce a stream of games that continue to expand in their nature and impact on their audience. Video games are now artistic, social and collaborative, with many allowing massive numbers o f people to participate simultaneously (htt). The collaboration of the video gaming industry doesnÃ¢â¬â¢t stopRead MoreVideo Games And The Video Game Industry2174 Words Ã |Ã 9 PagesVideo Games and the Video Game Industry The video game Pong was introduced in 1972 and can be considered the beginning of the video gaming industry. Unlike the game Pong, the controversies surrounding video games today are not quite as simple. Certain media outlets often portray video games to be bad for individualÃ¢â¬â¢s health and behaviour. There are still some people in the world that believe video games are contributing to the decline of todayÃ¢â¬â¢s generation. However, video games and their industryRead MoreThe Effects Of Video Games On The Video Game Industry791 Words Ã |Ã 4 PagesAn Atmosphere Unknown This is the future of the video game industry. Imagine looking through the eyes of your favorite video game character but in reality, you are actual sitting on the couch. Look to the left and you see R2-D2 trying to communicate to you. To the right, you have rebel fighters shooting at storm troopers that are attacking your home planet. Virtual reality lets you do all of this from the comfort of your home. However, Augmented reality lets you do this as well, but it is less virtualRead MoreVideo Games And The Video Game Industry1258 Words Ã |Ã 6 PagesVideo games are a part of our entertainment industry and are more accessible than they have ever been. The video game industry is one of the fastest growing sectors in the U.S. economy. According to Wallace (2014), the video game industry generated about $78.5 billion in revenue and only fell behind the film industry at $88.2 billion. As the industry continues to expand, so does the technology that gives the games more realism and imme rsion. Games depicting violence is becoming more graphic and detailedRead MoreVideo Game Industry1949 Words Ã |Ã 8 PagesIntroduction: Video games are teachers that involve players into the virtual world. Nowadays, many video games include violence in many of its aspects such as war, stealing, slaying and many more. According to Video Games ProCon, Ã¢â¬Å"10 of the top 20 best-selling video games in the US contained violence.Ã¢â¬ (ProCon, 2014), they also believe that violent video games have not only cons but also pros; they stated that Ã¢â¬Å"Violent juvenile crime in the United States has been declining as violent video game popularityRead MoreCompetitive Positioning in the Video Game Industry639 Words Ã |Ã 3 Pagesonline, PC, console, handheld and mobile game publisher with leading positions across every major category of the rapidly growing interactive entertainment software industry.Ã¢â¬ 1 The video game industry of today looks vastly different than it did 10 years ago, with the stark contrast being that many firms are designing their games to be more family-friendly; the stereotypes of video games no longer being just in the realm of teenage boys. All in all, the industry is faring well with reported sales ofRead MoreThe Effects Of Video Games On The Video Game Industry Essay1238 Words Ã |Ã 5 Pagesnetwork effects in the video game industry? The network effects in the video game industry are derived from the console system that is sold to consumers. If a company is able to increase penetration in this arena, though at-cost/ below-cost pricing or pull created through the development of desirable content, it can potentially lock in the added value of the video games sold for the system. Which is to say, the console locks-in the network effects in the industry and the games serve to reap the profits
Wednesday, May 6, 2020
The global game industry will generate $60 billion in revenue for 2011, and is growing at 10% annually according to a new research report by industry analyst Colin Sebastian for RW Baird. That growth rate should see overall industry revenue hit $80 billion by 2014, but the some areas of the business will remain flat or even decline, while other areas will be growing at an annual rate of 15% to 20%. The growth areas that Sebastian sees are in online and mobile games, Ã¢â¬Å"driven primarily by downloadable content (DLC) and mobile gamesÃ¢â¬ and social games to a lesser extent. We will write a custom essay sample on Game Industry Forecast Shows Solid Growth or any similar topic only for you Order Now These areas will be growing annually at a rate of 15% or more for the next several years, Sebastian believes. Unfortunately, other areas of the game business wonÃ¢â¬â¢t be faring as well. He sees packaged software sales staying flat this year, with the growth in Xbox 360 and PS3 sales being offset by the decline in Wii and handheld game sales. This quarter will see strong sales with many big titles coming out, but that positive sales picture will only be enough to pull the sales out of the loss category for the year. The good news for the game business is that itÃ¢â¬â¢s the only media business with a strong positive growth forecast for the next several years. Newspapers, magazines, music, TV and other media businesses are struggling with the transition to a digital distribution model, but the high level of innovation in the game industry has kept the overall picture positive. ThatÃ¢â¬â¢s not to say there are no problems; Sebastian sees Ã¢â¬Å"many video game companies will continue to struggle through this transition. Ã¢â¬ Sebastian sees the mobile market as bringing in $2 billion in revenue this year, with growth continuing due to rapid adoption of smartphones and tablets. He cites studies showing that games are the leading applications on smartphones, and consumers consumers have been very willing to pay for games or for in-app purchases with Ã¢â¬Å"freemiumÃ¢â¬ hgames, which now represent the majority of revenues for mobile games. Sebastian believes tablets can be the next great market for games, given that the form factor is better than a smartphone for playing games. Studies also show that gaming is the number one usage of tablets, with over 70% of tablet owners playing games on the devices. The difficult business climate for traditional game companies means there are fewer clear winners to invest in right now. Sebastian sees GameStop as a good holiday play given the large number of AAA titles coming out this quarter, and beyond that he picks Activision and Electronic Arts as the best performers for long-term investors, followed by Take Two. The nature of the game market is changing in the USA, according to studies cited by Sebastian. He points to the Entertainment Software Association study showing 72% of US households play games, with the average age of gamers being 37. Additionally, more than half of gamers play on their phones and other handheld game devices, and women now represent 42% of the gamer population. Ã¢â¬ ItÃ¢â¬â¢s a far cry from the traditional Ã¢â¬Å"our market is teenage boys of all agesÃ¢â¬ that used to be the only demographic for game companies to care about. Sebastian sees hope for the core games segment, in that the broad appeal of casual games may get more people interested in gaming, and eventually looking for the deeper experiences that console games and PC games can offer. He sees the PC game market doing better in 2012, mostly on the strength of hit releases like Diablo III. Handheld devices, lead by the Nintendo 3DS and the Sony PSP (and soon the PS Vita) will be flat in 2012, with the launch of the PS Vita helping to offset the shift to smartphones, at least for a while. Sebastian believes the PS Vita may be able to take the leading position from the 3DS. Finally, Sebastian sees social games continuing to grow and develop in depth and richness, eventually being able to appeal more to core gamers. Console games will add more social elements, too, and eventually social games outside of Facebook will become more popular. He sees growth rates surpassing 10% annually for the next 3-5 years. The current leaders are Zynga, with 262 million monthly average users (MAU), followed by Electronic Arts with 203 million MAU. Overall, itÃ¢â¬â¢s a complex portrait of a rapidly growing and changing industry. Clearly there are dangers ahead for many companies as business models are changing, and once-profitable businesses are seeing their audiences depart for other types of gaming. Successful companies will be the ones who stay flexible as conditions continue to change rapidly. WhatÃ¢â¬â¢s your opinion on the future of the game industry? How to cite Game Industry Forecast Shows Solid Growth, Essays
Tuesday, May 5, 2020
Question: Discuss About The Strategic Management Business Policy? Answer: Introduction Ripcurl was established in 1969 by Brian Singer and Doug Warbrick. Ripcurl is one of the largest surfing companies. It is a famous Australian manufacturer of surfboards and wetsuits. The company has stores in Australia, South America, North America, Europe, Asia, Africa and Middle East. Ripcurl is a private company and has competition from public companies such as Billabong and U.S Quicksilver. The Australian Institute for Commercialisation (AIC) was also involved with Ripcurl to search new material and innovations which can improve the performance of heating elements. It also results in reducing heat loss and low power battery consumptions (Anderson, et. al. 2015). The AIC introduced private companies to Ripcurl which provides technology in automotive, giftware and safety product industries. These companies also provide direct technology in new markets. It provides equipment, technology and knowledge to develop a new product. The company is also in talks with Techfast to enhance ran ge of wet suit product. In this report, PESTEL analysis and porters five force analysis of Ripcurl is discussed. Issue found in products of the company is analysed. Strategic recommendations are also explained to focus on the expansion of company. PESTEL Analysis The PESTEL analysis scans the external environment. A company operates in the external macro environment. PESTEL stands for Political, Economic, Social, Technological, Legal and Legal factors. These factors have important role in the value creation of company. A business usually does not have control on these factors and are assumed as opportunities. Opportunity: The opportunity of Ripcurl in the market is growing demand and new markets. The income level of the company is at constant increase, which can be helpful in the global markets. There are so many local surfing companies in the market, the company can acquire these companies and can expand market share (Berg, et. al. 2015). Threat: The threat in the market for Ripcurl is changing prices and increased cost of raw materials. Cash flow is also problem for the company which can be result of low prices. Political factors: The political factors show the complete support from the government. It can be evaluated from the redefined trade barriers and import duties which are effective to Ripcurl. The government made export procedure much easier. The rate of import duty is also reduced subsequently. The government has also made regulations to protect domestic clothing industry. It is also trying to reduce waste which is being produced from electrical products. World Trade Organisations bilateral trade agreements have affected Ripcurl (Snyder, 2014). All the businesses are required to submit financial reports to International financial reporting standards. Economic factors: The society spends more income on the products which promote physical activity. The improved standard of living has resulted in increasing purchasing power of the population. It also has increased popularity of surfing and skateboards. The majority of the revenue of Ripcurl is collected from other regions, so it is influenced by the fluctuations in currency. The company has created new markets and earns higher income from the global point of view (Jones, 2015). Social factors: The brand awareness of the company is influenced by the increasing popularity of surfing and skateboards. The taste of the customers depends on their traditional and cultures. Like people in Australia prefer faded colours and people of US like to buy bright colours. The demand for clothing shows that eco-friendly products are more preferred. Ripcurl fulfils such demand (Ross, 2016). The company also has non-profit organisation which is committed to enhance the quality of life for the community of board riders by supporting education and health projects. Technological factors: The technological trend is significant in clothing industry. Ripcurl is using technology to achieve exposure in industry. Television and internet has helped in gaining exposure and attracting customers in surfing and skateboarding. E-commerce has helped in simplifying logistical and organisational difficulties while operating global business (Wilkinson, Wood Demirbag, 2014). Environmental factors: Consumers prefer to buy more of eco-friendly products. They focus on the source of materials, where it is sourced and whether the production process has any negative impacts on the environment. Legal factor: Ripcurl ensures to complete all legal proceedings such as protecting intellectual property right issues such as logo of brand, name and trademark (Park,Campbell Bremmer, 2014). Porter five forces The competition is high in the clothing industry. There are big competitors in the market such as Billabong, Millers, Bonds and quicksilver. The threat of new entries is high because it requires less investment to enter in industry. The buyer bargaining in the market is high because of the various alternatives available in the market. Porters five forces used to better understand Ripcurls global expansion strategy. Competition: Since 1970, there was growing popularity of surfing and then Ripcurl, Billabong and Quicksilver were prominent players in the market for surfing. These companies have still established their brand image in surfing subculture. In the 1990s the company started to pursue international exposure by making available backpacks, wetsuits and watches to gain market share. New entrants: New companies are entering in the industry as the demand for surfing apparels is going strong. For example Abercrombie Fitch and Hollister have moved into manufacturing surfing clothes. Afrends is one of the small brand, has gained popularity among young surfers (Soederberg, 2016). Suppliers power: Ripcurl is a well-known international brand. To keep economies of scale, the company outsource its manufacturing unit to small companies. The company has sourcing division in North Korea to provide its products to Singapore and New Zealand. They have no bargaining power. Consumer power: The consumers do not have enough bargaining power due to the size of population. Usually consumers prefer to buy products that would be cheaper than the existing ones. Product substitutes: According to the survey and findings, Nike has overtaken lead from Ripcurl as the best choice of youth. Many rival brands have also attained popularity such as Billabong and Quicksilver (Schaltegger, Burritt Petersen, 2017). Females prefer to buy disposable fashion with cheaper prices. The brands such as Country Road and Colorado are substitutes for Ripcurl, but they are different in quality and style. Issue Analysis Confusing price is the issue of Ripcurl. The company lacks a clear pricing strategy. The company offers lower prices when its compared to competitors like Billabong and Quiksilver. As, a result the profit margin of company is low for competing with rivals. As a result, the high rate of loans and interests create burden for the company. So the low prices fixed by company creates problem to buy raw materials at increased prices. It is also problem for the company to maintain standard of products through innovations. Maintaining low standard can lack brand image. The innovations are done to gain competitive advantage (Dyck, 2017). Acquiring local companies are also sometimes problem for the company. Sometimes these local companies are not capable to produce as per requirement. Their technology is quite old and cannot compel to the requirements of customers. The company needs to set a clear pricing strategy in such a way that it can save profit margin appropriately. It can distinct company from other competitors. The prices should be fix in such a way that cost of raw material is quite low than the cost of product. It increases revenue of company. The local companies should be acquired only after checking the relevancy and working system. Management recommendations The company uses strategies such as Porters generic strategy to avoid problems, attain competitive advantage and to be successful in future. Emerging youth label: Ripcurl need to acquire emerging youth labels such as Nixon watches, DC Shoes, RVCA, Rossignol Skis, Dakine and Mrs Palmers surf gear to increase market share. As, Youth tend to buy more products. Most part of population is youngsters. It can help in increasing sales of company. The business can incorporate business operations by funding new retail stores and buying existing chains. It should be relevant. It not only expands the market but also helps in attaining new technologies and methods. Techniques differentiate products from other companies and helps in building new products (McKenna, 2017). Resistant to change: Ripcurl should focus on the resistance to change to run activities and operations successfully. The workers do not like to adopt new changes and technologies as it increases their burden of work, so they avoid making any changes in the process. The managers and top management should maintain a reciprocal relationship with employees to resolve their problems and issues. Resistance to change can actually bring efficiency and specialisation to an organisation (Buono, 2015). To facilitate goals of the company it continues to invest in global platforms and concentrates on customer centricity. Space to grow: The demand for surf style products is expected to remain strong despite the trembles in the market. Ripcurl should use the unique leadership style to influence employees in the company. It helps to handle the grievance and complaints of customers. The company should try to be first to introduce and produce new products and technology. The company should take all the necessary measures to improve service and provide satisfaction to customers. Ripcurl has established craft association along with authentic nature of the surf products. This way the company can increase number of customers (Albert Beatty, 2014). More efforts to reconnect customers can also involve focusing on design and style of clothing different from local markets. Advertisement and promotional strategies should also be focused to increase sales and profitability in the future. Focus on the strategies: The single important thing done by company is putting customers at centre. The company tries innovative ways to attract audience. Ripcurl should focus on the business and corporate level strategies to maximize revenue and outputs of the company. It helps to maintain sustainability within the organisation. The company should also make attractive strategies to connect and link with customers and local companies with dignity. These strategies also provide estimation and understanding of doing business effectively. It must also create valuable and non-place competitive strategy by creating strong core competencies, which helps to survive operations in future. Technology is also helpful to remove global shopping barriers (Christopher, Laasch Roberts, 2016). Conclusion From this report it can be concluded that Ripcurl is an established Australian company. The company has issues in the form of price and acquiring local companies. It was determined by the threat and opportunities available in the market. These issues are analysed from PESTEL analysis and Porter five forces. These issues can be resolved by emerging in youth label, resistant to change and by focusing on strategies. The company can solve the issue of acquiring local companies by focusing on the strategies used by them (Wheelen Hunger, 2017). The price issue can be resolved by resistance to change and giving space to grow. All these recommendations not only help to resolve issues of company but also help to gain competitive advantage and expansion of business. References Albert, M., Beatty, B. J. (2014). Flipping the classroom applications to curriculum redesign for an introduction to management course: Impact on grades.Journal of Education for Business,89(8), 419-424. Anderson, D. R., Sweeney, D. J., Williams, T. A., Camm, J. D., Cochran, J. J. (2015).An introduction to management science: quantitative approaches to decision making. Cengage learning. Berg, D., Mani, H. S., Marinakis, Y. G., Tierney, R., Walsh, S. (2015). 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