Sunday, October 6, 2019

Role of Women in Shi'a Islam Research Paper Example | Topics and Well Written Essays - 1250 words

Role of Women in Shi'a Islam - Research Paper Example There were two new major Islamic societies that emerged after Muhammad died, the Shi’a and Sunni. These societies are also Islamic in nature. It is difficult to identify a Shi’ite from a Sunni because they are almost the same in practice. More of their differences lie on the interpretation of some passages in the Quran that’s why there are some slight differences in their Islamic traditions (â€Å"The Legitimacy†¦Ã¢â‚¬ ). Quran is the holy book of Islam religion. The Islamic societies strictly follow what is written in the book. Their way of living, principles in life, worship to God and allocation of roles are guided by the book (â€Å"The Legitimacy†¦Ã¢â‚¬ ).Some passages in the book are not literal in nature that’s why there is difficulty in interpretation. This difficulty in interpretation resulted in differences of interpretation between Sunni and Shi’a. One of the differences is the interpretation of the role of women in the soci ety. The role of women in society mostly circles in the marriage. There is a tradition called Mut’a wherein a woman is married to a man for pleasure in a certain agreed time. Also the man pays the woman according to the agreed payment (â€Å"The Legitimacy†¦Ã¢â‚¬ ). This tradition was from one of the passages of Quran. Perceiving this tradition from a 21st century perspective, Islamic women are treated like prostitutes except that there was an actual marriage that happened between the woman and man. Analyzing the tradition of Mut’a, women can be married several times because the marriage is only under a contract. A marriage under contract may or may not be because of love. The main reason of this marriage is said to be for pleasure of the men. Another tradition in Shi’a Islam is the business of marrying a family member’s wife and taking over of the financial responsibilities. Women may be passed down within the family as long as they are not relate d in blood. Most of the time, the dowry plays a big role in marriage (â€Å"The Legitimacy†¦Ã¢â‚¬ ). This kind of tradition shows that women are treated like possessions and not as free people. It is also observable in Islam tradition the marrying of women in an early age. Women are being married right after reaching their puberty. This may range as early as below 10 years old as long as the girl started having puberty. It is being done to maximize the child-bearing capabilities of women for the men. Looking closer to this situation, women in Islamic societies are also treated like goods being taken care of for marriage. Women’s role, as can be viewed from their tradition, primarily concerns the pleasure of their husbands and child-bearing. However, women might not receive the exclusivity of their husbands because men in Islamic societies are polygamous. Also the sons and daughters in the family are primarily owned by the father (Offenhauer 57). The culture of Islam al so indicates the role of women in their society. Women are expected to wear long veils. This is a sign of protecting the purity of women. The men are expected to protect their wives and they are given the rights to limit the actions of their wives especially in public. One example of these is the establishment of partition between men and women (Offenhauer57). This practice shows the domination of men over women. The men being the protector of women imply that women are weaker. This limits the opportunity of women in the society. Another consequence form the early marriage of women in Islam society is

Friday, October 4, 2019

Accounting Assignment Example | Topics and Well Written Essays - 250 words - 15

Accounting - Assignment Example Technological advancements improve appropriate investment leading to low-cost production of delicious bakery foods. Clients at the end receive extraordinary services with improved processes, quality enhancement, and resource conservation lead to smart baking. Team members are always encouraged and appreciated hence acquire the motivations in their line of duty. The automated bread line includes dough baking, ingredients, mixing, and transportation to the final collection stages. The automation helps to ensure quality and a standard sizing of bread. The size is at 215,000 square feet (Flowers Foods, 2014). Production lines fit the two one-bread line and a one-bun line, whereas the capacity set at 3 million pounds of breads. The buns produced per week owing a speed of 60,000 buns per hour or 10,000 loaves of bread per hour. The products maintained in the market include nature own breads and burns, Betsy Ross, Mary Jane and Bunny. Dough making, transportation, and delivery to the consumers are labor intensive. Human resource investment is essential in various areas of production and marketing. Massive human resource contributes a fundamental role in enhancing the delivery of baked cakes to

Pathophysiology of Obesity Essay Example for Free

Pathophysiology of Obesity Essay The composition of this research paper will concentrate on the topic about the pathophysiologic condition of the disorder called obesity. Thus, this would focus in the said topic to determine the functional changes that go along with such type of disorder that is seen to have developed as one of the prominent health problem in the society. Moreover, the paper would work in rendering fundamental information that is seen essential to further understand the condition of obesity. In addition to this, this research would also deal with the key areas that are seen to be of major concern with regard to battling and preventing obesity. Nonetheless, this holds on the purpose in rendering definite and essential information about obesity. The following will be discussed: †¢ A Brief Background: Obesity †¢ Pathophysiology of Obesity †¢ Causes of Obesity †¢ Medical Treatment and Nursing Intervention At the end of the paper, in intends to render facts and information about the pathophysiology of the obesity. Likewise, the completion of this research paper is also set to provide clear and evident information with regard to the possible medical treatments and nursing interventions that could be done to be able to battle and prevent obesity. A Brief Background: Obesity It can be said that the discussions over the subject of obesity is normally overlooked as one of the major health issues that is in need of accorded attention. Normally, the society would describe obesity as a state wherein an individual with such condition is seen to be ridiculous for having such abnormal and fatty body. In a sense, obesity must be regarded as a serious condition in which it is seen to be one of the most prominent health disorders that if not properly handled it can result to numerous severe health complications in the body. In general, obesity is characterized as a chronic condition that involves excessive amount body fat (Goroll, 2006). Although body fat is necessary for storing energy, heat insulation, shock absorption, and other essential functions, the normal amount of body fat should only be between 25-30% for women and 18-23% for men (Goroll, 2006). Thus, women with excessive body fat with over 30% and for men with over 25% body fat are already considered obese (Goroll, 2006). Moreover, the obesity is also seen to be one of the escalating health conditions in the society wherein the numbers of people with such disorder are rapidly increasing (â€Å"Obesity,† n. d. ). In the United States, the obesity has already reached epidemic extent in which it is seen that one in every three Americans is obese (â€Å"Obesity,† n. d. ). Thus, obesity, as a serious health condition, is also seen to be rapidly increasing in the global society that the occurrence of obesity has practically doubled up from the year 1991 up to 1998 (â€Å"Obesity,† n. . ). Pathophysiology of Obesity With the fact that obesity is a significant health threat, the extra weight or the excessive fat is inclined to create extraordinary stress in all parts of the body (â€Å"Causes, incidence, and risk factors,† n. d. ). Thus, the occurrence of obesity normally incorporates negative developments in the body that are seen as the acquisition of serious illnesses and raises the risk of individuals to having diabetes, kidney disease, heart disease, and stroke and gallbladder disease (â€Å"Causes, incidence, and risk factors,† n. . ). Obesity also creates ill-health conditions such as high blood pressure and high cholesterol that are normally seen among the adults, which is now believed to be seen in the children that are obese (â€Å"Pathophysiology of obesity,† n. d. ). In addition to this, the obesity also increases the risk of individual to acquire certain types of cancer. Also, obese individuals are seen to be more inclined to develop osteoarthritis and sleep apnea (â€Å"Pathophysiology of obesity,† n. d. ). Likewise, the obesity or the excessive fat is often accompanied by several symptoms such as breathlessness, tiredness, back pain, sweatiness, arthritis, menstrual disorders, poor sleeping and depression (â€Å"Pathophysiology of obesity,† n. d. ). Also, obesity increases the probability of myocardial infraction and heart failure (â€Å"Pathophysiology of obesity,† n. d. ). Hence, it is seen that biggest probable impact of obesity in health, more especially with that of the elderly, is the diversity of its effects with other systems in the body (â€Å"Pathophysiology of obesity’† n. d. ). Causes of Obesity In most circumstances, the majority of medical researchers agree that a combination of excessive calorie consumption and a inactive lifestyle are seen to be the primary causes of obesity (â€Å"Obesity,† n. d. ). Thus, the increased of food consumption is normally attributed as genetic, medical or psychiatric illness (â€Å"Obesity,† n. d. ). Likewise, it is also said that the other probable causes of obesity are hereditary influences, overeating, diet high in simple carbohydrates, slow metabolism, and frequency of eating, physical inactivity, medication such as antidepressants and psychological factors such as severe emotional distress (â€Å"Obesity,† n. . ). Moreover, in the review that is done in the year 2006, it is said that the most probable factors that have contribute in the rise of obesity are seen to be the cause of insufficient sleep, endocrine disruptors, decreased rates of smoking, increased use of medication that leads to weight gain, pregnancy at a later age, intrauterine and intergenerational effects, positive natural selection of people with a higher BMI (â€Å"10 Factors in Rise of Obesity,† n. d. ). Medical Treatment and Nursing Intervention Treatment through the help of a physician is seen to be necessary in obesity, more especially during the times wherein the person’s own efforts to lose weight is not working and when it is seen essential that simultaneous medical conditions make it vital for an obese person to lose weight (â€Å"Medical Treatment for Obesity,† n. d. ). Thus, prescription of medications may seem as necessary for those having people with obesity-related health problems (â€Å"Medical Treatment for Obesity,† n. . ). In addition to this, the prescriptions of over-the-counter supplements are also considered as essential in the medical treatment of obesity that could helpful for the people in effort to lose weight (â€Å"Medical Treatment for Obesity,† n. d. ). Behavioural strategies are also used in the treatment of obesity that could help modify dietary habits and increase activity levels of obese people (â€Å"Medical Treatment for Obesity,† n. . ). Likewise, psychotherapy for eating disorders with the therapist is also seen essential in the treatment process of obesity that may also require medication (â€Å"Medical Treatment for Obesity,† n. d. ). On the other hand, it is seen evident that the other probable nursing intervention that could be done to battle obesity is having a healthy and active lifestyle through the presence of exercise. As such, the involvement through healthy exercises is indeed helpful in treatment of obesity as these activities are good in burning calories and other excess fats in the body. In addition to this, a good healthy diet is also seen as another nursing intervention for obesity in which eating healthy foods with balanced diet are essential in maintaining and achieving healthy body. Nonetheless, the modified personal discipline with regard to adverse eating habits is also seen as probable nursing intervention for obesity. Conclusion  With the above written facts and information about the pathophysiology of obesity, it is seen evident that choosing such topic in this research paper is indeed significant and helpful for the people, more especially among the individuals with such condition, as this provides factual data of the probable negative results that comes with obesity. As such, this research paper also provides factual gathering of information in battling and treating obesity. Nonetheless, it is seen evident that the issue of obesity is one of the serious health problems that are in need of proper attention.

Thursday, October 3, 2019

The video game console market

The video game console market Executive Summary The video game console market is a fast growing market. Sonys PlayStation 3 competes together with Nintendos Wii and Microsofts Xbox 360 for the market leader position. Compared with these competitors, Sonys PS3 includes the newest technologies and provides the highest variety of functionalities. Therefore, Sonys strategy is to target customers who focus on high technologies and multimedia-entertainment. However, this involves that the PS3 competes not only with console manufacturers, but also with other multimedia producers such as PC manufacturers. Due to the fact, that the Sonys PS3 will be quite expensive, the console will be available in a premium edition and in a cheaper basic edition. Considering the distribution of its PS3 games, Sony tries to change its traditional supply chain by providing an Internet platform, where users can download games. This results in saving costs and a faster distribution. Furthermore, the most important marketing tool is the Internet for promoting the PlayStation 3. Blogs, MySpace, YouTube and other kind of websites enable an area-wide promotion of the game console and especially, it is done by consumers. Another important tool is the official website, which offers among others information about the console and about available games. Additionally, Sony promotes its PlayStation 3 together with a meaningful slogan, which differs between Europe (This is living) and U.S. (Play Beyond). Finally, Sonys financing objectives are to sell 15 million exemplars in the first-year and to achieve total sales revenue of $8.25 billion. Its marketing goals are to sell more than 100 million exemplars in the long-run and to become the market leader. 1 Situation Analysis 1.1 Current marketing environment The video game console market is highly influenced from its demographic and technological environment. The worldwide population is growing and more and more people have a strong need for entertainment. Many people require something against boredom in their free time. Furthermore, the technology environment creates a variety of new functionalities which are almost unlimited. According to Moores Law, processor speed and memory capability reduplicate almost every 18 months by constant prices. Additionally, technologies such as High Definition TV provide a new way of entertainment consumption. Finally, another important influence in peoples behavior is enabled by the Internet. Its introduction was a milestone of the new economy. It allows finding almost any required information and enables worldwide communication as well as interaction and it simplifies doing business. 1.2 Current Product Line Before we describe the features and functionalities of Sonys new video game console, the PlayStation 3, we would like to give a short overview of the companys current home video game line: PlayStation (PS1) The Sony PlayStation is the companys first video game console and was produced in the mid-1990s. It belongs to the fifth generation of video game consoles and provides a 32-bit processor. Furthermore, the PlayStation was the first game console that reached the 100 million mark. PlayStation 2 (PS2) Sonys PlayStation 2 is part of the sixth generation era and was released in 2000. Besides its 128-bit processor, it was the fist video game console that provides DVD playback functionality. It placed first in number of units sold in its sixth generation of video game consoles and it became the fastest selling and most popular game console in history, with over 110 million units shipped worldwide by November 2006.[1] PlayStation Portable (PSP) Sonys PlayStation Portable was the companys first handheld game console released in 2004. Besides playing games, it also provides different functionalities such as playing music, watching videos, viewing pictures and using Internet applications. Nowadays, the PSP is the main competitor of Nintendos Game Boy and Nintendo DS. 1.3 Product Analysis The Sony PlayStation 3 (PS3) is the seventh generation video game console and the third in Sonys PlayStation series. The console was launched in North America and Japan in November 2006 and is yet expected to be launched in Europe by March 2007. The reason for its delay in Europe is a shortness of supplies with parts of the Blu-ray drive. The console offers high-end technology and it has been described as an engineering masterpiece because of its promising specification and use of new technology.[2] Furthermore, the PS3 will be available in two different editions on the one hand, a basic edition with a 20 GB hard disk drive (HDD), and on the other hand a premium edition with 60 GB HDD. Nevertheless, both editions will have key elements such the Blu-Ray Disc for High Definition movies, the Cell chip, Giga-bit Ethernet for high speed Internet-connection, and an HDMI connection for optimum output on HDTV. Compared with the basic edition, the premium edition will provide some extra features like support for multiple external memory storage devices (Memory stick, SD) and Wireless connectivity. More information about the specification can you find in the Appendix. Furthermore, Sonys newest game console provides a Linux operating system and some Internet applications such as an Opera Web browser and multiplaying functionality. Finally, another feature of the PlayStation 3 is the backward compatibility to Sonys previous video games for PS1 and PS2. 1.4 Target Markets The following section should provide an overview of Sonys target market and of its targeted customers. 1.4.1 Target market approach In our opinion, Sony should use a segmentation approach as their general strategy to reach targeted customers. Although mass-marketing would create the largest potential market, which leads to the lowest costs and results in lower prices or higher margins, we propose segment marketing because it can create a more fine-tuned product offering and price for the target segment. Moreover, this approach enables to select more easily the best distribution and communication channels, and to have a clearer picture of the main competitors.[3] 1.4.2 Segmenting consumer markets Cultural distinctions, different needs and demands of individuals, and diversities in customers buying behaviours require market segmentation of companies to satisfy their customers effectively. Thereby, the market can be divided in geographic, demographic, psychographic and behavioural segmentation variables and the company can focus on target segments which it wants to attract.[4] According to Sony, the main geographic segments of the PlayStation 3 consist of the Northern America market, the Japanese market and the European market. When Sony released his first video game console PlayStation in 1994, the companys main focus was on the marketplace from 12- to 17-year-old boys. But nowadays, Sonys demographic segmentation divides the market of the PS3 in male and female, old and young players and expands its business vastly to a mainstream entertainment.[5] The PS3 offers a multifaceted repertoire of video games which includes something for everybody. Theres not merely one game to ultimately define the PS3 platform, but rather different must-have games for different segments of consumers. Additionally, an important and profitable demographic segment could be the college market because according to a study by Anderson Analytics GenX2Z only 26 percent of students report not playing video games.[6] Furthermore, Sony concentrates on a strong customer loyalty status in the behavioural segment. Besides its popular brand and the high reputation of its products, the company tries to win over its former consumers by the implementation of a backward compatibility which enables to play video games from its previous video game consoles (PlayStation 1, PlayStation 2). Finally, one of the important target segments of the PS3 involves consumers who require high technology. The company is convinced that its consumers desire and want to get the best out of the best. 1.4.3 Characteristics of the targeted customers / product uses As already mentioned, Sonys targeted customers want to have the newest technologies and functionalities. Moreover, they need an entertainment system which provides functionalities such as viewing pictures, movies or listening music. The Playstation 3 can fulfil all this particular requirements and reach therewith a lot of different customers. First of all, video game players can use the console, because it provides high technology and a lot of different available games. Furthermore, movie lovers can use the PS3 because it involves a DVD drive and also allows watching movies in High Definition with its Blu-Ray drive. Moreover, customers can use the game console to see pictures from their last holidays easily by inserting their memory card in the included card-reader. Finally, customer can use the console to surf in the Internet or to use it instead of a computer, because its Linux operation system provides similar functionalities. Summarized, all members of a family can use the PlayStation 3 for different needs. For instance, children play video games during the day and when the father arrives, he uses the PlayStation to read his emails. Thereafter, the mother inserts the SD card in the PS3 and shows him the pictures from her trip to Stockholm last weekend. And at the evening, the whole family watch a movie together. This multimedia functionality provides the biggest benefit for the PS3s consumers. 1.4.4 Purchasing process Some customers make their decision which game console they want to buy dependent from the number of available games. Not only the functionality and technology, but also the variety of games can be important for the decision-making process of customers. Therefore, the company has to offer information about the games which will be available for its game console. The primary channel for providing such information would be the official webpage. Furthermore, the final end-user of the game console is not always responsible for the purchasing process. For instance, sometimes parents purchase the game console for their children, and therewith another party is involved in the purchasing process. 1.4.5 Market size estimations The number of consumers in the video game console industry increased continuously during the last years. Due to the fact, that game consoles of the newest generation are comparable with an entertainment system, we estimate a market size of 400 million potential users in Europe if everybody would buy the product. Considering that one product would be enough for a family, our final estimation of potential consumers will be 100 million in Europe. Furthermore, a forecast report of PricewaterhouseCoopers has shown that by 2010, the worldwide video game market will grow to $46.5 billion, at an average 11.4% compound annual rate.[7] 1.5 Competitive Analysis Nintendo and Microsoft are the main competitors of Sony in the video game console industry. Considering the seventh generation, Sonys PlayStation 3 compete with Nintendos Wii and Microsofts Xbox 360. These two consoles were released world-wide in November 2006 and November 2005 respectively.[8] According to a study of the NPD Group about the best-selling video game consoles for December 2006, the Xbox 360 sold 1.1 million units, the Wii 604.2 thousand units and the PS3 490.7 thousand units. However, the PS3 sales figures include only the U.S. and Japan market, where it is released already. More details about the competition situation will be discussed in chapter 3 Competition. 1.6 Product/Market Analysis Tools 1.6.1 Product Life Cycle According to Sonys previous game consoles, the PlayStation 3 should have a 10-year product life-cycle. Its state-of-the-art technology involves that the usage of the PS3 resources and technology are just at the beginning and can fulfil all game requirements in the next years.[9] The product life-cycle consists of four different stages: Introduction: At this stage, the sales growth increase slowly when the product is introduced to the market. In Europe, the PS 3 is already located in the middle of this stage, because many game-console lovers and fans have ordered the PS 3 in advance to become one of the first consumers after its release in March 2007. For instance, a new PS 3 is pre-ordered almost each 20 seconds in Great Britain.[10] Growth: At this period, a market acceptance of the product is recognizable and the number of sales units increases. First-users report about the product positively and other consumers are becoming curious. Maturity: A slowdown in sales growth will be at this stage because the product has achieved acceptance by most of the buyers. Decline: Most of the potential buyers have already the product and therewith the number of sales declines. Different marketing strategies are necessary for each stage of the product life-cycle. We will discuss our recommended strategies in6 Marketing Strategy. Due to the fact, that the PlayStation 3 was already released in Japan and U.S., Figure 2 shows that the PlayStation 3 is located in a higher position compared with Europe. After shortness of supplies and an enormous rush demand in Japan and in the United States after the release in November 2006, a kind of stagnation is visible in these both markets today. Vendors report that a large contingent of the PlayStation 3 is still available in their shops.[11] Although Sony sees the reason for that in its optimized supply chain, the company has to consider new marketing strategies to increase its sales. 1.6.2 The Boston Consulting Groups Growth-Share Matrix In the following section, we would like to analyse and classify Sonys game console product portfolio by profit potentials. Therefore, we used the Boston Consulting Group approach presented by Kotler.[12] Due to the fact, that the PlayStation 1 is not be sold anymore, we didnt regard it in our analysis. First, we placed the PlayStation Portable in the Question marks sector, because the market of game handhelds is still growing and as the strongest competitor of the market leader Nintendo DS, the relative market share of the PSP increases. Therefore, Sony has to spend a lot of money in the development and advertising of the PSP to keep up with the fast-growing market, and to overtake the market leader. Additionally, we also placed the PlayStation 3 in the Question marks sector, because the market of the seventh generation video game consoles is still increasing and it is not visible already if the PS 3 will take the position of the market leader. Finally, we located the PlayStation 2 in the Cash cow sector. The PS2 has a falling market growth rate after the release of the next generation game console. Nevertheless, it is still the market leader in its generation and it achieved higher sales units (1.4 million) as the Xbox360 (1.1 million), Nintendo Wii (604.2 thousand), and the PlayStation 3 (490.7 thousand) in December 2006.[13] According to the 10-year product life-cycle, the PS2 is in the decline stage and will stay in the market for the next 3 years yet. 1.7 SWOT Analysis The SWOT analysis is the overall evaluation of a companys strengths, weaknesses, opportunities, and threats.[14] It is used as a framework to help an organization develop its marketing strategy. Thereby, strengths and weaknesses are internal factors which can be controlled by an organization, whereas opportunities and threats consist of external factors which are uncontrollable by an organization. 2 Objectives Sonys financial objectives are to: Achieve first-year total sales revenue of $8.25 billion, based on an average price of $550 per unit. Sonys PlayStation 3 marketing objectives are to: Achieve a first-year unit sales volume of 15 million, which represent a projected market share of 25 percent. Increase second-year share to 40 percent and become the market leader. Sell more than 100 million units in the long-term. Arrange for distribution through the leading electric, video games and computer retailer in the top 100 and establish an Internet platform. 3 Competition 3.1 Game console industry According to the industry concept of competition presented by Kotler[15], an industry is a group of firms that offer a product or class of products that are close substitutes for another product. The structure type of the video game console industry is an oligopoly, because the Japanese Nintendo and Sony, and the U.S. Microsoft dominate the market. Particularly, the structure is a differentiated oligopoly, because only few companies producing products partially differentiated along lines of price and features. Furthermore, the console industry is characterized by large cost of barriers to entry according to Porters model of five competitive forces. It may cost up to $2 billion to develop a competitive console platform and returns on investment may take several years.[16] Furthermore, these three console manufacturers have a similar business model consisting of the following three income flows: Hardware sales Sales of own software/games Licences fees from other software/game developers that use the console platform Finally, Nintendo, Microsoft, and Sony compete on a global basis with core markets in Japan, Europe and in the United States. 3.2 Direct competitors The following section compares the direct competitors Nintendo, Microsoft and Sony with regard to their products, prices, sales units and game range. 3.2.1 Product differentiation Furthermore, both competitors of Sonys PS3 provide an internet platform: Microsoft: Xbox Live Arcade Xbox Live Arcade (XBLA) is an online service that is used to distribute video games to Xbox 360 owners. Thereby, Microsoft offers an Xbox Live Marketplace, a virtual market place, where consumers can download movie and game trailers, game demos, Xbox Live Arcade games, gamer tag images, and Xbox 360 Dashboard themes.[17] The consumers can pay with Microsoft Points, which can be purchased by credit cards. Nintendo: WiiConnect24 It allows distributing content such as software patches and updated game contents while the Wii is on stand-bye.[18] 3.2.2 Price strategy Nintendo offers the cheapest price in the game console market. Therefore, the company dispense with some extra features such as DVD drives or HDTV quality. Contrary, Sonys PlayStation 3 offers the newest technology with a plenty of accessories, but also the highest price. The following list shows the current prices in January 2007:[19] 3.2.3 Market share in Japan and U.S. The following figures show how many game consoles each of the manufacturers has sold in Japan and U.S. during the last months:[20] [21] Whereas Nintendos Wii was the market leader during the Christmas time in Japan, Microsofts Xbox 360 could sell the most units in the United States. 3.2.4 Games An important criterion for buyers is the volume of games which are available for each game console. At the moment, Microsofts Xbox 360 consists of 82 exclusive games and 132 cross-platform games. In contrary, Nintendo offers 55 exclusive and 96 cross-platform games for its Wii. For Sonys PlayStation 3, 43 exclusive and 77 cross-platform games are planned. 3.3 Market concept of competition Due to the fact, that the PlayStation 3 is more a multimedia centre than only a game console, we have to consider more competitors as only game console manufacturers. Therefore, we used the approach of Rayport and Jaworski to identify direct and indirect competitors by mapping the buyers steps in using the product.[23] The following figure shows the PS3s direct and indirect competitors: Summarized, Sonys PlayStation 3 competes not only with other video game console companies, but also with PC manufactures and other high technology producers. Sonys PS3 offers besides a Linux operating system a plenty of functionalities such as Internet to attract previous PC users and to expand its market. This approach is comparable with Coca-Cola which identifies milk, coffee, tea, and water products as its main competitors.[24] Finally, Figure 7 shows Sonys market position with regard to technology and price compared with its video game console competitors: 4 Product Unique selling proposition The unique selling proposition is a marketing approach to promote a products benefit and to convince customers that the company can deliver it. For Sonys PlayStation 3, the main benefit, especially compared with its competitors, is its functionality as a multimedia centre and its state-of-the-art technology. Nevertheless, Sony has to consider that its targeted consumers are located in different market segments with different demands and wishes. Therefore, the company has to develop different unique selling propositions. First considering the video game hardcore fans segment, these costumers want to have the best and newest technology. Due to the fact, that the PS3 fulfil these requirements at best compared with its competitors, Sony should promote this in its advertisements, especially in game magazines. Furthermore, Sony wants to attract also middle-age consumers and families. The most benefit for these customers is to use the PlayStation 3 as a multimedia system which offers a variety of functionalities. Therefore, the company should focus on its multimedia range. Summarized, the companys unique selling proposition should consist of newest technology and multimedia-functionality. To emphasize this, Sony uses a short slogan after every mention of its products. In the United States, Sony evokes the following slogan: Play Beyond. People should associate therewith that the PS3 is not only a game console which enables playing video games, but also a system which allows playing in High Digital quality and getting a feeling of reality. Furthermore, the PS3 offers more than playing video games, it is a multimedia system that can be used for different pleasures such as Internet surfing or watching movies that can also be interpreted as a kind of playing. However, Sony uses a different slogan for the European market. The reason is that people with few English skills will not understand the impact of Play Beyond or will be interpreted wrongly. Therefore, Sony uses the following slogan in Europe: This is living. The slogan is really simple and uses words which can be understood by not English-speakers. Consumers can associate that the PS3 delivers a kind of living standard and ensures to enjoy living. Furthermore, its a relation to PS3s multimedia functionalities which are desired for every household these days. It emphasizes that the game console is the core of living room entertainment. 5 Distribution 5.1 Supply chain With the video game industry being the fastest growing sector of the growing entertainment industry, the industrys revenue has now reached $26 billion in annual revenue and there is currently no indication of decline in the industry. So, in order to identify how the revenue is distributed, its essential to look at the supply chain of the entire PS3 business. As seen in the supply chain, there are opportunities in many aspects of the console business, coming from the actual console sales as well as extras such as games. The customers, as identified by our segmentation analysis table, are at the end of the supply chain, and their consuming of video games are distributes across several actors. Additionally, the most known among the actors are of course the hardware manufacturers, which include Sony, Nintendo and Microsoft. Except for the revenue coming from the console sales, they also get about 20% of the market price for the games, which are mostly sold in the growth level of the product life-cycle. The additional revenue in the supply chain is split among the other actors. Looking more closely at the publishers and developers, we realize that the publishers are likely to take a large portion of the revenue. Those are the large international companies that have sufficient funds to build a distribution network and employ developers to pull off new best-selling games for the consoles. Hardware manufacturers usually try to pull off deals with these companies when they identify potential best-selling games because the top 3.3% of the games bring in 55% of the sales revenue. For this reason, some hardware manufacturers, most notable Microsoft, tend to buy top-creative publishers to secure exclusive rights of new games for their console. Because of the complexity with world-wide game launches, there are almost always distribution partners in the chain, those accounts for an estimate of 10% of the shelf price. Next are the retail channels, which include online stores as well as retail stores. However, they are becoming increasingly bypassed in the supply chain, as discussed in the next generation supply chain (described in detail below). When they do exist in the supply chain though, they take an estimate of 30% of the shelf price. Developers are a mix of artists and engineers that create the actual games played on the console. Typically, they are funded by the publishers and together they take between 40 to 60% of the shelf price. Notably, in recent years another actor have also entered the supply chain as the industry have grown. Those are the middleware actors. Those create reusable software that is used by developers to increase their productivity in creating games. The reason for the shift towards middleware providers has to do with shifting the focus away from technology, and re-using the technology that is already out there. 5.2 Next generation supply chain As discussed previously, there is a change in the supply chain taking place due to the connectivity and Internet capabilities that are becoming an increasingly integrated part of the console business. As illustrated in Figure 3, we can see how several actors in the supply chain are suddenly not present. Because of using Internet as an enabler of distributing and selling games, the need for distribution and retail is almost gone, whereas a larger piece of the revenue pie can be shared between the manufacturer (e.g. Sony) and the publishers of the games. At the same time, the manufacturer can act as a distributor because its the technology and technique they provide that will actually distribute the game over the Internet to the customer. At the present moment, it remains unclear how much Sony will charge for their part in this supply chain, but its possible that it may be around 47%. 5.3 Business Models There are several business models contributing to the revenue income for the PS3. Obviously, sales of the actual console initially generate the biggest revenue. But, as reported by several news agencies, Sony actually makes a loss on each console bought by a consumer. [26] As reported by several sources, a PS3 costs between $725 and $905 to manufacture, but is sold for $599 in the US market. The reason for the high manufacturing price is the high cost of components such as the Blu-Ray DVD, XDR memory etc. (More on that chapter 8). To support several streams of revenue there are three business models for distribution supported by the PS3. Since the console is making a loss per sold unit, there are other ways for Sony to catch up on the income and make a profit in the console business through other business models. The business models are: However, comparing the business models for the PS3 tells us that there are several possible models for generating revenue and profit for the console. Most notably, the Internet Gaming via the PlayStation network and the developer licenses are possible sources of potential profit. 6 Marketing Strategy The Playstation 3 has a broad marketing strategy set by Sony. Launched with slogans such as This is living and Play beyond, Playstation 3 is aiming for a large audience. Thereby, Sony will have to apply a different marketing strategy depending on which level of the product-life-cycle the product currently placed in. For example, at this initial state of introduction the most evident need is to market the console itself, to make sure that it reaches as many customers as possible. A suitable strategy for the first year is to get the message out about the capabilities with the console, and a suitable channel for this message is the kind of Internet forums and channels that teenagers and game-players regularly visit, including MySpace, YouTube and Gaming magazine websites. The greatest benefit from using MySpace as a communication channel is that they reach potentially millions of interested customers and can thus get the message out about the console and its possibilities in gaming and entertainment. The idea with this way of communicating through marketing is to inform, entertain and encourage interaction and debate about all the different things the PS3 can do according to a marketing director at Sony. With this particular way of communicating a marketing message, Sony hopes that the PS3 will be the natural choice not only for hardcore games enthusiasts but also anyone interested in the broad capabilities covered by the digital media and content creation that the PS3 offers. So far, the blog approach seems to be successful because an estimate of 86,000 users interacts on the official PS3 blog. For the second year, there is big need to start marketing the games more actively, to make sure the console owners buy as many games as possible. This stage is characterized by growth and Sony needs to put a lot of effort into taking advantage of the growth in the PS3 business. As seen in the financial projections, there is a big need to get the largest parts of the revenue from the game sales. Throughout both years of the product life-cycle, there is a potential growth level, which can be boosted by getting the message out about the games and the game console. In both case the official webpage for the PS3 also works as an important channel for communication to the customers. By customizing the website to the customers depending on their country origin, Sony makes sure they have a clear message customized for each potential customer by letting the customer specify their region and as well as country to get the information in their local language etc. The website provides information about the PS3 specification, advertisement spots and a list of all available games. Furthermore, users can sign in to get the newest information about the PS3 via newsletter and they can also find answers for Frequently Asked Questions (FAQ). 6.1 AIDA By looking at the AIDA model that is suitable for the PS3, wed expect it to look like this: A

Wednesday, October 2, 2019

Computer app :: essays research papers

A short course in windows 98 1.  Ã‚  Ã‚  Ã‚  Ã‚  The physical components of a computer system are referred to as it’s hardware. 2.  Ã‚  Ã‚  Ã‚  Ã‚  A computer’s main circuit board is called it’s mother board. 3.  Ã‚  Ã‚  Ã‚  Ã‚  One byte of memory consists of eight bits. 4.  Ã‚  Ã‚  Ã‚  Ã‚   One kilobyte is equal to 1,024 bytes. 5.  Ã‚  Ã‚  Ã‚  Ã‚  Some examples of mass storage devices are floppy disk drives, hard disk drives, and CD-Rom drives. 6.  Ã‚  Ã‚  Ã‚  Ã‚  Of the various types of printers, the highest quality output is produced by a laser printer. 7.  Ã‚  Ã‚  Ã‚  Ã‚  True: computer components housed outside the system unit are called peripherals. 8.  Ã‚  Ã‚  Ã‚  Ã‚  True: A bit can be represented by a 0 or a 1. 9.  Ã‚  Ã‚  Ã‚  Ã‚  False: The contents of a computer’s ROM are lost when the power is turned off. 10.  Ã‚  Ã‚  Ã‚  Ã‚  True: Floppy disk drives access data more slowly than hard disk drives. 11.  Ã‚  Ã‚  Ã‚  Ã‚  False: CD-ROM drive can be used for backup purposes. 12.  Ã‚  Ã‚  Ã‚  Ã‚  False: Computer keyboards contain fewer keys than a standard typewriter. 13.  Ã‚  Ã‚  Ã‚  Ã‚  True: Inexpensive laser printers are especially good at producing color output. 15. The computer’s central processing unit:   Ã‚  Ã‚  Ã‚  Ã‚  - Processes program instructions   Ã‚  Ã‚  Ã‚  Ã‚  - performs arithmetic and logical operations   Ã‚  Ã‚  Ã‚  Ã‚  - Controls the other components of the computer 16. Input device: Keyboard 17. One advantage of a floppy disk over a hard disk is that it can be used to transfer data between computers. 18. Software is divided into two broad categories Application software and system software. 19. the master control program that oversees the computer’s operations is called it’s operating system. 20. The generic name for the operating system used by virtually all IBM-Compatible computers before the advent of Windows 95 is DOS. 21. Windows make use of a GUI, which stands for graphical user interface. 22. True: Computer programs are also known as software. 23. False: Most computer users find it easier to use a command line interface than a graphical user interface.

Snowcrash :: Technology Electronics Cyberspace Essays

Snowcrash The day was finally here, the day to pick our novels to read for the semester. Being Nick I hadnt even looked at the reading list and the time was here to pick my novel. My friend in the class Maygan let me look at the reading list for a brief second. I skimmed through the list looking for an interesting book title and maybe a title that I could relate something in my life to. I picked the novel SnowCrash, by Neal Stephenson. SnowCrash, sounded like a fun snowboarding novel or winter novel that would be fun to read. Maybe something about a snow mobile crash. This book has no snow at all in it. . I was way off. This book has a more optimistic look on our future, and the outcome of our present technology. The book turns out to have a typical underdog vs. the world theme, but the plot is so intriguing that this should not dissuade you of the quality. One of the most distinctive features of cyberpunk is the technological aspect. Traditional science fiction dealt with things that were pos sible, but not probable. Cyberpunk not only deals possible, not just the probable, but technology that man already has. This is not to say that cyberpunks do not have there fair share of far flung imaginative human interface hookups and so forth, but they are talking about technology that if it were to be developed, it would be within the writers life time or so. The other difference in the technology that is described in cyberpunk is how it is used. Almost every person in the stories has access to the technology. More importantly, the technology involved normally allows for extreme human inter-action with it. The writer will make computers and humans connect, and allow the computer to alter the mind, human social behaviors, and/or society itself. Cyberpunk futures make computers not only become a part of everyday life, but a integral element for survival and prosperity. This aspect is the main plot in Gibson's novel. His main character, Chase, needs to find a way to reverse the damage in a chip in his head for him to do the type of work he wanted to do. Before cyberpunk, humans had control over their technology, and it was a separate entity, but now the distinction over how much a person is human and how much of them are machine is not so clear.

Tuesday, October 1, 2019

Grimshaw V. Ford Motor Company Essay

Facts: 1. Ford developed a new model, later to be known as the pinto, changing the design drastically. 2. Ford discovered that the fuel tanks position was in a ‘vulnerable place’ and the car failed to met crash safety standards. 3. Ford was aware of the small cost to help the fuel tanks meet standards but refused to use them due to the slight delay in production that might occur and approved production of the prototype. 4. A 1972 Ford Pinto was involved in a rear ending when it unexpectedly stalled causing the care (presumably the fuel tank) to burst into flames. 5. A Mrs. Lilly Gray was died as result and her son 13 year-old Richard suffered severe and permanently disfiguring burns to his face and entire body. Legal Procedure/History: 1. Grimshaw sued the Ford Motor Company for punitive damages. 2. Grimshaw awarded damages in the amount of about $3.5 million. 3. Ford appeals punitive damages. 4. Appeal is denied and decision to award punitive damages up held. Issues (Holdings): 1. Did Ford exhibit â€Å"malice† which is necessary to establish in order to award punitive damages? (Yes) 2. The punitive damages awarded are too high for current Californian law, is this unlawful? (No) Reasoning: 1. Malice has been also interpreted to mean â€Å"a conscious disregard of the probability that the actor’s conduct will result injury to others.† 2. Although higher than monetary penalties under government regulations, the punitive damages are to prevent firms in the future from disregarding safety and possible negative consequences. Rule of Law: 1. The primary reason for having and awarding punitive damages is to â€Å"punish and deter the conduct by wrongdoers and others.† Your Response: I completely agree with the decision. Questions 1. Punitive damages were awarded due to the fact that Ford was found to have acted with malice in regards to their production of the Pinto. It has been also interpreted to mean ‘a conscious disregard of the probability that the actor’s conduct will result injury to others.† And this is exactly what Ford did when they disregarded the fuel tank findings and refused to add the safety precautions to the fuel tank. Although higher than monetary penalties under government regulation, the punitive damages were high in order to set an example so that firms in the future would be deterred from disregarding safety and possible negative consequences when producing their products. 2. Although the cost is higher than the saving in the short run I believe it would be to Ford’s benefit to take on the cost of adding the additional safety measures due to the fact that in the long run with more and more deaths attributed to what could be called the ‘greedy, callous’ nature of Ford, sales could decrease. By absorbing the $137.5 million and allowing the public to know of Ford’s action (due to our concern over their safety) could possibly generate a good amount of future sales. On the other hand should the public discover that deaths could have been prevented public trust in the company could decline causing Ford’s sales to suffer the same fate. 3. First the actual cause of Holmes accident should be verified, if it was indeed due to the tires, then yes he should be allowed to appeal for a trial. 4. First of all, even though they bare the heaviest blame (in my opinion) they weren’t the only ones responsible for the advancement of the Pinto’s design. Putting them in jail would just make way for Ford to replace them with others who could potentially make the same decision. It would also be sending the message to other firm’s officers to make sure that they aren’t the ones holding the bag at the end of the day. This only put a few in the industry on guard. Having the entire company pay punitive damages causes the entire industry to be on guard and makes all within the company liable. On the other hand, having to pay such exorbitant amounts could potentially cause a company to go out of business or cause them to downsize (fire employees to save money) effecting all that work there, whether or not they were involved in the design and decision making process. (I.e. they could fire janitors that work at their offices.)