...Case Study London 2012 and the Displacement Effect Case Study London 2012 and the Displacement Effect London 2012 and the Displacement Effect: Will British Tourism suffer during the Games? The impact of the greatest show on earth arriving on British shores can be quantified in many ways; in terms of its social, financial, environmental, economic and overall legacy impact. In terms of British tourism, much debate has arisen concerning the economic impact of the Games, and whether the Games will actually provide a positive or negative legacy for the sector. ECONOMIC IMPACT Economic impact can be defined as the measure of the spending and employment effects of a specific project. In the case of the London 2012 Games, the total economic impact can be considered to be the sum of direct, indirect, and induced impacts resulting from the Games. The direct impact of the Games includes the purchases of Games organisers in the preparation and execution of the Olympic and Paralympic Games. Indirect impacts are experienced by those companies and individuals who operate in the goods and service industries that supply the industries that receive expenditures by Games organisers. Induced impacts relate to the spending made by individuals who are employed either indirectly or directly by Games expenditures. The Cost of Hosting the Games The budget for the London 2012 Olympics currently stands at £9.35bn. This figure includes a £2.7bn contingency...
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...MKTG303 Marketing Strategy Analysis and Decisions Assessment Guide Session 1, 2015 Department of Marketing and Management ASSESSMENT OVERVIEW Assessment 1 (A1) Case Study: Individual Assessment (30%) The case facilitates the discussion of marketing problems in real situations. Each student is to individually conduct a case study analysis during the semester. You should read these cases carefully and come to class prepared to provide constructive input as the class works together to address the issues of the case. 1. Practice Cases (Not assessable but required for class discussion) There will be two practice case studies to be prepared before the relevant class and discussed during class. Participation in these cases is important and will greatly assist you in understanding how to prepare the three assessable cases. Practice Case 1: Discussion Week 2- Seminar 4 - Dr Pepper Snapple Group, Inc: Energy Beverages– Kerin & Peterson page 105. Case Questions: 1. How would you characterise the energy beverage category, competitors, consumers, channels, and DPSG’s category participation in late 2007? 2. Does your characterisation bode well for a new energy beverage brand introduction generally and for Dr Pepper Snapple Group, in particular? 3. What target consumer market should be chosen for a new energy beverage brand? 4. What product should be introduced and how should it be positioned/differentiated? 5. Through which channel(s) should a new energy beverage brand...
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...Video games Effects on Children: Student’s Name: Institution’s Name; Date of submission: My topic is the effect of video on children. In America, 81% of young people play at any rate once per month, 8.5% of them are dependent and "the normal 8-to 12 year-old now plays 13 hours of computer games every week, while the normal 13-to 18 year old plays 14 hours of computer games every week" (Metrics 2.0, 2007). Since computer games are so unmistakable in children' lives, it is hard to keep them from playing computer games entirely– however is that even essential? Through the research of my topic, I hope to understand how video games are really affecting the lives of children. With such an assortment of amusement sorts out there, it is hard to say if computer games as a rule are great or awful.my argument is that, majority of parents today do not pay attention to the kind of videos that their children are watching and this could affect their development. Fortunately, there have been incalculable studies done on this and data on the upsides and downsides can be effectively found. Negatives of Video Games There are different sorts of computer games accessible in today's industry. Computer games are proposed to target distinctive parts of a tyke's life. These computer games are included an assortment of instructive, genuine, and easygoing diversions, yet as a general rule, what kid is going to pick an amusement about learning versus an amusement where they can slaughter zombies or...
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...COMPANY NAME: Nintendo Co. Ltd INDUSTRY: Video game industry COMPANY WEBSITE: www.nintendo.com COMPANY BACKGROUND: Nintendo Co. Ltd was founded in1889 and was formerly known as Nintendo Playing Card Co., they changed their name in 1963 to Nintendo Co. Ltd (Yahoo Finance, 2011).Nintendo is a worldwide company that distributes video game systems along with software products as well. They are headquartered in Kyoto, Japan; Nintendo’s CEO Iwata has proved throughout the years that they can compete with other major came counsel makers. The case study concentrated on Iwata, the CEO of Nintendo, and Perrin Kaplan the Vice President of the company. As of September 20, 2011, Iwata has sales of $11.15 billion and a profit margin of 1.08% (Yahoo Finance, 2011). This is an increase over the previous months. SWOT ANALYSIS: Strengths: The biggest strength that the case study focused on was their demographics. Nintendo strived on their new video game counsel called Wii, this game counsel was geared towards everybody. The Wii system was able to be played by a broad audience, both an advanced player and some one who has never played before. The controllers were simpler than other complicated controllers. Nintendo’s goal was to produce games that appealed to all ages and games that everybody could play. Shigeru Miyamoto, a senior director at Nintendo, explained, “Most of the game business is going down a similar path toward hyperrealistic graphics which re-create sports or movies…. We...
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...PLC Case Study: Sony Computer Entertaiment Inc. Nestor Herrera October 30, 2015 Sony Computer Entertainment Inc., is a multinational company that serves as a subsidary of Sony Corporation, with main head quarters in North America. Sony is responsible of delivering some of the most innovative and best selling products in the electronics market. For this case study, the main focus will be on one of Sony´s most successful brand, the Playstation, and how the company have manage the product life cycle of its Playstation products, putting an emphasis on the PLC of its first product, the Playstation 1. The case study will also evaluate the effectiveness of the strategies used to mantain the Playstation brand among the leaders of the market share by effectively managing their PLCs. The Playstation 1 - the Introduction process The irruption of Sony into what was then a very primitive video game market came in 1995 when they relased the Playstation 1 (PS1) in North America. The PS1 definatly had a huge impact in the whole video game industy as it was one the pioneers that helped the industry become what is now a multi-billion dolar industry that dominates modern entertaimet. Sony manage to differiante its new console from Nintendo, (who by far were dominaning the market at that time) who marketed themself as a more family-friendly entertaiment console. Nintendo has always provided Sony with some fierce competition, from the PS1's introduction untill the more recent years (2013-)...
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...Unit 7 Case Study Question 1-3 The first question that I would like to answer in this case study about Gillette is that Gillette has successfully convinced the world that “more is better” in terms of number of blades and other razor features. Why has that worked in the past? What is next? Gillette is solitary of the recognized shaver trademark targeted at man. The shaver has conventional fame and conservative by man who hand over their mug and membrane to Gillette. The technical novelty and promise for excellence and carry on development geared towards the only one of its kind requirements of man, which assist them to sense and give the impression of being their finest subsequent to every use. Gillette has existed victorious in persuasive the globe that supplementary is enhanced, in view to the integer of razor blades and other features of a shaver. To be unbeaten in the industry, it is essential that, a business comprehend the desires of its patrons and make sure that those requirements are gather and existing to clientele. Gillette realizes what man wish in their employ of shaver for their clean up and also appreciate and be acquainted with how to advertise the Gillette trade name to all man around the globe. As well as the scientific novelty and get through has shaped the preponderance excellence and healthy soughed shaver by man approximately the utterance. “From the twin blade (Trac II), the introduction of the triple blade shaving system (Mach 3), and the six...
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...Thanks for participating in our study to learn “what America talks about!” The purpose of this diary is to help you remember the conversations you had throughout day. Please feel free to record conversation details next to the corresponding topic below or record information on a separate sheet of paper. Please include face-to-face conversations as well as phone calls, emails, letters, blogs, online chats, instant messages, or any other communications. If a conversation falls into several topic areas, please record the conversation next to each topic that applies. Please try not to change your normal conversation pattern just because you are participating in this study. It doesn’t matter how many or how few conversations you have in these topic areas. Tomorrow you will receive an invitation to an online survey to collect this information. General topics | How many conversations by topic | List all companies or brands** mentioned by name | Automotive: Cars, trucks, auto parts, repair, services such as road-side assistance, navigation, etc. | | | Financial Services: Savings/investments, banking, credit cards, insurance of all kinds, money transfer, real estate, etc. | | | Health & Healthcare: Illnesses, drugs/pharmaceuticals, doctors, hospitals, treatments, diets, supplements, vision care/eye wear, etc. | | | Food & Dining: Packaged, fresh & frozen food, snacks, candy, gum, recipes, supermarkets, meal preparation, restaurants, restaurant chains...
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...THE EFFECTS OF COMPUTER GAMES TO THE ACADEMIC PERFORMANCE OF THE GRADE VI PUPILS IN ___________ELEMENTARY SCHOOL S. Y. 2010 - 2011 A Research Proposal Presented to the Faculty of the College Department ________________________________ Quezon In partial fulfillment of the Requirements for Research 2 ________________________ October 2010 Chapter I INTRODUCTION Background of the Study Computers are ubiquitous. As computers have become less expensive they have been purchased by more and more families for their homes. Because of this, many children begin to use computers at an early age. Even if computers are not available in their home, children almost certainly will begin to come into contact with computers in school. Some adults are amazed by how readily young children use computers. Many children find that using computers gives them a sense of power and accomplishment. And, unlike many adults whose first or primary contact with computers is work related, most children first use computers for entertainment purposes and games. This is by no means the only use that children have for computers. Because computer use is promoted in schools, and because computers are so ubiquitous, children have a great deal of exposure to them. Not everyone, however, is comfortable with the use of computers by young children. Some, including the Alliance for Childhood, have called for a halt to the...
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...This survey on online games user of San Gabriel elementary school specifically question shall be answered: 1. What is the profile of the respondents in terms of: 1. Age 2. Gender 3. Family income 2. What are the effects computer online games on the study habits of selected grade VI pupils at San Gabriel Elementary School? 3. Is there any significant difference on the effects of computer online games to the respondents’’ study habits in terms of their profile? HYPOTHESIS This study tested the null hypothesis that there is no significant difference on the perception of the respondent between the effects of computer online games and the study habit of grade VI pupils of San Gabriel Elementary school. SIGNIFICANCE OF THE STUDY This research is important to the Parents of the youth. For them to know what are thing that influence using online games. Also to prevent the bad influence of online games to their children, for parents to be able to protect their children from influence of online games. To the youth, they should know the effects of online games to their study habit. Children should know the limitation of using online games and set their priorities. To the teacher, the second parents of the youth. This research is important to guide them to handle this kind of situation and to know how to assess their pupils. Future researchers can make use the results of this study as a basis for them to...
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...viewing, and the sporting contest itself (Borland and MacDonald, 2002). The consumer preferences are made up of team loyalty, conspicuous consumption (for example a desire for other in game entertainment) and being encouraged by other fans to go as well. Economic reasoning is where the fan is financially—for example if the fan does not have the finances for tickets or concessions. The make-up quality of viewing can be the facilities, the weather, the timing of the game, etc. The last determinant is the sporting contest itself, meaning how entertaining is the game going to be (Borland and MacDonald, 2002). The demand of attendance is based on “a standard consumer-theory model (Borland and MacDonald, 2002). The participants in the study are several different ones: the product itself—which in this case professional sport, the fan themselves—meaning the level of “fan interest” that they carry, international literature—that is thoroughly reviewed (Borland and MacDonald, 2002). Method...
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...THE EFFECTS OF COMPUTER GAMES TO THE ACADEMIC PERFORMANCE OF THE GRADE VI PUPILS IN ___________ELEMENTARY SCHOOL S. Y. 2010 - 2011 A Research Proposal Presented to the Faculty of the College Department ________________________________ Quezon In partial fulfillment of the Requirements for Research 2 ________________________ October 2010 Chapter I INTRODUCTION Background of the Study Computers are ubiquitous. As computers have become less expensive they have been purchased by more and more families for their homes. Because of this, many children begin to use computers at an early age. Even if computers are not available in their home, children almost certainly will begin to come into contact with computers in school. Some adults are amazed by how readily young children use computers. Many children find that using computers gives them a sense of power and accomplishment. And, unlike many adults whose first or primary contact with computers is work related, most children first use computers for entertainment purposes and games. This is by no means the only use that children have for computers. Because computer use is promoted in schools, and because computers are so ubiquitous, children have a great deal of exposure to them. Not everyone, however, is comfortable with the use of computers by young children. Some, including the Alliance for Childhood, have called for a halt to the...
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...An introduction to game theory by Martin J. Osborne. Version: 2002/7/23. Martin.Osborne@utoronto.ca http://www.economics.utoronto.ca/osborne Copyright © 1995–2002 by Martin J. Osborne. All rights reserved. No part of this book may be reproduced by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from Oxford University Press, except that one copy of up to six chapters may be made by any individual for private study. 2 Nash Equilibrium: Theory 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 Strategic games 11 Example: the Prisoner’s Dilemma 12 Example: Bach or Stravinsky? 16 Example: Matching Pennies 17 Example: the Stag Hunt 18 Nash equilibrium 19 Examples of Nash equilibrium 24 Best response functions 33 Dominated actions 43 Equilibrium in a single population: symmetric games and symmetric equilibria 49 Prerequisite: Chapter 1. 2.1 Strategic games is a model of interacting decision-makers. In recognition of the interaction, we refer to the decision-makers as players. Each player has a set of possible actions. The model captures interaction between the players by allowing each player to be affected by the actions of all players, not only her own action. Specifically, each player has preferences about the action profile—the list of all the players’ actions. (See Section 17.4, in the mathematical appendix, for a discussion of profiles.) More precisely, a strategic game is defined as follows...
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...Video games themselves have been around at a very early age of technology. Beginning in 1958, video games have revolutionized the world and everything on it. The first violent video game made its first appearance in 1976 with the release of the video game, Death Race. This consisted of a car shaped blob running over stick figures and having them turn into tombstones. Other popular violent video games that appeared in 1993 were Mortal Kombat and Night Trap. People, such as Senator Joe Lieberman, were outraged by these two games that they proposed federal video game regulations and had Night Trap taken out of stores. They most likely understood the effects that violent video games would have on the user and therefore took action against them....
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...London 2012 Olympic Games Case Study Synopsis of Strategic Issues and Problems: For the 2012 London Olympic Games there are a number of important organizations involved. Understanding who they are and what role they play is important to understanding the responsibility relationships and the fiscal relationships related to the Games. The International Olympic Committee (IOC) is the parent non-profit organization responsible for selecting the host city, establishing contractual guidelines, and managing the copyrights, trademarks and other assets of the Games. The London Organizing Committee of the Olympic Games (LOCOG) is entrusted with the responsibility of managing the 2012 Games. The Olympic Delivery Authority is the 2012 Games authority responsible for providing the infrastructure for these games. This includes the stadia, venues, transportation infrastructure, and the housing complex to feed and house the athletes, officials, and staff. Paul Williamson, Head of Ticketing for the 2012 London Games, works for the LOCOG. His challenge is to establish a pricing plan for the Games’ tickets and ensuring the venues are filled with fans to enjoy the summer Olympic Games. This is no small challenge. In order to understand the scope and magnitude of the ticketing responsibilities, it is important to understand the Games’ revenue sources and the magnitude of those sources. Five (5) primary revenue sources will exist from the London Games. They are television broadcast rights;...
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...As children grow, their experiences will help shape who they will become. Everything they see at young ages will help them develop their personalities as they grow older. However not everything exposed to children is appropriate. For many children around the age of three to six violence is not a part of their life, especially unnecessary violence. However, now children are being exposed to video games and television with excessive violence. Several psychologist have studied the effect of television and video game violence and the effect it has on young children. Children who witness unnecessary violence will become more aggressive in their day to day life than the children who have yet to experience unnecessary violence. Children between the ages of three and six are known to be easily influenced. Once children have a base, and idea of the world around them, the children can...
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