...Mission Statement Nintendo’s mission statement is to produce the highest quality products, providing the best support services possible by paying careful attention to their customers and continuous improvement with their product lines. At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Vision Statement Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Nintendo Corporation feels an equal commitment toward our employees. The Company wants to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. History Nintendo started as a small Japanese business by Fusajiro...
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...motion as input, and IR tracking and wireless controllers and 3D together with connectivity among the different console users in a network. This paper discusses the application on how the sixth and seventh generation video game console can be adapted to deliver vocational instruction through the gaming consoles. Apart from the video game console we would also be discussing on the use of the BD-Live feature on the BluRay disc. Using the case studies of Xbox 360, WII, Play Station 3 and BD-Live, we would like propose how video game and BluRay consoles can be used to deliver vocational education through the distance learning mode. The advent of the internet, motion technology and 3D technology, would mean enhanced educational content can be delivered to students in a more effective, expansive and entertaining manner. The discussion of this paper will benefit the makers and software engineers of video gaming and BluRay consoles by opening their products to the educational market while distance learning instructors will benefit with new forms of content delivery. 1 Introduction Video gaming has long being associated with wasting time to many parents and educationist. Contrary to popular thought, McGonigal (2011) reported that gaming is actually quite...
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...technology and its graphics, through its myriad history. Furthering these endeavors continues this journey into the influences surrounding this titanic industry, exploring political, legal, physical, and both positive and negative influences alike. Then taking a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society in all its cultural glorified context and media influence, proving that there is true and absolute value in utilizing this awesome tool we have available. This is resolutely followed with analyzing technology based strategies, and then reviewing the impact...
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...wrote about “The Ultimate Network”— something called the Internet: “Advertisers and agencies take note: It has the potential to become the next great mass/personal medium.”1 The prediction was correct, if not understated. The Internet has become a huge medium for advertisers, targeting audiences more precisely than any medium before it. Yet, none of the venerable ad agencies at that time could have guessed that an Internet start-up—Google— would become bigger than the leading multinational advertising holding companies like Omnicom, WPP, Interpublic, and Publicis. Nearly 99 percent of Google’s $16.6 billion revenue in 2007 came from advertising. THE BUSINESS OF MASS MEDIA B 343 ‘ ADVERTISING However, Google is different from the Madison Avenue agencies. It doesn’t design witty, slick ad campaigns. Instead, it facilitates the dull but effective text-based sponsored links that appear in Google searches or on affiliated sites. “We are in the really boring part of the business…the boring big business,” Google’s CEO Eric Schmidt says.2 What Google’s ads lack in creativity, they make up in precision. Google’s AdWords advertising system has made advertising both targeted (by keyword or geographically) and inexpensive (ad buyers can preset daily spending limits). This has revolutionized advertising and enabled millions of new small advertisers to afford their own customized advertising plan along with traditional big advertisers. Google also notes that “we will do our best to...
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...provided small grants of up to £6000 to support developments and has encouraged the use of ICT / e-learning in various different context and locations. In reviewing this programme in 2007, we decided to adopt a different approach for 2007/8 which would encourage and support local integration of e-learning into literacies learning. We engaging the services of Sheerface Ltd. to work with individual literacies partnerships across Scotland. Project Aims The contractor appointed worked with Learning Connections to develop and support local initiatives for integrating ICT / e-learning into adult literacies learning in their particular area. Funding was available to support local initiatives to try out ideas for using ICT which were new to their literacies partnership. The aims were • to raise awareness of the lessons learned from the ICT Innovations projects undertaken 2004 to 2007, and other work undertakes by Learning Connections during that period • to promote and encourage the use of e-learning in literacies provision. We were particularly keen to see if we could engage with areas and organisations in Scotland who had not previously had grant during the previous 3 years of innovations funding. We also wanted to see how far the ICT developments Learning Connections had promoted over that period, including the ICT workshops programme, had been...
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...chapter 2 “ The External Environment and Organizational Culture The essence of a business is outside itself. ” A Look Ahead — Peter Drucker LEARNING OBJECTIVES After studying Chapter 2, you will be able to: CHAPTER OUTLINE The Macroenvironment Laws and Regulations The Economy Technology Demographics Social Issues and the Natural Environment The Competitive Environment Competitors New Entrants Substitutes and Complements Suppliers Customers Environmental Analysis Environmental Scanning Scenario Development Forecasting Benchmarking Responding to the Environment Adapting to the Environment: Changing Yourself Influencing Your Environment Changing the Environment You Are In Choosing a Response Approach Culture and the Internal Environment of Organizations Diagnosing Culture Managing Culture LO 1 Describe how environmental forces influence organizations and how organizations can influence their environments. p. 48 Distinguish between the macroenvironment and the competitive environment. p. 48 Explain why managers and organizations should attend to economic and social developments. p. 50 Identify elements of the competitive environment. p. 55 Summarize how organizations respond to environmental uncertainty. p. 63 Define elements of an organization’s culture. p. 72 Discuss how an organization’s culture affects its response to its external environment. p. 72 LO 2 LO 3 LO 4 LO 5 LO 6 LO 7 Management Close-Up HOW CAN LARRY BLANFORD KEEP GREEN...
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...Coach of the Year. http://www.seminoles.com/sports/w-softbl/spec-rel/112613aaa.html Critical Condition A California high school football player is in critical condition after suffering neck and spinal cord injuries during a game. http://www.pe.com/local-news/riverside-county/corona/corona-headlines-index/20131124-santiago-football-player-remains-in-critical-condition.ece State Total More than 4,400 middle and high school student-athletes in Massachusetts suffered head injuries last year, according to reports filed by the schools. http://www.bostonglobe.com/metro/2013/11/25/mass-schools-report-head-injuries-among-athletes-compliance-with-concussion-law-rises/njPFK6a92knIhcvY9UGxdN/story.html Refueling Product A new product can allegedly help athletes refuel during competition by providing precise carb and electrolyte recommendations based on a quick analysis of their sweat. http://www.prweb.com/releases/FuelstripMMA/UFCBellator/prweb11284260.htm Vegan Praise Several top athletes credit veganism with playing a key role in their success. http://www.news.com.au/lifestyle/health/elite-athletes-reveal-the-vegan-diet-secret-behind-their-success/story-fneuzkvr-1226768537898 Baseline Challenges Three new studies of baseline testing highlight the difficult of accurately assessing an athlete’s true baseline ability. http://www.momsteam.com/studies-show-pitfalls-in-baseline-neurocognitive-testing Milk Lawsuit A judge has provisionally approved a $5.3 million...
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...Copyrighted Material. Not for Distribution. Sixth Edition APA Style Guide to References Copyrighted Material. Not for Distribution. Electronic Copyrighted Material. Not for Distribution. Copyright © 2012 by the American Psychological Association. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, including, but not limited to, the process of scanning and digitization, or stored in a database or retrieval system, without the prior written permission of the publisher. Published by American Psychological Association 750 First Street, NE Washington, DC 20002 www.apa.org To order APA Order Department P.O. Box 92984 Washington, DC 20090-2984 Tel: (800) 374-2721; Direct: (202) 336-5510 Fax: (202) 336-5502; TDD/TTY: (202) 336-6123 Online: www.apa.org/pubs/books E-mail: order@apa.org Typeset in Sabon, Futura, and Univers by Circle Graphics, Columbia, MD APA Editorial and Production Staff APA Books Editorial Director: Mary Lynn Skutley Senior Editor, APA Style: Anne W. Gasque Production Manager: Jennifer M. Meidinger Production Editor: Harriet Kaplan APA Journals Director, Editorial Services: Paige Jackson Editorial Supervisor: Jeffery Hume-Pratuch Manuscript Editor II: Chelsea Lee Manuscript Editor II: Stefanie Lazer 1-4338-0704-1 978-1-4338-0704-6 Copyrighted Material. Not for Distribution. Copyrighted Material. Not for Distribution...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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...ACCOUNT CLASSIFICATION AND PRESENTATION Account Title Accounts Payable Accounts Receivable Accumulated Depreciation—Buildings Accumulated Depreciation—Equipment Advertising Expense Allowance for Doubtful Accounts Amortization Expense Bad Debt Expense Bonds Payable Buildings Cash Common Stock Copyrights Cost of Goods Sold Debt Investments Depreciation Expense Discount on Bonds Payable Dividend Revenue Dividends Dividends Payable Equipment Freight-Out Gain on Disposal of Plant Assets Goodwill Income Summary Income Tax Expense Income Taxes Payable Insurance Expense Interest Expense Interest Payable Interest Receivable Interest Revenue Inventory Classification A Current Liability Current Asset Plant Asset—Contra Plant Asset—Contra Operating Expense Current Asset—Contra Operating Expense Financial Statement Balance Sheet Balance Sheet Balance Sheet Balance Sheet Income Statement Balance Sheet Income Statement Income Statement Balance Sheet Balance Sheet Normal Balance Credit Debit Credit Credit Debit Credit Debit Debit Credit Debit Debit Credit Debit Debit Debit Debit Debit Credit Debit Credit Debit Debit Credit Debit (1) Debit Credit Debit Debit Credit Debit Credit Debit B Operating Expense Long-Term Liability Plant Asset C Current Asset Stockholders' Equity Intangible Asset Cost of Goods Sold Balance Sheet Balance Sheet Balance Sheet Income Statement Balance Sheet Income Statement Balance Sheet Income Statement Retained Earnings Statement Balance Sheet Balance...
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...Chapter 30 - The Third Person Effect Chapter 31 - Catharsis Chapter 32 - The Misinformation Effect Chapter 33 - Conformity Chapter 34 - Extinction Burst Chapter 35 - Social Loafing Chapter 36 - The Illusion of Transparency Chapter 37 - Learned Helplessness Chapter 38 - Embodied Cognition Chapter 39 - The Anchoring Effect Chapter 40 - Attention Chapter 41 - Self-Handicapping Chapter 42 - Self-Fulfilling Prophecies Chapter 43 - The Moment Chapter 44 - Consistency Bias Chapter 45 - The Representativeness Heuristic Chapter 46 - Expectation Chapter 47 - The Illusion of Control Chapter 48 - The Fundamental Attribution Error Acknowledgements BIBLIOGRAPHY DUTTON Published by Penguin Group (USA) Inc. 375 Hudson Street, New York, New York 10014, U.S.A. Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario M4P 2Y3,...
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...APA 格式第六版 APA 格式第六版 林天祐 臺北市立教育大學 中華民國 99 年 8 月 30 日 1 APA 格式第六版 APA 格式第六版 所謂 APA 格式是指美國心理學會 (American Psychological Association) 所發行的出版手冊(Publication Manual)有關論文寫作的規定格式,APA 格式第六版在 2009 年 7 月發行,與第五版相比較,新版手冊文章結構、文 獻引用、參考文獻、圖表、統計數字等方面均有增修(請參閱本文中的對 照表) 。想要進一步瞭解其他相關內容的讀者,可直接閱讀﹕Publication manual of the American Psychological Association 一書。 本文依據第六版的最新格式,介紹撰寫研究論文最常用的規定,包括﹕ (1) 文章結構(2)文獻引用(3)參考文獻(4)圖表製作(5)數字與 統計符號,以及(6)其他常用格式等六大項。其中有關圖表製作方面,特 別提供必較詳細的實例供參考,另外中文的寫作格式,是本文作者依據 APA 格式自行訂定的,僅供參考之用,各學術單位可自行修定(如統一改用西 元年代) ,針對部分第六版未規定之格式,本文作者也建議讀者可以參考第 五版寫作。 壹、文章結構 依據 APA 的格式,文章的結構包括封面、摘要、本文、參考文獻、註 記、以及附錄與補充資料等部分(請參閱該手冊,第 23 至 40 頁) 。 封面部分依次包括報告題目、作者姓名、單位及頁首小標題(running head)四部份,首先呈現的是報告主題,題目要能確切反映研究的變項或主 要問題,避免不必要的贅詞;其次是作者的姓名(在作者姓名之後不加任 何職稱,如教授,以及學位名稱,如博士) ,及作者的服務單位及電子郵件 信箱,最後是頁首小標題,目的在方便讀者查閱,其長短英文以 50 個字母 為高限,中文長度則以足以辨識出文章題目為標準。 摘要部分依文章性質不同而異, (1)實證性文章之摘要內容包括:研 究問題、研究對象、研究方法、研究發現(含效果值、信賴區間及∕或顯 著水準) 、結論與建議; (2)文獻分析或後設分析文章之摘要內容包括:研 究問題、分析之規準、文獻選取之依據、研究結果(含主要效果值)與效 果值之主要調節變項、結論(含限制) 、建議; (3)理論性文章之摘要內容 2 APA 格式第六版 包括:理論的內涵及∕或原則、理論對實證結果的解釋程度、結論; (4) 方法論文章之摘要內容包括:相關方法之討論、本方法之特性分析、本方 法之應用範圍、本方法之統計特性(如強度、考驗力) (5)個案研究之摘 ; 內容包括:研究對象及背景特徵、個案之問題性質或解答。 英文摘要(abstract)的字數,視期刊而定以 150-250 字為上限,敘述 時依內容之重要性順序呈現,不分段落(起始行不縮排) ,有數字時,除字 首外全部採用阿拉伯數字。摘要的撰寫應力求忠實反映本文內容,用詞精 簡明確,且不添加作者本身的意見,採敘述方式而非條列方式撰寫。但學 位論文摘要,因內容較多可分段敘寫,本文作者建議以一頁為原則。 本文部分包括緒論、研究方法、研究結果、討論。緒論包括:研究問 題、研究的重要性、文獻分析、研究假設與設計;研究方法包括:研究對 象、抽樣程式、研究工具、實施程式、樣本大小、考驗力、精確值、研究變 項與與共變項、研究設計、實驗操作或介入。研究結果在忠實呈現資料分析 ...
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...Note from the Authors: “Creative Entrepreneurship” was born out of the desire, want and curiosity of kbs+’s staff to understand the crazy world of entrepreneurship. “Creative Entrepreneurship” curates the perspectives of leading entrepreneurs and venture capitalists as a guide for people interested in learning more. Each writer graciously contributed their work to create a curated resource for creative entrepreneurs. This book is the teaching and inspirational aid for our kbs+ Ventures Fellows – a highly select group of kbs+ staffers from all levels and areas of the agency – who go through a six-month educational program to immerse themselves in the startup and venture capital world. Share this entrepreneurial inspiration with friends using @kbspvc or #kbspvcbook. If you would like to share any inspiration, thoughts or feedback, please contact us at @kbspvc anytime – we look forward to hearing from you. Thank you for downloading our book! Darren Herman Taylor Davidson Creative Entrepreneurship Darren Herman Taylor Davidson a kbs+ partner We have received explicit permission from all authors of the works found in this book. Unless otherwise stated, we do not claim to have written or own any of this work. We are purely aggregating it into a simple book format for the education of anyone who picks up this book. The price of this book is free; if anyone tries to sell this book to you, please report them to us. Hopefully this book inspires you as much as it does...
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...shared. CEOs, CMOs, and consumers all have the power to drive brand value. Brands are where business strategy meets reality. GINNI The New Rules of Brand Leadership 2 From Information to Intelligence 82 Best Global Brands 2013 Sector Leadership 86 BISH 10 Creative Leadership 70 Methodology 120 China’s New Brand Leaders 74 Contributors 126 Corporate Citizenship 2.0 78 MARK CHIEKO The New Rules of Brand Leadership By Jez Frampton In our globalized, hyperconnected age, one question persists in boardrooms, corner offices, business schools, and conferences all over the world: What is leadership and how has it changed in the 21st century? Driven by rapid technological advancement, the digitization of nearly everything, and the ever more intricate interdependencies of the global market, the business landscape has transformed over the past two decades. Operating in a bewildering new environment in which little is certain, the pace is quicker and the dynamics more complex. Those who lead today’s brands can no longer rely on once immutable truths or principles of leadership honored in times past. It is a new world. And as purchasing increasingly shifts from a physical experience to a virtual one and transaction-based interactions between brands and consumers shift to relationship-based interactions, new skills and sensibilities are needed. Leadership roles are converging, traditional structures are crumbling, the consumer’s voice carries...
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...be shared. CEOs, CMOs, and consumers all have the power to drive brand value. Brands are where business strategy meets reality. GINNI The New Rules of Brand Leadership 2 From Information to Intelligence 82 Sector Leadership Best Global Brands 2013 10 86 BISH Methodology Creative Leadership 70 120 Contributors China’s New Brand Leaders 74 126 Corporate Citizenship 2.0 78 MARK CHIEKO The New Rules of Brand Leadership By Jez Frampton In our globalized, hyperconnected age, one question persists in boardrooms, corner offices, business schools, and conferences all over the world: What is leadership and how has it changed in the 21st century? Driven by rapid technological advancement, the digitization of nearly everything, and the ever more intricate interdependencies of the global market, the business landscape has transformed over the past two decades. Operating in a bewildering new environment in which little is certain, the pace is quicker and the dynamics more complex. Those who lead today’s brands can no longer rely on once immutable truths or principles of leadership honored in times past. It is a new world. And as purchasing increasingly shifts from a physical experience to a virtual one and transaction-based interactions between brands and consumers shift to relationship-based interactions, new skills and sensibilities are needed. Leadership roles are converging, traditional structures are crumbling, the consumer’s voice carries more...
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