...DuPont Analysis: Playing The Numbers GamE The summary of this case is that a newly joined CFO of a company, Plastichem Inc., was able to turn the company’s unfortunate situation around when he first arrived. Yet, five years later, Plastichem has gone through some difficult times including their stock price/ratings severely dropping with no understanding as to why. The case ends with the CFO attempting to figure out what went wrong with the numbers he was given. To determine the liquidity, we used the quick ratio, current ratio, and interest coverage ratio. From these equations, the higher the ratios meant the better of the company’s financial condition, or more liquidity. The acceptable ratios vary from different industries. In general, company’s quick ratio should be 1 or higher, and its current ratio should be above 1.5 to be considered liquid. In the comparison between two companies’ ratios, DCM Molding has shown a better financial condition on average in the past four years, and Plastichem has barely met the acceptable average or is below the average in the past four years. Quick Ratio = (Cash and marketable securities + A/R + Other Current Asset)/ Current Liabilities | Year | | 2004 | 2003 | 2002 | 2001 | Plastichem | 0.86 | 1.141 | 1.039 | 0.826 | DCM Molding | 0.99 | 0.93 | 1.114 | 1.568 | | Year | | 2004 | 2003 | 2002 | 2001 | Plastichem | 1.301 | 1.523 | 1.462 | 1.309 | DCM Molding | 1.632 | 1.518 | 1.826 | 2.095 | | Year | ...
Words: 2820 - Pages: 12
... 75 Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.*** Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games. Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model * Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. * Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines. * * associate professor/associate dean, College of Economics and Management, University...
Words: 5833 - Pages: 24
...squads have a significant difference in their win-loss record when compared to all the other teams: when playing at home, their records were far better as compared to when playing on the road. Let’s take a look at the Indiana Pacers. Going into the playoffs, this team was the third seed in the Eastern Conference, a noteworthy achievement. However, when playing on the road, this team was mediocre throughout the season, ending up with a sub-500 record, 19-22 (ESPN). However, this squad seemed to sync and “click” when playing in Indianapolis, recording 30 home wins as opposed to only 11 losses, enabling them to clinch such a high seed in the playoffs. A similar pattern occurred in Golden State, seeded six due to their home record of 28-13, despite a road record of 19-22 (ESPN). The most astonishing team was the Denver Nuggets, who were also the three seed, but in the Western Conference. This squad managed to tally a whopping 38 wins at home to only three losses! With this near-perfect win-loss ratio, you must be questioning how they were not seeded number one. The answer lies in their struggle to achieve similar success while playing as the visiting team: the Nuggets had the same road record as the Pacers and Warriors, an average 19-22 (ESPN). Due to this peculiar and intriguing stat, every time these three teams play at home, they become the favorite to win the game, regardless of who their opponent may be (even a powerhouse such as the Miami Heat or the Oklahoma City...
Words: 3158 - Pages: 13
...Perceived Effects of Online Games to the Academic Performances among Students under the College of Business Administration Education at University of Mindanao (UM) Leynard Bangkulit Romeo Dimiao Russel Anthony Junsay Chapter 1 INTRODUCTION Background of the Study In 1958, the world’s first world computer game, a rudimentary two-player tennis game, was created to entertain visitors on the Brookhaven National Laboratory. Since then, the computer/video game industry has become one the most aggressively growing business sectors in the United States and in the whole world. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend goes further as of the increasing penetration of high speech Internet connection and the declining prices of computers, video-game consoles, and mobile entertainment devices. (Lee, Jin, Park, & Kang, 2005) As we know, Internet offers many conveniences. As a result it has made many people depend on it. What is worse, a large number of people have become addicted, especially to online game addiction. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent could...
Words: 6618 - Pages: 27
...Yusin Zhang, Thong Clus Ngo Overview The proposed project is developing a rhythm game. This game does not exist and at the end of design and development process, it will be fully complete and playable. The game involves different notes which will be falling down from the screen with random letter on it. The player is expected to hit the note with the right key to follow the song with the music playing in the background. The sequence dictated and displayed on the screen must be followed. Correctness in hitting the notes translates to an increased player’s score. Vorderer & Bryant (2012) suggests that games should have different difficulty levels. How good is the player at learning a rhythm? This game will be a real fun as players will try harder to catch a rhythm to feel comfortable that they can try the next level of difficulty. There will be rewards as well as punishment while the player is still playing so as to stimulate the player. The motive of the game is to challenge and test the player’s sense and level of rhythm. This game will be based on the following elements and fiction: test of skill, the utilization of the aspect of timing, loss of points if the player opts to skip a note, tendency of repetition of a song and featuring a rhythm severally in one song. The fundamental fiction in this game is the falling of notes on the screen in relation to expected key presses. Every video game involves user interaction with a human interface to come up with visual feedback displayed...
Words: 1182 - Pages: 5
...Chapter I THE PROBLEM Introduction Millions of people play online games around the world, in April 2013 it was estimated that 671 million people worldwide played online games. Almost a quarter of these individuals did so on a daily basis and that number as a percentage of total online gamers continue to grow (comScore, 2013). An online game is a video game played over some forms of computer network, using a personal computer or video game console typically on the Internet. This network is usually the Internet or any equivalent technology; but games have always used whatever technology was current: modems before the Internet, and hard wired terminals before modems. One advantage of online games is the ability to connect to multiplayer games in which thousands of people can participate in a shared world and can return to that world day after day to see it grows and changes in response to one’s own actions, although single-player online games are quite common as well. A second advantage of online games is that a great percentage of games do not require payment. Third, that is worth noting, is the availability of a wide variety of games for all types of game players. While it may be true that online games are perceived to have advantages to players, their effect on behavior is worth looking into. As defined by McLeod (2008), human behavior is experienced throughout an individual’s entire lifetime. It includes the way they act based on different factors such as genetics, social...
Words: 2639 - Pages: 11
...Video Games Annotated Bibliography American Military University SOCI 220 January 29, 2012 Video Games and the Effect on Children The popular culture subtopic I choose that interests me is video games and the effects on children. To start my research I need to find articles, both peer-reviewed and popular source, to gather information. I used both the internet and the online university library and searched terms such as video games and children, popular culture and video games, video game addiction, and video game violence. Listed below are some of the numerous sources I discovered. I choose a small sampling of the sources available, briefly explained their relevance, gave a short overview of the article, completed a quick pro and con review and lastly I completed a compare and contract of the source against two other sources. | Source 1 | 1) Source Title | The Effects of Video Games on Children | 2) APA-formatted citation for source | Gentile, D. A. (2004). The effects of video games on children: What parents need to know? Pediatrics for Parents, 21(6), 23-25. | 3) Source Evaluation | Peer-reviewed journal | 4) Relevance of source to Subtopic | This article shows the effects of gaming and that excessive time spent playing video games can have a negative effect on children. | 5) 3-5 sentence description of source | This article discusses the fact that video games can have both a positive and negative influence on children. It discusses the need for parents...
Words: 2809 - Pages: 12
...Parents Allow Their Children to Play Video Games? Video games can best be defined as an interactive electronic game that requires players to control the movement of the character by using a controller and gain points and money, to say the least. Almost all video games require a medium for it to process the movements and actions of the player. The medium can be in a form of a game console, a disc where the game information is stored, a computer and sometimes both disc and console put together. For example, the Xbox or the Playstation require both the console and disc where as some games can be downloaded through the internet. The first form of video game that appeared on departmental store shelves was ‘Pong’ where basically the game was ping pong in an electronic appearance. The game had 2 straight lines that represented the paddles and a dot that represented the ball. The rules of the game was similar to its real counterpart, of that if one player did not hit the ball, the other player would gain one point. Before the game was introduced in a home version, the game was in arcades where children and adults would come and play (Winter, 2010). And ever since the video game was created, it would be surrounded by controversies where people always pointed out the negative effects of it just to get their kids off video games. Today, the video game has evolved rapidly and there are games developed for adults and games are played worldwide. Game consoles have evolved through the years...
Words: 2676 - Pages: 11
...research can be split into three areas; Injuries, Play Style/Game Play and Player Impressions. The aim of this report is to look into these three areas to assess the effect that playing surfaces have on the game of football. Many studies into the risk of injury on artificial turf compared to natural turf have come to the same conclusion. They have found that for the most part there isn’t a significant increase in risk of injury on artificial surfaces comparatively. However it is suggested that there may be an increase in ankle injuries due difficulties when turning/twisting on artificial turf. This...
Words: 1667 - Pages: 7
...There also people who extended their supports and efforts for the completion of this math showcase, to our parents, for giving us moral supports and helping us financially, to our ever beautiful Mathematics teacher, Mrs. Jennifer Rubio, for her dedication in teaching us, to Kuya Jaycee, for sharing his ideas and concept of the game, and to our classmates, our competitors, for a healthy competition. THE PROPONENTS ABSTRACT Arithmetic is the oldest and simplest branch of mathematics, used by almost everyone, for tasks ranging from simple daily counting to advanced science and business calculations. In common usage, the word refers to a branch of mathematics which records elementary properties of certain operations on numbers. Scrabble is a popular word game and board game in which 2-4 players score points by forming words from individual lettered tiles on a 15×15 game board. The showcase was made to help those students having difficulties in arithmetic like solving simple problems and computing sign numbers. The game is entitled “Double Bag Math Scratch”. It is inspired by the game double bag scrabble with a twist of mathematics. We use the word scratch because it is synonymous to scrabble....
Words: 1874 - Pages: 8
...Whether it’s free Bitcoin roulette or placing actual wagers, you will surely enjoy the advantages of playing the classic game alongside cryptocurrency payments. Keyword: free Bitcoin roulette Roulette is one of the oldest wagering activities that continue its fame all over the world for centuries, including European and Western countries. The game was first introduced in France back in the 17th century. The meaning of the world Roulette in the French language is ‘Little Wheel’. In the game, one wheel with is used to spin and roll a ball; the ball lands on any of the 36 or 37 (American Roulette) numbered slots marked on the wheel. Each slot is painted either black or white and has...
Words: 1056 - Pages: 5
...Video Games and Their Effect on Childhood Development: Exploratory Essay It is no surprise that in the digital age of today- many, if not most children have access to some form of video games. In fact, 48% of American households own some sort of device that can be used for gaming. These devices include computers, video game consoles, smartphones, wireless devices, and handheld gaming systems (Logfren). The number one selling game of 2017 thus far is Tom Clancy’s Ghost Recon Wildlands, which is a tactical shooting game, number two is For Honor, a combat battle game, and holding on strong four years after initial release, Grand Theft Auto V- an action game based on three criminals, comes in at number seven (Morris). All three of the previously...
Words: 1487 - Pages: 6
...of Video Games on Children Video games have been available to consumers for the last 30 years. They are a unique form of entertainment, because they encourage players to become a part of the game's script. Today's sophisticated video games require players to pay constant attention to the game, rather than passively watching a movie. This has both positive and negative impacts on players. Several studies have been published that explore these impacts on today's children. Sections: * What impact does playing video games have on children or adolescents? * Tips on managing your child's media consumption * The Entertainment Software Rating Board (ESRB) * References What impact does playing video games have on children or adolescents? The most widely used "positive" impact video games are said to have on children is that they may improve a player's manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience. This quality makes the video game industry a powerful force in many adolescent lives. However, numerous studies show that video games, especially ones with violent content, make teens more aggressive. Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Walsh (2000), a majority of teens admitted that their parents do not impose a time limit on the number of hours...
Words: 1374 - Pages: 6
...only under the provisions of Copyright Laws, and permission for use must always be obtained from INFAROM. 2 Contents (of the complete edition) Introduction ...................................................................................... 5 The Rules of Lottery ...................................................................…. 11 Supporting Mathematics ......................................................…....... 15 Probability space ..............................................................…......... 16 Probability properties and formulas used .........................…......... 19 Combinatorics …………………………………………………... 22 Parameters of the lottery matrices …………………………......... 25 Number Combinations .......………….………………………......... 27 Probabilities of Winning with Simple Lines .................................. 37 General formula of the winning probability ……………….......... 37 Cumulated winning probabilities ……………………………...... 53 Intermediary probabilities ………………………………………. 67 Enhancing the Winning Probability .................………….………. 75 Probabilities of winning with...
Words: 20797 - Pages: 84
... you ever heard of mind games before? We are not talking about brain teasers or the John Lennon song, we’re talking about psychological games that almost everyone plays among each other all the time. You may ask your self, why do we play games? We humans are curios about surrounding and environment, playing games that engage and challenge our curiosity makes us feel more aware brain power, and that in itself gives us a sensation unmatched and our activities. Games usually seek out stimuli just slightly more complex than their preferred level of stimulation and eventually games provide that sort of stimulation. They also help the mind develop by teaching cooperation and competition, exploration, and invention. Mind Games: Definition Mind games or brain games are activities that are fun but challenge your brain. Games that make you think, strategize, and remember information, are all games that will help train your mind. In fact, many of these basic characteristics are what you find in many of the games you already play. Moreover, mind games are psychologically manipulative and deceptive practice intended to deceive or confused somebody. The purpose of these games is to improve your memory, thinking, reaction time, and cognitive ability. These games are especially important ...
Words: 2852 - Pages: 12