...America’s economy is strongly impacted by the NFL. The National Football League has given countless citizens jobs, including those that play professional football. It also provides amazing leaps socially in society along with the entertainment factor. Even though America’s society thoroughly enjoys watching professional football games, people hardly realize the impacts the National Football League has on the country. When the National Football league was beginning to morph into something huge, there was a great deal of other political, social, and economic situations taking place. Politically during the establishment of the NFL, amendments were being passed and conventions were being held. The president that held office during this time was Grover Cleveland. The Platt Amendment was being passed along with the happening of the Anglo-Boer War in the commencement of the new football league. Another political matter that was taking place was the reelection of President McKinley, nominated by the Republican Party. They used “Prosperity at Home, Prestige Abroad” as a platform, while “the full dinner pail” was their slogan. Socially, the United States was very minute before the NFL. There was not nearly as much gambling or entertainment before football went professional. There were no video games that represented any of the players on the field, nor were there any television channels that broadcasted the games. For the duration of the time that the NFL was created, the United States was economically...
Words: 1231 - Pages: 5
...have the ability to play the game with passion. Some professional football players believe that they are too good to not be paid the incredible amount that they already are given, and America’s economy is very much impacted by the NFL. The National Football League has given countless citizens jobs, including those that play professional football. It also provides amazing leaps socially in society along with the entertainment factor. Even though America’s society thoroughly enjoys watching professional football games, people hardly realize the impacts the National Football League has on the country. When the National Football league was beginning to morph into something huge, there was a great deal of other political, social, and economic situations taking place. Politically during the establishment of the NFL, amendments were being passed and conventions were being held. The president that held office during this time was Grover Cleveland. The Platt Amendment was being passed along with the happening of the Anglo-Boer War in the commencement of the new football league. Another political matter that was taking place was the reelection of President McKinley, nominated by the Republican Party. They used “Prosperity at Home, Prestige Abroad” as a platform, while “the full dinner pail” was their slogan. Socially, the United States was very minute before the NFL. There was not nearly as much gambling or entertainment before football went professional. There were no video games that...
Words: 1269 - Pages: 6
...Everything that he has worked for has been stripped away from him over one incident. If the video of Rice beating up Janay had never went viral Rice would still have a job. As CNN states, It cost Rice his job and his paycheck ---but not his wife.” If his own wife forgave him for the incident then why can’t we. Due to the media Ray Rice is the lucky person chosen to be made an example out of. Social media has made Rice into a monster although he may have avoided jail for the incident the public has trapped him into the scapegoat position. Within the next couple of weeks the Ray Rice video saga will be old new to the public. Everyone will continue to go on with their life while Rice and his wife will be left to pick up the pieces of the damage social media has...
Words: 1713 - Pages: 7
...and distribution of video games all over the world. US census bureau identified electronic arts as software publishers industry. EA is well-established and independent producers of video games and according to the study by Thompson (2007), EA made global market up to $35 billion. In 2005, it was observed that the US made sales up to $7 billion along with the video games made by EA, and this amount was predicted to grow more in order, to set a record. The prediction was made on the analysis that retailers would be purchasing an Xbox 360, Sony’s new play station and Nintendo Wii in bulk. But, unfortunately, the originality of new consoles tapered off and a decline in sale was observed by 2010. There are various factors that contribute to progress the popularity and demands of video games among masses. Likewise, these video games were made, themed and styled to satisfy needs of all age groups specifically youth. Secondly, graphics play an important part in expanding the fame and demand of video games. EA showed a tremendous growth in the global market by meeting the needs of customers and by marketed the items properly, exactly according to the increasing budgets, sale promotions and advertisement levels. The growth of the company is evidenced that from the increased employee requirement and industry size. No matter, up to what extend the company has grown, in the competitive market there are always some opportunities, and threats that based on the company’s strengths and weaknesses...
Words: 2787 - Pages: 12
...entertainment created around late 1960s and beginning of 1970s. The effects of violence in video games on negative behavior has been widely studied and debated. In the United States, Europe, and Japan, there are more than 130,000 gamers from elementary school to college. (Jayson 1) This controversial topic has become a serious issue after numerous senseless shootings occurred and particularly after the Sandy Hook Elementary School Shooting. It was discovered that Adam Lanza, the shooter in Newtown, Connecticut, played violent video games such as “Call of Duty.” (Guarino 2) This video game takes place in World War II where the player has to kill anyone on the opposing side. Some people believe violent video games are morally wrong and inappropriate for children. These types of video games teach children that it is perfectly acceptable to harm another person in order to advance to the next level. They don’t learn any consequences to their actions because they can reset the game at any time. The rating system for video games has many flaws as well. This shows that there is no control over the restrictions on violent video games. Others argue that kids find video games enjoyable and such activities bring them closer to their peers. Children that usually play video games are more outgoing and make friends much easier. Violence is also extensively used in children’s literature. Kids have already been exposed to violence and eventually will in the future. They must learn to manage their fears...
Words: 1941 - Pages: 8
...Video Games Effect on Behavior With games like Assassin’s Creed 3 and Halo 4 recently released, video game sales have been sky-rocketing. Children, teenagers, and adults alike have all been rushing to Game Stop to have the chance to slash victims with a hidden blade or shoot down enemies with AK-47s. This type of game rewards murders. In fact, the National Television Violence Study (1996) found that about 73 percent of violent video games reward violence as an acceptable way to handle conflict (Norcia). This is true for a variety of games ranging from Poke’mon to Mortal Kombat. Due to consumer’s demand, most of the video games sold are violent. Gamers learn to identify with the characters they are controlling. “This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games (Norcia).” Aggression is defined as an action It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper (Shin). Research on the subject has suggested that violent video games cause aggressive thoughts and actions. Assassin’s Creed 3, mentioned in the paragraph above, is an example of a classic violent video game...
Words: 2868 - Pages: 12
...Khan Jekarl, Cate Reavis As Sir Howard Stringer, CEO of Sony Corporation, settled in for his flight back to Japan from New York, a number of pressing issues occupied his mind about Sony’s future. At the forefront, Sony’s next generation video game console, the PlayStation 3 (PS3), was set to launch worldwide on November 17, 2006, a mere week away. Despite PlayStation 2’s (PS2) dominance in the last generation of gaming consoles, Stringer understood that past successes were no guarantee of future success in the intensely competitive game industry. Microsoft had launched the first volley in the last console war by releasing the Xbox 360 in the fall of 2005. Within one year, almost 4 million Xbox 360s had been sold worldwide, giving Microsoft a significant head-start in the race for market dominance. Meanwhile, Nintendo, a competitor thought to be dead due to the lackluster sales of its previous console, the Nintendo Gamecube, had generated significant “buzz” around its new entry, the Nintendo Wii (pronounced “we”). Targeting more of a mainstream audience than Sony and Microsoft, the Wii, scheduled to launch just two days after the PS3, posed a serious threat to Sony’s market share, particularly due to its $249.99 retail price, half the price of the PS3. Stringer also knew that there was much more at stake than winning the console war. The next generation of the DVD market was at stake as well. In addition to being a gaming console, the PS3 was a Blu-Ray disc player. Blu-Ray was...
Words: 10464 - Pages: 42
...publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on PCs and games played on video game consoles as well as handheld gadgets (Thompson 2007). The market was expected to grow even more to record-setting amounts of $58 billion by 2007. This analysis was based on the fact that shoppers would be rushing to buy Sony’s new Playstation 3, Microsoft’s Xbox 360, or Nintendo’s Wii. These sales were then 2 projected to decline in 2010 because the...
Words: 11508 - Pages: 47
...publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on PCs and games played on video game consoles as well as handheld gadgets (Thompson 2007). The market was expected to grow even more to record-setting amounts of $58 billion by 2007. This analysis was based on the fact that shoppers would be rushing to buy Sony’s new Playstation 3, Microsoft’s Xbox 360, or Nintendo’s Wii. These sales were then 2 projected to decline in 2010 because the...
Words: 11508 - Pages: 47
...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 Sid Meier’s Civilization series force dozens of decisions upon the player every minute. Few of these decisions are as direct as “Do you want to go east or west?” but each little decision affects the gameplay overall. Agribusiness (see Figure 1.1)...
Words: 111961 - Pages: 448
...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...
Words: 20221 - Pages: 81
...Contents Preface Prologue: We have it Made Part I: The Mission Chapter 1: A Consumer Goes Global Chapter 2: Tattoo’s Tropical Paradise Chapter 3: Fake Blood, Sweat, and Tears Part II: My Underwear: Made in Bangladesh Chapter 4: Jingle these Chapter 5: Undercover in the Underwear Biz Chapter 6: Bangladesh Amusement Park Chapter 7: Inside My First Sweatshop Chapter 8: Child Labor in Action Chapter 9: Arifa, the Garment Worker Chapter 10: Hope Chapter 11: No Black and White, Only Green Update for Revised Edition: Hungry for Choices Part III: My Pants: Made in Cambodia Chapter 12: Labor Day Chapter 13: Year Zero Chapter 14: Those Who Wear Levi’s Chapter 15: Those Who Make Levi’s Chapter 16: Blue Jean Machine Chapter 17: Progress Chapter 18: Treasure and Trash Update for Revised Edition: The Faces of Crisis Part IV: My Flip-Flops: Made in China Chapter 19: PO’ed VP Chapter 20: Life at the Bottom Chapter 21: Growing Pains Chapter 22: The Real China Chapter 23: On a Budget Chapter 24: An All-American Chinese Walmart Chapter 25: The Chinese Fantasy Update for Revised Edition: Migration Part V: Made in America Chapter 26: For Richer, for Poorer Update for Revised Edition: Restarting, Again Chapter 27: Return to Fantasy Island Chapter 28: Amilcar’s Journey Chapter 29: An American Dream Chapter 30: Touron Goes Glocal Appendix A: Discussion Questions Appendix B: Note to Freshman Me Appendix C: Where Are You Teaching? Acknowledgments Copyright © 2012 by Kelsey Timmerman...
Words: 95921 - Pages: 384
...A**HOLE'S GUIDE DAN I N D A N T E AND KARL MARKS ST. MARTIN'S GRIFFIN N EW Y O R K A**HOLE'S GUIDE THE COMPLETE A**HOLE's GUIDE TO HANDLING CHICKS. C o p y r i g h t © 2 0 0 3 by Dan Indante and Karl Marks. All rights reserved. Printed in the United States of America. No part of this book may be used or reproduced in any manner whatsoever without written permission except in the case of brief quotations embodied in critical articles or reviews. For information, address St. Martin's Press, 175 Fifth Avenue, New York, N.Y. 10010. www.stmartins.com Library of Congress Cataloging-in-Publication Data Indante, Dan. The complete a**hole's guide to handling chicks / Dan Indante and Karl Marks. p . cm. ISBN 0-312-31084-6 1. Man-woman relationships. 2. Interpersonal relations. I. Tide: Complete a**hole's guide to handling chicks. II. Marks, Karl. III. Title. HQ801.M37135 307-dc21 2003 2002045213 10 9 8 CONTENTS Introduction: Chicks, What the Fuck? Fifty Tips on Being a Better Asshole ix xiii 1. From Birth to Beating Off The Birth of an Asshole The Purest Form of Asshole Gimme My Toy, You Bitch! Crossing the Dance Floor How Do I Get Her? The Beginning of the End Roughing Up the Suspect 1 1 1 2 3 4 6 2. High School Welcome Mat Firsts The Back-Seat Boogie Chicks Are the Enemy Watch Your Back—Your Friends Won't 8 8 9 15 16 20 vi C O N T E N T S Pecking Order Your First Pincushion So You're Looking to Get Laid High School Final...
Words: 87747 - Pages: 351
...Advertising, Promotion, and other aspects of Integrated Marketing Communications Terence A. Shimp University of South Carolina Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Advertising, Promotion, & Other Aspects of Integrated Marketing Communications, 8e Terence A. Shimp Vice President of Editorial, Business: Jack W. Calhoun Vice President/Editor-in-Chief: Melissa S. Acuna Acquisitions Editor: Mike Roche Sr. Developmental Editor: Susanna C. Smart Marketing Manager: Mike Aliscad Content Project Manager: Corey Geissler Media Editor: John Rich Production Technology Analyst: Emily Gross Frontlist Buyer, Manufacturing: Diane Gibbons Production Service: PrePressPMG Sr. Art Director: Stacy Shirley Internal Designer: Chris Miller/cmiller design Cover Designer: Chris Miller/cmiller design Cover Image: Getty Images/The Image Bank Permission Aquistion Manager/Photo: Deanna Ettinger Permission Aquistion Manager/Text: Mardell Glinski Schultz © 2010, 2007 South-Western, Cengage Learning ALL RIGHTS RESERVED. No part of this work covered by the copyright hereon may be reproduced or used in any form or by any means—graphic, electronic, or mechanical, including photocopying, recording, taping, Web distribution, information storage and retrieval systems, or in any other manner—except as may be permitted by the license terms herein. For product information and technology assistance, contact us at Cengage Learning Customer &...
Words: 219845 - Pages: 880
...com New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto Copyright © 2010 by Carmine Gallo. 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, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-163675-9 MHID: 0-07-163675-7 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-163608-7, MHID: 0-07-163608-0. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every occurrence of a trademarked name, we use names in an editorial fashion only, and to the benefit of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs. To contact a representative please e-mail us at bulksales@mcgraw-hill.com. TERMS OF USE This is a copyrighted work and The McGraw-Hill Companies, Inc. (“McGraw-Hill”) and its licensors reserve all rights in and to the work. Use of this work is subject to these terms. Except as permitted under the Copyright Act of 1976 and the right to store and retrieve one copy of the work, you...
Words: 72152 - Pages: 289