...b. Steps of the game STEP 1: Online Registration STEP 2: Project Development The case study The Brandstorm Path to Win Platform Briefing Day Working with the agencies STEP 3: National Finals STEP 4: International Finals 5. THE COMPETITION FOR WILD CARD PLAYERS a. The schedule b. Steps of the game STEP 1: Online Registration STEP 2: Online Pre-Case Finals STEP 3: Briefing Day STEP 4: National Finals STEP 5: International Finals 6. 7. 8. 9. JUDGING CRITERIA FOR PARTNER SCHOOLS AND WILDCARD PLAYERS JUDGING CRITERIA FOR WILD CARD PLAYERS PRIZES RECAP OF TEAM’S MATERIALS II. ADDITIONAL RULES 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. REGISTRATION FORM PERSONAL INFORMATION PARTICIPATION AND INTERNSHIP THE PATH TO WIN PLATFORM INVOLVEMENT OF THE L’ORÉAL STAFF INVOLVEMENT OF THE MEDIA INVOLVEMENT OF THE PROFESSORS, SCHOOL STAFF DISQUALIFICATION CONFIDENTIALY OBLIGATION RIGHTS OF REPRODUCTION CLAIMS MISCELLANEOUS 1 I. HOW TO PLAY? ___________________________________ INTRODUCTION Before participating in L'ORÉAL Brandstorm, you should read the official rules in their entirety. By registering, you unconditionally agree to all of the terms and conditions of these official rules. Furthermore, you accept any and all of L'ORÉAL’s decisions with regards to L'ORÉAL Brandstorm as final and binding in all respects. 1. L’ORÉAL BRANDSTORM L'ORÉAL Brandstorm (hereafter the "Game") is an international game organized by L'ORÉAL...
Words: 8052 - Pages: 33
...Mountain View, California, is facing with a demonstration from the Software Engineers Guild (SEG) which comprises about half of Detonation 10,000 employees. The employees have been working e months without a contract. They’re well paid, however, they have to work over the clock, which made their career as short as a NFL’s running back. Furthermore, the gaming industry is also layoff in the gaming industry, which fueling rumors of potential cutbacks at Detonation. However, the demonstration is lightly attended, most of the programmer remains at their computer. Tetsui Wakatanabe, Detonator’s star developer, haven’t give much thought to the contract as he has been concentratingon his new hit game: Couch Ninjas 2. However, he would want the negotiation to end quickly as a strike would prevent his games from completion. Two months after the protest, Carol Lee, Detonation’s general cousel and lead negotiator received a call from Emilio Teti, Detonation’s CEO. Emilio wants to push on the negotiation while the layoff in GameCrack had just happen and therefore, remove the pay raised package from the negotiation clause from the original boosting pay and benefit by 5% annually. However, they are also negotiating on two point: SEG pay to be move to profit sharing rather than revenue sharing and SEG jurisdiction will be extend to internet from the original just on PC and consoles. Emilio wants to remove the pay package as Tetsui announced to the press that their shipment date for Couch Ninja...
Words: 638 - Pages: 3
...Organizational Strategies The approaches - description, narration, classification, and evaluation - provide a means of identifying the different sections of your paper, and showing how these sections are related to one another. Using a particular approach to establish the connections between the sections of your essay will make it easier for both you and your reader to predict what comes next and to fit the sections together. Once you have decided on an approach, you will have sections, but you may need to make a further decision about the effective arrangement of those sections. The way you arrange your ideas will show the reader how the sections you have identified fit together; used effectively, it will allow you to demonstrate your sense of what the reader should see as most important, secondary, or incidental. Common methods for the arrangement of sections include: * General to specific * Specific to general * Climax * Increasing Complexity Organizational Strategies * Order of importance – to emphasize a particular point * Logical linkages – helps the flow * Compare and Contrast – lets you see the similarities and differences between two things * Problem/Solution – makes the reader think and be all curious * Sequence – teaches us how stuff is done so you can appreciate the process * Cause and effect – this forces you to think since it’s trying to show you how the causes and effects are related. Use this link for additional...
Words: 1997 - Pages: 8
...Many people look at themselves in the mirror and say, " I know who I am." But how many of them have done so after analyzing themselves through a story? And if they have done that, how many of them were being honest with themselves? A Lacanian analysis can bring out sides of us that we didn't know existed. I found this to be true after reading "The Most Dangerous Game." By looking at the events in the story and the characters that play them out, I found that there is a part of me that has an insatiable curiosity and a love of danger. To begin with, by looking closely at the main characters and their actions, I found a small part of myself in each of them. When Rainsford heard gunshots from the yacht, he jumped up onto the ship's railing. My initial response was, "Why would you do such a thing when no one is there to help if you fall?" I believe that this was my logical, sensible reaction. However, if I look at the situation with a sense of curiosity I find that I would have done the same thing. I think this is because, even though I've always tried to be a responsible, reasoning person, I have always had a desire to be carefree and daring. I think that want comes from movies I've seen in the past and books I've read in which the female characters were adventurous and lived for danger. I can remember times when I would finish reading a book, perhaps, and try to be just like the adventuring character. I can also look at General Zaroff, too, and see a hidden facet...
Words: 794 - Pages: 4
...Netflix Rebecca Zent Managerial Finance December 15, 2015 Company & Industry Overview Netflix is the world’s leading Internet television network with over 69 million members in over 60 countries enjoying more than 100 million hours of TV shows and movies per day, including original series, documentaries and feature films. Members can watch as much as they want, anytime, anywhere, on nearly any Internet-connected screen. Members can play, pause and resume watching, all without commercials or commitments. The DVD-by-mail is where DVD’s and Blue-ray disks are sent via permit reply mail. The company was established in 1997 and is headquarters are in Los Gatos, California. It started its subscription-based service in 1999. By 2009, Netflix was offering a collection of 100,000 titles on DVD and had surpassed 10 million subscribers. People love TV content, but they don't love the linear TV experience, where channels present programs only at particular times on non-portable screens with complicated remote controls. Linear TV was a huge advance in entertainment over radio, just as fixed-line telephone was an advance in communications over the telegraph. Now Internet TV - which is on-demand, personalized, and available on any screen - is maturing and will eventually replace the linear TV experience. The world's leading linear TV networks now offer their programming on-demand through apps that run on phones and smart TVs. These apps, such as CBS All Access, BBC iPlayer...
Words: 2224 - Pages: 9
...About | Contact | Jobs | [pic] • Lesson Store • Buy Video • Exercise Store • Powerpoint [pic][pic] Marketing Teacher: Home / The Marketing Environment The Marketing Environment [pic][pic][pic][pic][pic][pic][pic][pic] [pic][pic][pic][pic]The Marketing Environment What is the marketing environment? The marketing environment surrounds and impacts upon the organization. There are three key perspectives on the marketing environment, namely the 'macro-environment,' the 'micro-environment' and the 'internal environment'. [pic][pic][pic][pic][pic] The micro-environment This environment influences the organization directly. It includes suppliers that deal directly or indirectly, consumers and customers, and other local stakeholders. Micro tends to suggest small, but this can be misleading. In this context, micro describes the relationship between firms and the driving forces that control this relationship. It is a more local relationship, and the firm may exercise a degree of influence. The macro-environment This includes all factors that can influence and organization, but that are out of their direct control. A company does not generally influence any laws (although it is accepted that they could lobby or be part of a trade organization). It is continuously changing, and the company needs to be flexible to adapt. There may be aggressive competition and rivalry in a market. Globalization means that there is always the threat of substitute...
Words: 10461 - Pages: 42
...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...
Words: 6233 - Pages: 25
...Country Analysis - Greece Bordering the Aegean Sea, Ionian Sea and the Mediterranean Sea in southern Europe,Greece is a country of mostly mountains with ranges extending into the sea as peninsulas or chains of islands. From wet winters, to hot and dry summers, greece is a popular tourist destination. With nearly 4.5 million people in the Athens area, Greece is populated with nearly 10 million people in which a parliamentary democracy exists. 300 people are elected whom form the parliament which conducts the legislative duties of the government.The political party collects approximately 151 seats in the parliamental duties of the administration. The president automatically becomes prime minster and then gets appointed to become cabinet ministers. The actual ‘president’ is elected by the parliament for a five year term. The current ‘chief of state’ is President Karolos Papoulias and the head of government is Prime Minister Antonis Samaras. As you are aware, Greece’s economy isn’t doing too well lately. Greece has a capitalist economy which means it has an economic system based on private ownership of capital. 40 percent of the countries GDP is accounted from a public sector. Tourism provides fifteen percent, in which we will discuss later. Between 2003 and 2007 the economy grew nearly four percent per year. This is partially due to the 2004 Olympic games which also resulted in an increased availability of...
Words: 1853 - Pages: 8
...International Journal of Retail & Distribution Management Building brand webs: Customer relationship management through the Tesco Clubcard loyalty scheme Jennifer Rowley Article information: To cite this document: Jennifer Rowley, (2005),"Building brand webs", International Journal of Retail & Distribution Management, Vol. 33 Iss 3 pp. 194 - 206 Permanent link to this document: http://dx.doi.org/10.1108/09590550510588361 Downloaded on: 15 September 2014, At: 19:08 (PT) References: this document contains references to 37 other documents. To copy this document: permissions@emeraldinsight.com The fulltext of this document has been downloaded 17452 times since 2006* Downloaded by UNIVERSITI MALAYSIA SABAH At 19:08 15 September 2014 (PT) Users who downloaded this article also downloaded: Jason J. Turner, Karen Wilson, (2006),"Grocery loyalty: Tesco Clubcard and its impact on loyalty", British Food Journal, Vol. 108 Iss 11 pp. 958-964 Mark D. Uncles, Grahame R. Dowling, Kathy Hammond, (2003),"Customer loyalty and customer loyalty programs", Journal of Consumer Marketing, Vol. 20 Iss 4 pp. 294-316 Jennifer Rowley, (2007),"Reconceptualising the strategic role of loyalty schemes", Journal of Consumer Marketing, Vol. 24 Iss 6 pp. 366-374 Access to this document was granted through an Emerald subscription provided by 313615 [] For Authors If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about...
Words: 7563 - Pages: 31
...Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889[2] by Fusajiro Yamauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4...
Words: 7314 - Pages: 30
...Case study C1. Oxfam Introduction: Oxfam, name formally adopt in 1965 after is abbreviation of its telegraph address, originally known as Oxford Committee for the Famine Relief. It was created in England in 1942 like many others to help during World War II. After the war Oxfam saw the need to continue helping Europe with famine and the poor, unlike others which cease to operate after the war, latter it also expanded its horizon to the rest of the world. Mission: Oxfam’s programs address the structural causes of poverty and related injustice and work primarily through local accountable organizations, seeking to enhance their effectiveness. We aim to help people directly where local capacity is insufficient or inappropriate for Oxfam’s purposes, and to assist in the development of structures which directly benefit people facing the realities of poverty and injustice Oxfam believes that poverty and powerlessness are avoidable and can be eliminated by human action and political will. The right to a sustainable livelihood, and the right and capacity to participate in societies and make positive changes to people's lives are basic human needs and rights which can be met. Oxfam believes that peace and substantial arms reduction are essential conditions for development and that inequalities can be significantly reduced both between rich and poor nations and within nations. The success of it’s grow was mainly due to many dedicated volunteers and donors who continued...
Words: 1482 - Pages: 6
...A Kappa White Paper Business Wargaming This white paper introduces KappaWest’s Business Wargaming concept and process. Its purpose is to help readers determine if and how wargaming might be used in their organizations. C. J. Kurtz President, KappaWest WP-BW Entire content © 2007, KappaWest CONTENTS INTRODUCTION ……………..………………………………………………………………….………………….. SETTING THE STAGE ……………………………..……….………………………………………… BUSINESS WARGAMING PURPOSES …………………………………………………………………………. LEVELS OF BUSINESS WARGAMING …………………………………………………………………………. ROLES IN THE WARGAME TYPICAL WARGAME FORMAT WARGAME DOCUMENTATION WHAT DOES IT TAKES? ………………………………………………………………………….. ………………………………...…………………………………… 1 2 4 5 6 9 ………………………………………………..……..…………….. 10 …………………………………………………….………………………. 12 LESSONS LEARNED ………………………………………………......………………………………………….. 13 KAPPAWEST’S ROLE ……………………………………………………………………………………………. 14 EXAMPLES OF BUSINESS WARGAMES………………………………………………...………...……...……. 14 SUMMARY ………………………………………………………………………………………………………….. 16 ABOUT KAPPAWEST Formed in 1974 as The Kappa Group, KappaWest is a strategic management consulting firm specializing in helping clients increase the effectiveness and efficiency of their corporate, marketing and sales operations. It is especially known for its application of military concepts, principles and processes - including Business Wargaming - to business. KappaWest serves clients throughout the world from its Laguna Hills, California offices and has undertaken...
Words: 6588 - Pages: 27
... 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
...Lesson 4 Assessment Tool: Marketing Plan Framework This Assessment Tool contains real world examples, guiding principles, practical worksheets, and information that can help you complete a 4E-based marketing plan for your business. This Tool can serve as companion activities for Lesson 4. 4.1. Executive summary: This is a summary of the marketing plan, so it is usually prepared after the plan has been completed. It should summarize: Situation analysis results Marketing goals and objectives Proposed marketing actions (strategies and tactics) to meet goals and objectives Proposed marketing budget and key resources that are necessary to implement the marketing actions Expected outcomes of the proposed marketing actions 4.2. Mission Statement: This statement summarizes the guiding principles for your business. Some example mission statements are shown below with the type of information to be included. The three examples are presented in the way that you can see one from a well-established government organization and two from small businesses like yours. Try one on your own after examining the examples. A. Federal Food and Drug Administration (http://www.fda.gov/opacom/morechoices/mission.html): “The FDA is responsible for protecting the public health by assuring the safety, efficacy, and security of human and veterinary drugs, biological products, medical devices, our nation’s food supply, cosmetics, and products that emit radiation. The FDA is also responsible for advancing the...
Words: 3623 - Pages: 15
...health-conscious and the aging population places greater emphasis on remaining healthy and fit, the fitness industry is maintaining steady growth because of better dietary practices and a resurgence to play and become more active. It is no surprise the demand for gyms and health and fitness clubs will continue to rise. Therefore, my paper will cover the critical concepts as it relates to Bally Total Fitness Case Study. I will highlight Bally’s history, macro environment, SWOT analysis, corporate-level strategy, business-level strategy, and my recommendation for Bally Total Fitness. History, Development, and Growth Dave “Wild man” Wildman is said to be the founder of Bally Fitness, but it was Raymond T. (Ray) Moloney back in the early 1930’s who decided to create an affordable past time of pinball. Anyone could play pinball at the price of seven balls for one cent or 10 balls for a nickel. In January of 1932, Ray founded the popular past time while working under Lion Manufacturing in Chicago. The Ballyhoo pinball game was easy to make and very profitable. With the creation of the “Goofy,” the “Airway,” the “Rocket,” and the “Bumper” pinball machines, Bally Manufacturing, under Moloney’s leadership, took off. Bally Manufacturing headquarters remained in Chicago at the same address for almost 50 years. In 1936, Bally Manufacturing developed the automatic dice machine named “Reliance”. This development was an overnight success and prompted further delving into the three wheeled slots...
Words: 3211 - Pages: 13