INTRODUCTION As per an article on the website , www.venturecapitalresources.com , named “Past and Present of Capital Market” it has been mentioned that the Indian stock markets are one of the oldest in Asia. Its history dates back to nearly 200 years ago. The earliest records of security dealings in India are meager and obscure. By 1830's business on corporate stocks and shares in Bank and Cotton presses took place in Bombay. Though the trading list was broader in 1839, there were only few brokers
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States: 2007) 100% Percentage of public schools with Internet access as of fall 2003. See Table 244 at . 83% and 43% Percentage of children ages 3 to 17 using a computer and the Internet, respectively, at school as of fall 2003. 75% The percentage of children ages 3 to 17 accessing the Internet in fall 2003 — whether at home, school or elsewhere — to complete school assignments. This was the most common reason for children to use the Internet. 66% The percentage of children ages 3 to 17 using
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influence and shape many aspects of today’s society is often overlooked. Hierarchies such as formal education, technology and even Wall Street impact our society through promises such as becoming a successful individual in today’s world if you follow their ideal path. In the article “ Biographies of Hegemony” by Karen Ho, the author discusses with the reader how Wall Street, a powerful hierarchy defines what “smartness” means on most Ivy League campuses. According to the author, the definition of “smartness”
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The Impact of Social Media use on Academic Performance at one Urban University: A Pilot Study Sam Mozee, MPPA Mississippi Urban Research Center Abstract. The purpose of this study was to begin exploring the possible impact of social media use on the academic performance of students attending one urban university. The study's primary goal is to identify key themes, trends, and/or perceptions that can be used as a foundation for more in-depth empirical research, and can be used to develop policy recommendations
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Exactly how accurate this widespread impression may be is difficult to assess. What is certain, however, is that the age of globalization, more than any other age before it, is an age that has both exerted great effects upon, and been greatly affected by, young people. Adolescents undergo the process of identity formation as one of their foremost development challenges. This paper addresses what role the mass media play in this process. One avenue of exploration would be to examine how the media
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Multitasking is having a large effect on children, in both the classroom and there daily life. Few studies have been developed to focus on how multitasking affects children as they get older. The sources also relate specifically about how multitasking affects children in school and there daily lives. By multitasking while studying your brain functions different then if you were only focusing on one thing. There is a strong lack of knowledge learned when doing this. Also studies have show that
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devices and computers increasingly on a daily basis. Online communication frameworks are the increase with fleeting usage rates and growth. Social media is the predominant medium in online communication. According to Reaney, sixtytwo percent of people who are connected online, communicate through social media websites (Reuters, 2012). These social media platforms have become suitable for Internet users who can connect virtually anywhere
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Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society. It affects the students, the creator of the game, the sponsors and LAN Owners, the National Telecommunications Subscriber and Distributor, the Players and gamers and most of all are the developers. That entire
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Warcraft; it was revised in around 2006 in the program Warcraft III and later on they launched an online based application of DOTA which can be played not only by the LAN Users but also the WWAN Users, it was named as DOTA 2. DOTA has been a great impact to some group of people in the society. It affects the students, the creator of the game, the sponsors and LAN Owners, the National Telecommunications Subscriber and Distributor, the Players and gamers and most of all are the developers. That entire
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Description, History, Background Information on Netflix, Inc., 2012). Netflix was founded in Scotts Valley, California, in August of 1997 by Reed Hastings and Marc Randolph, both veteran "new technology" entrepreneurs, to rent and sell DVDs all over the Internet. Reed and Marc were and are very successful business men who have started from the bottom and have built a business that has climbed the charts. When these two first started the company, they had to experiment with the DVD shipment until they found
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