Tuesday, May 19, 2020

Casual Internet Gamers In India - Free Essay Example

Sample details Pages: 11 Words: 3248 Downloads: 7 Date added: 2017/06/26 Category Statistics Essay Did you like this example? à ¢Ã¢â€š ¬Ã‹Å"Casual Internet Gaming in Indiaà ¢Ã¢â€š ¬Ã¢â€ž ¢ is the area of dissertation which will be researched. A phenomenon relatively new to the world, casual internet gaming is an area which is yet to be researched and fully understood. Computer gaming is an area close to my heart, as well as an exciting and challenging field to work on, where the markets are still evolving and promising great potential in the near future. Electronic gaming itself is a very wide subject which hasnà ¢Ã¢â€š ¬Ã¢â€ž ¢t been properly researched, especially in India. Internet gaming is a subset to it, but again an area so vast that it canà ¢Ã¢â€š ¬Ã¢â€ž ¢t be covered in one research. Going down further, I chose casual internet gaming because of the following reasons- Don’t waste time! Our writers will create an original "Casual Internet Gamers In India" essay for you Create order Casual gaming is by far the most popular mode of gaming on internet in India. Internet speeds in India allows only casual gaming to grow currently. Social media is proving to be an ideal platform for their growth No research on this topic has been done so far. We are yet to understand why people and Indians in particular are attracted towards casual gaming. Till now, Indian Marketers have not taken a consumer-centric approach to make and deliver casual games. There is great scope in the field, as Indians à ¢Ã¢â€š ¬Ã‹Å"discoverà ¢Ã¢â€š ¬Ã¢â€ž ¢ casual gaming and get hooked on to it through various platforms According to a recent study by JuxtConsult , Of the 47 million Internet users, 39 million are based in urban areas, while only 8 million reside in the rural. Hence Internet penetration is largely limited in India and speeds are still slow. In such a scenario, the only games that can work well are casual games because they donà ¢Ã¢â€š ¬Ã¢â€ž ¢t need high end computer/gaming systems, nor are the speed requirements a constraint. In fact, being the only mode of gaming which is viable, it has been the focus of the gaming industry as well. From dedicated websites like zapak to integration of casual games to social media networks like facebook, casual games are available across the internet. The surprising part is that no one has really tried to understand the reason for their popularity or the potential profitability of these games. The growth of Indias casual games market comes in line with the overall growth of the countrys games market and industry. According to founder of CasualGaming.biz, Gaurav Mirchandani the industry has changed substantially over the past few due to the growth of internet users in India whom now have broadband access in their homes, at work, and in restaurants and hotels. This change has sparked a new emergence of casual gaming in India as a leisure and as lead to new small companies setting up offices for game development outsourcing mostly for flash and PC downloadable games. The Industry focus has been on delivering casual games across platforms to the maximum possible user base. However, no thought has been given to the consumer and their needs. The Industry lacks a consumer-centric focus in game development and delivery. A deeper understanding of why these games are being played, and by whom they are being played is necessary to improve the standards and profitability of casual gaming as a business. As the world moves towards the virtual avenues provided by the technological revolution, internet gaming assumes significance as the next major frontier of the world. Brands are already investing in this area and can really cash on into this profitable business. Internet now provides people the choice of playing with other individuals over the cyber space. The constant advances in technology open up new possibilities regularly, taking à ¢Ã¢â€š ¬Ã‹Å"computer gamingà ¢Ã¢â€š ¬Ã¢â€ž ¢ to new heights each time. Hence, the objective of the research will be to understand the psyche of the Indian casual gamer. This will help the Indian gaming industry understand the consumers better and hence deliver better products to them. Not only that, it will also help them improve the profitability of the business, by understanding what is relevant to the gamers, and what is not. This will be an exploratory study into the realm of casual gaming in India. Given the time constraints of a dissertation, I will be able to focus on limited aspects of casual gaming. Hence I am choosing only those aspects of the area, like why do gamers behave as they do and where and when they play games, which are important both for the Industry and the academia. Again due to the time constraints and vastness of the topic, everything cannot be covered in one research. Hence a study on the college-going gamers will be conducted. LITERATURE REVIEW Very little literature is available on consumers of Casual Gaming in India. I studied the gaming industry in general to find references to casual and internet gaming, especially in the Indian context. Gaming: India is All Set! -Rao, K. Rajesh (rajesh, 2008) Prospects for Animation Gaming Industry in India. -Kuruvila, A. O. (A.O, 2008) (Computer gaming on the go in India, 2004) India: The Final Frontier for Games? (Silicon india, 2008) Zapak Taking Casual Games seriously! (Vimali, 2008) Casual Gaming A Big Draw for VCs. (Khanna, 2008) Games people play (Marketing Management, 2007) Casual video gaming is now serious business (2007) Casual Computer Games Go Upscale (2007) Nothing casual about it Rajiv Fernando 2009 The article presents the authors views concerning the development of the gaming industry in India. He relates that the new generation is characterized by the evolution of interactive digital content and distributed model of games services. The author perceives good opportunities for game developers and providers associated with the increase of Internet penetration and digital content. The article starts off with a preface of the Global and Indian gaming and animation industry and goes on to dwell upon the statistics of the industry in India. It then follows up with a SWOT analysis of the Indian gaming Industry Reports on the report released by British Broadcasting Corp. in 2005 regarding the mobile gaming market segment in India. Increase in the number of mobile phone users in October 2004; Factors that influenced the growth in the mobile gaming sector; Number of game developers and mobile companies that provide games to their subscribers. The article provides an overview of the computer games industry worldwide, particularly in India. It explains the technology trends that might influence the advent of these games including powerful cellular telephones, cloud gaming and the growth of broadband networks. A historical background on the emergence of these electronic games is also presented. The article discusses the success of the online games introduced by Zapak Digital Entertainment in India. Zapak is influential to the success of the gaming industry through the launching of massive multiplayer online games (MMOGs), hardcore games and large format gaming cafÃÆ' ©es. The companys strategies in creating value chain for its customers and distribution network are mentioned. The article presents the views of the author on various issues related to the electronic games industry in India. It focuses on the casual gaming business. The author addresses the problems on piracy and financing animation and gaming projects in the country. Future opportunities for the casual gaming space are also cited. The article discusses conflicting studies concerning the target audience for casual games. A study by Information Solutions Group found that casual gamers are predominately female. In-game advertisement firm Eyeblaster backed this data up, claiming that the majority of casual gamers are females that are more than thirty years old. However, a study by Ipsos Insight showed that more than half of computer and video gamers are male, data that is backed up by a Universal McCann study about console gamers. The article reports on the growing competition among firms in the video games industry in New York City. According to IDC Research, revenues from casual video games are expected to increase by 68 percent to $750 million in 2007 and are forecasted to reach $2 million by 2009. Wade Tinney, co-founder of Large Animal Games, said that it is important for firms in the industry to be well-funded so that they can move quickly and make products that compete with those with other companies. The article talks about the demographics of casual gamers worldwide according to the various studies that have been conducted. It also talks about the distribution of these games and what the game developers are doing to fight off competition in the casual gaming segment. It takes the zapak example to show that casual games are here to stay. It further tells about the future plans of zapak and compares the groeth of casual gaming in India with increase in internet penetration.It re-iterates that industry observers believe that online games had great potential for growth in the Indian gaming market, as it overcame the problem of piracy. Sify eyes kids for gaming biz (2007, Infotech.indiatimes.com) Web 2.0: Online Communities, Personalization and the Web OS. (Singh, 2006) Casual Games White Paper -IGDA ,2003 The 2009-2014 Outlook for PC Casual Games in India Icon Group International, Inc. 2008 Insights on Casual Games, Nielson, 2009 Casual gaming study conducted by NPD Group China Gaming 2008à ¢Ã¢â€š ¬Ã¢â‚¬Å"2012 Forecast and Analysis Casual Gaming Market Update James Kuai and Peter Shackelfor 3Q 2007 2004 China Casual Game Research Report (2005) It shows the interest of the industry in the casual gaming industry and an attempt to focus on the needs of the consumers, finally. I talks about Sify and its plan to acquire casual games and make them available all across Sifyà ¢Ã¢â€š ¬Ã¢â€ž ¢s cyber cafes. The article reports developments on Web 2.0 in India. Social networks and casual gaming continue to prevail in the major themes of Web 2.0. Online communities emphasize the notion of more sharing and connectivity on the Internet, as well as a strong focus on personalization. Another interesting phenomenon in the Web 2.0 world is the emerging space of online casual gaming. This article is on the International Casual Games industry. Numerous players continue to enter the market, business models are constantly changing, and new customers are found every day. This paper helps define the industry, and give everyone a base level of understanding of all aspects of this space. It is not intended to go into minute detail on any one subject, but provides broad understanding to the major factors involved in the casual game industry. This econometric study covers the latent demand outlook for PC casual games across the states, union territories and cities of India. Latent demand (in millions of U.S. dollars), or potential industry earnings (P.I.E.) estimates are given across over 5,000 cities in India. This report does not discuss the specific players in the market serving the latent demand, nor specific details at the product level. Nor does the report cover actual sales data (which are simply unavailable, in a comparable or consistent manner in virtually all of the cities in India) This study looks at data from more than 800 casual games for PC computers, which are defined as inexpensive to produce, straightforward in concept, easy to learn and simple to play. They say that casual gamers return more often to games and therefore play more often than hardcore gamers. The study, which surveyed nearly 3,000 U.S. gamers, identified 14 specific types of gamer within 39 different game genres. Casual gamers were divided into 10 classifications. The study also offered data that would seem to dispel the myth that casual gamers dont invest as much time playing games as core gamers do. This IDC study examines the dynamics of the China gaming market and focuses on online gaming. It looks at market drivers, dynamics, and strategies; the competitive landscape; and includes profiles of the top 10 vendors as well as a 2008à ¢Ã¢â€š ¬Ã¢â‚¬Å"2012 forecast. The concentration of the China online gaming market improved significantly in 2007. The revenue sum of the top 10 vendors occupied 91.8% of the total market. Casual Gaming Market Update provides in-depth analysis of the current dynamics and future directions of the rapidly growing casual gaming industry in the USA, including quantitative forecasts, competitive analysis, consumer perspectives, and profiles of leading companies in the casual gaming value chain. According to iResearch, market size of China online casual game industry was RMB 25 million in 2003 and it reaches to RMB 410 million in 2004 with growth rate of 356%. The fast growth of online casual game industry is mainly attributable to the market success of QQ game platform and Shanda BnB. iResearch forecasts that market size of China online casual game industry will keep fast growth in the following years: its is estimated that market size of China online casual game will reach RMB 1.78 billion in 2007. The literature review failed to reveal any concrete consumer research done in the field of Casual gaming in India. Apart from references in articles in business and technology magazines, only two proper journal articles were found on the subject. No survey, scholarly article, book, dissertation etc on this topic covering the consumer angle and pertaining to India was found. Being a new research area, this is not surprising, but only logical. Hence we find a huge research gap here, particularly in the Indian context. RESEARCH OBJECTIVES FRAMEWORK We see that there is a wide research gap in this area. At best surveys, statistics and reports are available on the subject. While the consumers have been studied in the west and Asian markets like China, an Indian study to understand the consumer was not found on an extensive search. Therefore, in the proposed research we plan to- à ¢Ã¢â€š ¬?Understand the Indian college-going casual internet gamerà ¢Ã¢â€š ¬Ã¢â€ž ¢Ãƒ ¢Ã¢â€š ¬Ã¢â€ž ¢ No research was found on the above mentioned research field, inspite of extensive search. An exploratory research in this field is hence in order. The phenomena of Internet gaming and hence out study will be largely restricted to SEC A and SEC B in India ( JuxtConsult study,2009 ). This is due to the current limitations of internet penetration. Though a comprehensive study needs to be done on all existing and potential casual gamers, the proposed dissertation will be limited to college going gamers only. This will be so keeping in mind the time constraints of the dissertation. The research objectives: Find out reasons why college-goers play casual internet games What are usage patterns of casual internet-gaming in India Explore the casual gaming phenomena First we need to know the platforms where casual internet games are being played by college-goers. After that we will find the reasons why these gamers are hooked on to casual internet gaming. We will then find the relations between the usage pattern and the reasons of usage and explore this area of casual gaming from the consumer perspective. This will give us various hypothesis which then can be verified. Hence it will help develop a consumer-centric approach which is currently missing in the industry. A deep understanding of the casual internet gamers in India is necessary for this approach. The researchà ¢Ã¢â€š ¬Ã¢â€ž ¢s objective is to develop this new approach for the industry and academia alike within the constraints of a research (college-going students only). PROPOSED RESEARCH DESIGN AND METHODOLOGY To find out the whyà ¢Ã¢â€š ¬Ã¢â€ž ¢s and howà ¢Ã¢â€š ¬Ã¢â€ž ¢s of the Indian Casual gaming industry, a qualitative research will be in place. Here we are trying to understand the usage and behavior of the college going audience with respect to casual gaming, which requires a qualitative approach. Secondary research- Being an area which appears to be hardly studied, the starting point would be studies done on gaming in India, for example à ¢Ã¢â€š ¬Ã¢â‚¬Å" IAMAI-IMRB report NASSCOM Animation Gaming Report IGDA reports These reports give an insight on the demographics of the Indian gamer and are a good place to start. A secondary research on the subject of Casual online gaming will tell us where to find the gamers and challenges of the Industry. It will basically give an industry point of view. With the help of these reports and an extensive online research, we will be able to find out the platforms where the gamers are playing casual games, for example- Dedicated Casual gaming websites Social media networks Mobiles Film/brand promotion websites A comprehensive list of all the casual gaming platforms on the internet will be made. Once we know where to find the college going casual gamer, we can move on to the next stage, which is to probe him/her. Apart from this, casual gaming phenomena in other countries will be studied where research has already been done on the subject. Quantitative studies on Indian gaming industry will be studied to form a strong base for the qualitative research to be undertaken. Primary research- We will through the secondary research know where to find the Indian casual gamer. We will then do a primary research to find the reasons why people play casual games. In- depth Interviews- To find out the reasons why people play casual internet games 15 in-depth interviews will be conducted keeping in mind that all possible platforms are covered. The howà ¢Ã¢â€š ¬Ã¢â€ž ¢s and whyà ¢Ã¢â€š ¬Ã¢â€ž ¢s of the college going gamers will be found out. Questionnaire- To understand the usage patterns of the casual internet gamers, a qualitative questionnaire will be in order. It will give us the various attitudes of the gamers along with consumption patterns of the college-going gamers. We will be able to find out which games they are playing, when they are playing and how they are playing. A questionnaire will have a sample size of around 40 people from the college-going gamers. The results of the in-depth interview and questionnaire along with the secondary research will then be used to develop the psychographic profiling of the casual internet gamer. This will be done using the TGI software tool. The universe will be derived by the intensive secondary research. Sample size is proposed to be 15 in-depth interviews and 40 gamers (20 men and 20 women) for the questionnaire, keeping in mind our target, the college going gamers. Mere numbers are irrelevant here as our focus is on developing a deep understanding on the subject. As this is a qualitative study, a probability sampling method is ineffective and expensive; hence we will do non-probability sampling with convenience, quota and snow-ball sampling techniques. A content analysis technique will be undertaken. The analysis will be with a systematic description of behavior asking who, what, where, where and how questions within formulated systematic rules to limit the effects of analyst bias. Being an exploratory research, this will be a good basis to begin with. EXPECTED CONTRIBUTION The Indian gaming industry is estimated to grow at a CAGR of 49% to reach USD 830 million by 2012 which was USD 167 million in 2008. Casual internet gaming is an area of the industry which is popular and growing. And it is also an area where on an extensive search no concrete research could be found. Hence this area of research appeals to both the industry and academia. No consumer centric approach in this field has yet been observed. This research will perhaps be the first of its kind where the psychographic profiling of the college going casual internet gamers will be done and basic STP constructs on the same will be developed. For the industry, this approach will help them develop and deliver better products and being an exploratory research, for the academia the research output will provide further scope for researching in the field. This research only focuses on College going gamers. There are a lot of other segments which can be studied. Also, casual gaming is just a subset of computer gaming, which in itself is a large field to research on, given the dearth of studies done in the Indian context, leaving scope for further researches, using this research as a basis.

Wednesday, May 6, 2020

Notes For Capella Power Point Unit 5 - 2039 Words

Notes for Capella Power point unit 5 Assignment 1;;;;;;;;;; NIMS, what is it? What does it stand for? Well, it is a term that we expect all FEMA leaders to memorize and understand its purpose. NIMS stands for the National Incident Management System. This system was introduced in the early months of 2004 by (DHS) the Department of Homeland Security. The â€Å"NIMS system allows the Federal, State, tribal, and local governments, the private sector, and nongovernmental organizations to work† (â€Å"National Incident Management†, 2011, p. 6) jointly to get ready for, avert, recover from, react to, and mitigate the effects of an incidents irrespective of the s complexity, size, cause, or location. This uniformity will provide the basis for countrywide†¦show more content†¦NIMS and NRF are escort documents and are intended to improve the National and National Response incident management capabilities. Whereas, National Incident Management System (NIMS) provides the stencil for the administration of incidents irrespective of scope, size, or cause, the National Response Framework (NRF) will provide the necessary mechanisms and structure for national level policy of emergency response. Together, the NRF and the NIMS â€Å"integrate the capabilities and resources of various governmental jurisdictions, incident management and emergency response disciplines, non-governmental organizations, and the private-sector into a cohesive, coordinated, and seamless national framework for domestic incident response† (â€Å"What is NIMS – Federal†, n.d., p. 2). The NRP or NRF is a â€Å"specific c application of the National Incident Management System (NIMS)† (â€Å"National Response Plan†, n.d., p. 2). The National Incident Management System provides the terminology, organizational processes needed for efficient, effective and collaborative incident management as well as the principles and doctrine at all levels. When the NRP, uses the inclusive framework of the NIMS, it provides the mechanisms and coordinating structure â€Å"for national-level policy and operational direction for Federal support to State, local, and tribal incident managers, Federal-to-Federal support and for exercising direct Federal authorities and responsibilities as appropriateShow MoreRelatedResearch Paper3695 Words   |  15 Pagespurpose is to guide the steps for efficient Capella Library and Internet searches to find and paraphrase reliable, credible resources relevant to your research paper topic. This worksheet will lead you through the steps b y doing Part A for Unit 3 and Part B for Unit 4. Your efficient, effective research will assure a solid, strong drafted paper for Unit 5. 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HP-Compaq Merger: The Challenge for HR †¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦............................................. 5.1 Stage One: Awareness †¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦....................................5.2 Stages Two and Three: Cope, Internalize and Align †¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Ã¢â‚¬ ¦Read MoreEssay A CASE STUDY - STRATEGY AT HR BLOCK, INC.10152 Words   |  41 PagesA Case Study Running head: A CASE STUDY - STRATEGY AT HR BLOCK, INC. A Case Study - Strategy at HR Block, Inc. 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Title: Sixty...five successful Harvard Business School application essays. HF1131.A1352009 808.06665-dc22 2009012531 First Edition: August 2009 10 9 8 7 6 5 4 3 2 1 CONTENTS Acknowledgments Introduction ix xi I. Defining Moment Stacie Hogya Anonymous Anonymous David La Fiura Anonymous

Court Legal Process in the United States

Question: Is the legal system we have in the United States fair for both parties? Answer: Fair Procedure is a typical law convention that emerges from a line of momentous choices of the Supreme Court of California going back to the 1880s. Certain sorts of private performing artists, because of their mind-boggling financial power inside specific fields, can't self-assertively remove individuals or representatives or deny persons confirmation for no consistent reason; they are committed to give a simple type of procedural due procedure (as notification and a hearing). It is differentiated against due procedure in that it applies to private performers, while due methodology regularly applies just to state performing artists (Biegel, 2001). In the case of Connecticut General Life Insurance Company v. Johnson it was held that, Harms for disregarding the privilege of reasonable methodology can be considerable. Case in point, the State Compensation Insurance Fund was discovered subject for $1,131,000 for subjectively denying a little medicinal center admission to its favored supplier system. In any case, the privilege of reasonable system just applies where the behavior of the tested private substance would pulverize the offended party's entitlement to practice a legal exchange or calling. Since it is conceivable to discover profitable occupation in the film business without being the holder of an Academy Award, the behavior of the societies that focus qualification for the Oscars is not subject to reasonable system (Binmore, 2005). In the case of Smith v. Allwright, it was observed that another restriction, obviously, is that in spite of the fact that the privilege of reasonable methodology plainly obliges something marginally not exactly procedural due procedure, it doesn't oblige the influenced party to be managed a larger number of rights than would be accessible under procedural due methodology. In this manner, when the offended party's proficient affiliation had plainly issued him the advantage of significantly more procedural assurances than he would have been qualified for from any administration element, he had gotten the advantage of reasonable technique and had no reason for activity for the gently unfavorable activity that came about. In the U.S., the presence of a different tenet of reasonable system for private on-screen characters is fundamental on the grounds that due procedure by and large controls just choices taken bystate performers. Interestingly, the more extensive UK tenet of characteristi c equity applies to both open and private substances (Bonfield, 2006). Courts hear two sorts of debate: common and criminal. A common activity includes two or more private gatherings, no less than one of which asserts an infringement of a statute or some procurement of normal law. The gathering launching the claim is the offended party; his adversary the litigant. A litigant can raise a counterclaim against an offended party or a cross-claim against a co-respondent, so long as they are identified with the offended party's unique objection. Courts want to hear in a solitary claim all the cases emerging from a debate. Business cases, concerning rupture of agreement, or tort cases, where a gathering charges he has been harmed by another's carelessness or resolute offense, are affable cases. While most common prosecutions are between private gatherings, the government or a state government is dependably a gathering to a criminal activity. It prosecutes, for the sake of the individuals, litigants accused of disregarding laws that deny certain behavior as dam aging to general society welfare. Two organizations may dispute a common activity for rupture of agreement, yet just the legislature can accuse somebody of homicide. The gauges of verification and potential punishments additionally contrast. A criminal litigant can be indicted just upon the determination of blame "past a sensible uncertainty." In a common case, the offended party require just demonstrate a "prevalence of confirmation," a weaker definition that basically signifies "probably." A sentenced criminal can be detained, yet the losing party in a common case is subject just for legitimate or fair cures (Feinman, 2000). In the case of Erie Railroad Co. v. Tompkins it was held that, Due methodology is the legitimate prerequisite that the state must regard every lawful right that are owed to an individual. Due procedure adjusts the force of tradition that must be adhered to and shields the unique individual from it. At the point when an administration hurts an individual without taking after the precise course of the law, this constitutes a due methodology infringement, which outrages the tenet of law (Hanrahan, 2008). Due methodology has likewise been every now and again deciphered as restricting laws and legitimate procedures (see substantive due procedure), so that judgesrather than officials may characterize and ensure basic decency, equity, and freedom. This understanding has demonstrated dubious, and is similar to the ideas of characteristic equity, and procedural equity utilized as a part of different wards. This understanding of due methodology is infrequently communicated as a charge that the administration should not be unjustifiable to the individuals or ill-use them physically (Herndon Murray, 2009). Due procedure is not utilized as a part of contemporary English law, however two comparable ideas are regular equity (which by and large applies just to choices of managerial organizations and a few sorts of private bodies like exchange unions) and the British sacred idea of the standard of law as enunciated by A. V. Sketchy and others. On the other hand, neither one of the concepts lines up consummately with the American hypothesis of due procedure, which, as clarified underneath, in the blink of an eye contains numerous inferred rights not found in the antiquated or cutting edge ideas of due methodology in America (Markowitz Jones-Brown, 2000) . Due system made from condition 39 of the Magna Carta in England. Right when English and American law constantly veered, due philosophy was not kept up in England, yet rather did get the chance to be combined in the Constitution of the United States. The thought of procedural equity is particularly powerful in the law. In the United States, for instance, sympathy toward procedural equity is reflected in the Due Process conditions of the United States Constitution. In other basic law nations, this same thought is now and then called regular equity (Segal, Spaeth Benesh, 2005). Characteristic equity for the most part ties both open and private substances, while the U.S. idea of due methodology has a "state activity" prerequisite which implies it applies just to state on-screen characters. Anyhow, in the U.S., there are practically equivalent to ideas like reasonable strategy which can tie private gatherings in their relations with others. References Biegel, S. (2001). Beyond our control?. Cambridge, Mass.: MIT Press. Binmore, K. (2005). Natural justice. New York: Oxford University Press. Bonfield, L. (2006). American law and the American legal system in a nutshell. St. Paul, MN: Thomson/West. Feinman, J. (2000). Law 101. Oxford: Oxford University Press. Hanrahan, C. (2008). Legal system. Detroit: Greenhaven Press. Herndon, R., Murray, J. (2009). Children bound to labor. Ithaca: Cornell University Press. Markowitz, M., Jones-Brown, D. (2000). The system in black and white. Westport, Conn.: Praeger. Segal, J., Spaeth, H., Benesh, S. (2005). The Supreme Court in the American legal system. Cambridge: Cambridge University Press.