Saturday, October 5, 2019

Hospital Case Management Essay Example | Topics and Well Written Essays - 750 words

Hospital Case Management - Essay Example Hospital case management is a process to meet patient needs with the best use of resources to provide the best quality treatment at the right cost. Case management is used to ensure the right clinical and financial outcome. The data used for statistical quality analysis is the medical expense, clinical workload and utilization. The care request is allotted the required services. The medical information for comparison is available. The referral of the case to the correct physician is a part of case management. The communication involved is also a part of case management. The case management program at this hospital is simple and effective. A model hospital follows the well defined procedures of continuous quality improvement. The quality program is based on delivering the best services to the patient. The risk management department at the naval hospital performs all the functions of a model facility. It monitors patient satisfaction and tracks patient outcomes. Other important aspects of quality are team based. The sub-divisions of the quality management department include performance improvement, risk management, credentials and infection control. The excellent working of the quality management department shows that the naval hospital fares well as compared to the model hospitals. The case management standards involve co-ordination, control of environment and funding. Case management is also used to buy equipment and supplies required for the services. Information is provided to the patients and their families. Case management facilitates professional rapport in the team. Changes are made as required depending on the condition of the patient. The care plan should be coordinated with the disease source. The standards also specify support to the family. The standards used here are USNHGUAMINST 6320.19 series, BUMEDINST 6010.13 series and Joint Commission on Accreditation of Healthcare Organizations (JCAHO) standards. The quality management department of the hospital has divisions for implementation of the work. The performance improvement division ensures continuous improvement. It also implements the total quality leadership. The quality procedures are included in the daily work in a systematic manner. The risk management division measures the quality of care and patient satisfaction. The credentials division evaluates the providers. It trains the health care providers and support staff. The infection control division identifies and reduces the risk of infection according to the established standards. The hospital has an educational program to promote health awareness. The utilization management division allocates the services and the resources. The case management division combines population health, managed care, quality improvement and preventive healthcare. The hospital applies disease state management. This is a process that encompasses the entire course of the disease from prevention to the completely healed patient. Thus we see that the hospital adheres to the best standards. A comparison with the model facility shows that the naval hospital exceeds

Friday, October 4, 2019

Health Information Systems Essay Example | Topics and Well Written Essays - 750 words - 1

Health Information Systems - Essay Example Moreover, implementation of Cisco devices would add more reliability to the existing system and help the professionals to obtain the best results. The medical center is facing several problems, which are giving rise to numerous other critical issues in regards of patient care and medication. In such a state of affair, the board of directors needs to sort out the core problems and make arrangements for the medical center to function properly. The standard of patient care needs to be improved and a feasible technological solution is to be implemented. It is the very duty of the advisory committee to examine the possible options that can aid in the better functioning of the hospital and help the hospital staff in building a standard work culture. There are errors in patient medication, maintenance of lab records and patient charts, prompt communication, etc. Doctors are not getting sufficient, authentic, and timely information of their patients, and nurses are receiving incorrect or incomplete orders from the physicians. There are problems in the radiology department and pathology labs. A combined effect of these problems is culminating at occasional critical incidences and loss of hospital reputation. The idea of the CTO is very much in compliance with the hospital’s genuine requirements. If the medical professionals are enabled to access and exploit the hospital information system anywhere and anytime, several vital issues can be really solved. The following recommendations are intended to create a proper roadmap in this concern: 1. Implementation of IEEE 802.11g: The IEEE 802.11g networks use a 25 MHz channel and a spatial stream with the aid of a single antenna, providing only a single transmit/receive path between all the wireless access points and devices. It can obtain a speed up to 54 Mbps. 2. Implementation of IEEE 802.11n: Using the Multiple Input

Thursday, October 3, 2019

Business Research Essay Example for Free

Business Research Essay Our research is concerned with the different factors affecting revenue of fast food restaurant located in close proximity of educational institutions. The purpose of the research is to study how exactly consumers disposable income impact the fast food restaurants revenue. For conducting the research, the sample of data has been taken from students; teachers and administrators of two colleges say Bangalore Management Academy and CRM IMS. The results reveal that restaurants make much profit on school days and less profit when closed because the success of the restaurants depends on consumer’s disposable income. INTRODUCTION. INTRODUCTION A fast food is a food that can be cooked and served very quickly sold in restaurant. We noticed in the last decade, a growth of fast food restaurants in India as Indian eating-out habit has considerably increased. This phenomenon is also observed where we could daily see a flux of adolescent and youngest population and that places are nothing but nearby educational institutions. The targeted customers are mostly students, teachers, administrators and people located in close proximity to educational institutions and the aim of the restaurants owners is to make profit, maximize and sustain their revenue. However it exist a relationship between restaurant’s location, revenue, and consumers disposable income. PROBLEM STATEMENT Although, building a fast food nearby educational institutions is the most suitable way to get many customers and make more profit but this also can have bad side effect because it is not taking in consideration of some factors like consumer’s income, and schools days. HYPOTHESIS Variation of consumer’s disposable income impact the revenue of fast food restaurants located in close proximity of educational institutions. SIGNIFICANCE OF THE STUDY This proposed research will determine the factors affecting educational institutions’ proximity fast food restaurants revenue. STATEMENT OF THE QUESTIONS What are the students and school administrators eating-out habits? What are their disposable incomes? How do their spend it? In what way consumer’s disposable income affects the educational institution proximity fast food’s revenue? SCOPE AND LIMITATION The scopes of this research are the fast food restaurants located in close proximity to educational institutions. The limitations of the research are the restaurants that are not reachable by the educational institutional members which are allowed to participate in the research. LITERATURE REVIEW LITERATURE REVIEW One of the rising businesses that have become a considerable phenomenon in India is fast food restaurant. Caused by Indian eating out habit that becoming very popular, fast food restaurants is also slated to growth approximately by 20% per year (Gaurav Marya, 2012). Fast foods business have been such that they continuously changing along with the time and life style changing and they get adapted to immigration, travel as well as socio-economic environment (Kittler and Sucher, 1995). However, in order to attract customers, fast food restaurants afford different foods at different prices according to consumer’s income and eating habit. The restaurateurs have a clear understanding of the customer’s perceptions (Sundaram et al. , 1997) as they create a special attention to the environment around schools where children and younger are vulnerable to repeated exposures (Kelly et al., 2008). Revenue is the most important in any business and restaurant industry face a challenge which is of sustaining their profitability. Kimes (2004) suggest that the elements that determine the potential of a restaurant’s revenue is the capacity directly related to the quality of service and configuration of tables. The customers’ satisfactions may be influenced by the effect that a particular restaurant gives back to him and their associate that perception to the type of restaurant (Noone et al. , 2007:233). However, the time of increase or decrease of revenue depends on the customer’s disposable income that goes in parallel way with the restaurants owners’ policy. If the customers perceive the policy unfair they may be reluctant (Mc Guire and Kimes, 2006:123). Few studies have shown a great success of restaurants businesses in this recently years. METHODOLOGY METHODOLOGY RESEARCH DESIGN The research will involve the role play by the consumer’s disposable income on restaurants revenue through constructed and structured questionnaire that we would give to restaurant’s owners and educational institutional members to fill out the needed data. The interview scheduled is comprised of two sections. 1 – Collection of information about consumers and their disposable income 2 – Accumulation of information regarding location and annual turnover of the business SAMPLING Our study will follow the multistage stratified method of sampling based on some criterion to select the person and restaurants to conduct the research. Educational institutions members will be divided into three groups: Students, Teachers and Administrators. The next sampling group will be the schools proximities fast food restaurants owners. DATA COLLECTION TOOLS The primary data sources used to collect data are structured questionnaires that will be submitted to students and owners of fast food restaurants located to close proximity educational institution and educational institution’s members. Along with questionnaires, interviews also will be conducted. The secondary data will be collected through various publications, newspapers, websites and magazines. CONCLUSION CONCLUSION. The research was conducted on variations of educational institutions close proximities restaurants’ revenues and these restaurants’ customers’ disposable income and their food habit. It was conducted in Bangalore city among restaurants owners and students, administrators of particular schools; therefore, it has been possible to collect data from a small sample keeping in mind limitations. The result has then been gathered through qualitative as well as quantitative data collections and analysis by questioning and interviewing restaurant’s owners and customers. At the end of the study, it seems that the rise of fast food restaurants number in close proximity to educational institutions is a method to attract more targeted customers in order to make more profit. This is attractive method goes along with the consumers eating-out habit and conditioned by the main factor which is consumer’s disposable income. The restaurants then depend on the consumer’s disposable income. When this income is low customers eat less food or low price foods so they spend less money and the restaurants revenue is less a this period. But in the case their income is much then customers eat much and revenue of the restaurants is high. The second factor is the school program. The restaurants owners should consider also the opening and closing program of the educational institutions near which they located their business. QUESTIONNAIRE QUESTIONNAIRE To the consumers Name 😠 You are? | | Male| | | Female| | How old are you? | | 15-20| | | 21-25| | | 26-35| | | 35 and above| | What is your occupation? | | School administrator| | | Teacher| | | Student| | Where do you live? | | On campus| | | Around campus| |. | Within walking distance| | | Far from campus| | What is your meal plan per day? | | 2| | | 3| | | Above 3| | | No meal plan| | Do you often eat out? | | Yes| | | No| | How do you often eat out? | | Never| | | Occasionally| | | 1 to 2 days a week| | | More than 2 days a week| | | Daily| | How do you often prepare your own meals during school weeks? | | Never| | | Occasionally| | | All the time| | What kind of restaurant do you eat at during school time? | | Fast food| | | Casual dining| | | Casual food| | What is your monthly disposable income? | | Less than 15000| | | 15000-20000| |. | 21000-35000| | | More than 35000| | What is the average amount of money you spend off campus every day? | | Rs. 20 50| | | Rs. 55 100| | | Above Rs. 100| | | I don’t spend money on campus| | INTERVIEWS INTERVIEWS With the students Interviewer: Hi, I am Bamba Adama, MBA student of Bangalore Management Academy; with your permission, I would like to conduct an interview with you for a business research purpose. The purpose of this interview is to look for different factors that affect your eating habit and you spend your disposable income according to your food habit. Interviewer: Can you tell me a little something about yourself? Student Interviewer: Where do you live? Do you live with family or alone? Student Interviewer: What do you enjoy eating daily? Why? Student Interviewer: Do you cook the foods yourself? Student: Interviewer: What do you enjoy eating daily? Why? Student Interviewer: Do you use to you eat different food outside precisely in one of the restaurants around campus? Why / why not? Student Interviewer: Is there any other reasons like foods prices? Student: Interviewer: How much around do you spend weekly by eating outside? Student Interviewer: Who provides you your income? I mean your pocket money? Student With Restaurant owner Interviewer: Hi, I am Bamba Adama, MBA student of Bangalore Management Academy; with your permission, I would like to conduct an interview with you for a business research purpose. The purpose of this interview is to look for different factors that affect your restaurant’s revenue according to your location. Interviewer: Can you tell me a little something about yourself and your business? Restaurant Owner Interviewer: What types of food do you cook? Restaurant Owner Interviewer: Were you located somewhere before? Restaurant Owner Interviewer: What motivated you to build your business at this particular location? Restaurant Owner Interviewer: Who are your main customers? Restaurant Owner Interviewer: At what period of time you get more customers? Restaurant Owner Interviewer: What is your revenue before and after this particular period of time? Restaurant Owner Interviewer: What is your approximate daily revenue at these particular times? Restaurant Owner.

Ethical Issues In Video Games Media Essay

Ethical Issues In Video Games Media Essay The industry of Electronic-gaming has developed into one of the most successful industries in the present technical world. According to an article issued by Entertainment Software Association (ESA, 2011), this particular industry has a huge target market of approximately USD 25 billion. The electronic-gaming industry has turned out to be one of the most successful businesses around the world. The current era is where people depend on connectivity through technology. In addition, the computer gaming industry has brought in tremendous job opportunities by providing nearly 120,000 jobs to the global business market (ESA, 2011). Meanwhile the disadvantages faced due to computer usage are also rising steadily not only in countries like USA but also in all the European countries where people are going through a lot of issues with regard to video-games. Researchers around the world are coming out with the bitter fact that most of the teenagers are being affected by the amount of violence involved in these video games which would cause psychological impacts and bring about addiction. The negative effects of video games are rising drastically along with the advancements of the technologies. Initially the target markets of the electronic gaming industry were youngsters, but nowadays people of all age categories seem to be addicted to video-games. According to the statistics of ESA (2011) it was publicized that 42% of the gamers are females and 58 % of gamers comprise of male players. At the same time another research states that about 72% of household American citizens are playing computer or video games whereas the average of 29% represent people above 50 years. Thus, the aforementioned points brings in to light that the evolution of video-games resulted due to rapid technological advancements. However, it should also be noted that there are always two sides for a coin, in this case the pros and cons involved within the industry should be looked at. The issues in relation to this particular industry can be identified as health issues, legal issues, social issues, professional issues and most importantly ethical issues that are rising on a daily basis. The major social concern associated with electronic gaming is violence and serious aggression towards the society. According to the research conducted by Jummy Et Al, (n.d) of Indiana University School of Medicine, about violent games, it was proved that playing a violent video game directly influences self-control and attention, which not only impacts the player but also indirectly affects the society as well. These kind of serious issues are attracting public awareness in an immense scale. The violence attached to the video-games has been subjected to extensive debate over the years. Jimmy et al, (n.d) also states that violent Video-games reflect a more harmful approach than violent movies and television-dramas due to the interaction between the game and the players. This social issue also opens up different perceptions where an example can be quoted as such games spread disgraceful incidents among the teenagers and children, enabling them to get used to such incidents and consider them as a normal behaviour. According to AFP (2010) a 14 years old boy killed his father by using a sledgehammer since his father had disturbed his computer game. Consequently, it can be concluded that the teenagers mind-set has been changed and dominated by violence and serious aggression. This violence he exposed to the society was because of the game that he used to play. David Walsh (2007) states that playing violent games directly stimulates physiological problems such as pro-social effects, concerns, etc. To rationalize more, we are living in a country where most of the people are with sentimental values, so feelings and behaviours are more important to us. By playing violent video-games, it first affects our feelings as human beings where we have to respect others as our culture is based on good feelings and good behaviours. As mentioned above, playing aggressive games will affect both the feelings and behaviours of humans and as a result, an individual would lose the value of humanity. In addition, Davi d Walsh (2007) signifies that 63 % of the students who are playing aggressive video-games have more tendencies to be involved in physical fights or violent activities as such which enables in changing the teenagers mind-set as per the game. Therefore as a result, playing violent video-games is a serious antagonism that would affect the society and the individual humans behaviour. For an example according to Cleancutmedia (2009) biggest story of video game related to violence history was re-written due to Danil Petric who was 23 years old, who viciously shot his mother and father where mother was dead at the incident and luckily Danils fathers life was rescued. The reason for this unusual behaviour was that he was addicted to a violent aggressive game called Halo 3 which contained very violent pictures and videos. One day his father didnt let him play that particular game and this was the cause of this incident. After this incident, reporters identified that he used to play that game up to 7 hours per day. This meticulous incident proves the mentioned point above because violence and serious aggression cause many social issues since playing violent games do not only affect the individual who is playing that game, but it also affects the family that he/she belongs to and their society as well. The society can be affected due to violence and serious antagonism; therefore this point can be categorized as a social issue. Considering the above mentioned issues with the social public interests, the society is not benefited at all by playing violent video-games and they have exposed their serious aggression towards the society which have already affected the people in a harmful way and also can affect the society in future as well. As mentioned above these social concerns brought another critical aspect in to light which is known as health issues. According to Sciencedaily (2011), it demonstrated that video-games may have substantial behavioural problems such as pro-social effects and concerns, varying psychological problems and etc. To justify within this range Mitchell (2011) also favours the earlier argument saying spending lots of time with video-games lead to situations with addiction, isolation, depression, social phobias and it would directly drag that person into various physiological issues. As Sciencedaily (2011) explains, pathological gamers usually play games approximately 31 hours per week and due to those reasons it will directly affect the human physical body as well. Latest research reveals that playing games for long hours directly affects the muscles, joints and can cause back and neck pains as well. Especially teenagers who play for at least 5 hours a day will experience the above mentioned h ealth issues (Better Health, 2011). According to BBC News (2005) a South Korean person who almost played StarCraft 3 for more than 50 hours nonstop with very few breaks died due to a heart failure. Another real world incident took place in Northern China where a man who was addicted to playing online games was reported dead after spending lot of time for online gaming, and the doctors identified that his blood pumping was improper which caused that death (Spencer, 2007). By only considering these two incidents we cannot come to a conclusion but undeniably these incidents justifies that playing games for long hours can seriously cause damage to human physical body. According to Dillner (2011) video-games also make teenagers put on weight because they just play the video-games with full comfort and there is insufficient physical exercise. So according to her explanation it also affects the hand and fingers due to the constant contact with the keyboard or joystick. Dr. Douglas, A. Gentile who conducted many researches based on video-games addiction and human psychology, argued that spending lot of time in playing games or anything cannot be clarified as addiction. He also states that it might be a symptom of addiction (Dr.douglashn, n.d). His research clearly agrees that addicted gamers reflect serious issues with society since they dont like to make friends, lack of socialization and also there are possibilities of them having many health issues as well; for example sleep disturbances, headaches etc. In this modern world people are also concerned about personal health in that way spending too much time on video-games will eventually cause a darker tomorrow as health issues directly affects the society in a harmful way. Hence, the above mentioned points identify health issues to be one of the main concerns of electronic gaming. Video games have positive and negative sides while looking into social issues. By considering the above given examples it was clearly pictured, showing how a society is affected by various violent and aggressive video-games. According to Professor Mark Griffith (n.d.) of Nottingham Trent University, video games are proved to be a distraction for those undergoing painful cancer treatments. In a study which was conducted in year 2004 by Butch Rosser, a surgeon of Laparoscopy, he studied the surgical skills of surgeons playing video games and surgeons who did not. It was astonishing to know from the results, that surgeons playing video games were faster in action and made lesser mistakes during work than those who did not play video games. Video games that include simulation of real world scenarios are becoming popular. A game called Americas Army introduced by United States, replicates a real wartime experience which is going to help and train new recruits. It is a known fact that violent aggressive video games do not positively contribute to an individual or societal development. But such games could stabilize violence as a familiar and acceptable option in order to deal with conflicts. In this case there are various positive video games being introduced in order to educate youth about some of the societal issues around the world. Examples of such games would be: Food Force, Darfur is Dying, UNICEF World Heroes, Peter Packet and etc. These types of games could serve as valuable tools in educating our youth about ways in which video-games could bring in positive societal changes by increasing the helping tendency, reducing violence and etc. When it comes to the ethical aspect of video-games it is not straight forward as the above mentioned social issues. Addiction to these aggressive games could be classified as the most debated ethical concerns during the past decade. According to Jimmy Dan et.al (n.d), some of the Video-games such as Mortal combat, Warcraft and Grand-theft-auto are highly addictive. In the same report they have disclosed a real example of how addiction affects an individuals life. These real stories justify that addiction to violent games affect negatively for a particular individual. Arguments might arise as to why people are addicted to violent video-games. According to ESA (2011)s research, it reveals that only 3.8 % people buy video games based on strategy, fight category represent 8.4% buying behaviour, whereas 15.8% of people buy shooting based video-games. These statistics simply exhibits the buying behaviour and most importantly a considerable percentage likes to buy action or fight category b ased video-games rather than buying a normal game. As already mentioned game developers target the teenagers and they produce insistent games because most of the teenagers are drawn towards them. Consequently, targeting a specific age group and producing violent video games directly violates the universal ethical principles such as respect for others, honesty and fairness. To sustain and survive in the electronic-gaming market, the developers will not stop creating such aggressive video-games since it has a huge demand. But really is it wrong to create or develop violent video-games? Are playing and creating such violent video-games the only factors that affect the social responsibility of a person? These video-games provide a virtual world to do things that we cannot do in our real world. It gives an opportunity to experience these things in a virtual manner without harming anyone. But then again considering the above mentioned issues, the society is not benefited at all by playing violent games. They have exposed their serious aggression towards the society which has already affected the people in harmful ways in the past and this can affect the society in the future as well. As mentioned previously, ethical issues can be addressed in both ways but according to the studies and incidents just because the industry targets on achieving greater profits its ethically wrong to encourage abnormality in people. Even to validate this action we can use deontological theory. The ethical concerns have brought in another very crucial aspect which forms the cheats for video-games. According to Morch (2003) cheats in most of the games happens in MMOG (Massive Multiplayer Online Games) such as WarCraft III and Air Warrior. Cheating opens up different perceptions such as, if the players could use cheats and if the game is easier to play why do we have to play without cheating? Is it ethical to cheat the game where the other players do not use cheats in their games? Many researches were conducted to rationalize that particular argument. According to Morch (2003) it clearly says that 35% of the online games were being hacked in 1997 and undeniably now it is expected to rise more because nowadays technology is much more advanced than the good old days. According to Aboukhadijeh (2009) hackers or cheaters are a real challenge to the game developers and these people are violating the ethical principles such as respecting others, treating others as equal, honesty and acting with integrity. Hackers or cheaters who are cheating in video-games are taking unethical advantage over the particular game, by undertaking various strategies. Importantly after cheats and bugs were released into the society the value of a particular game would gradually decrease. Besides Morch (2003) mentioned that due to modifying original game into cheatable game the value will reduce significantly. For example, after the launch of a game called Battlefield in 1942, the game market was very high but after sometime it drastically went down due to cheats. According to Morch (2003), it mentions that usually game cheaters use two different methods to cheat in games such as cheating by conspiracy or cheating by modifying games software or data. They simply do this fo r different purposes where some game cheaters make fraudulent money in some game competitions. Because of these unethical practices the virtual gaming world is being destroyed constantly and also by cheating or getting unethical advantage over the game process is directly violating several ethical principles such as fairness, equality, honesty etc. In order to justify, deontological theory also says that cheating in video-games action itself is wrong. So cheating in any form of the game is clarified as an ethical issue because there is no regulation for its avoidance. When it comes to Law and Regulations for video-games it represents many faces in todays world. Video-games related to legal issues have many aspects and first legal concern would be selling highly adultery content games to under aged. This concern is debated all over the world but no country has been able to fulfil all the hauls in selling adultery content to under aged. Outlaw (2008) indicates that due to technological improvements and various other facilities gaming industry have witnessed a lot of criticism on various social attributes, politics etc. Selling adultery content to under aged can affect the retailer who knowingly sells it. According to Outlaw (2008), previous law was not a successful one because the percentage for retailers for defending their side was high. In the same article it mentions that 87% of teenagers playing highly adultery contented video games. And in the particular case of Online retailers caught selling adult games to under-age boy (Hussain, 2013), the online sellers have sold adultery games to an under aged boy. These distributions of sexual video-games among under aged children directly violates Video Recording Act of 1984 (UK) under section 7 (classification certificates section), under section 2 both (A) and (B) and it also violates PEGI (Pan-European Game Information) rating system 2011 (UK). Hantsweb (2012) indicates that some game companies who produces heavy sexual behaviour related content, criminal activities, horrific pictures and video clips in their video-games has to submit it to the BBFC (British Board of Film Classification) and then obtain a certification before the game can be released to the market. Even in this case most of the companies undervalue this process and they simply reduce the age range instead of submitting the video for BBFC. Hence, this is another anxiety that arises in courts and opens to society, therefore not submitting the games for BBFC classification can be guilty and the company will have to pay around GBP 20,000 as penalty or they might even have to accept 6 months of imprisonment. The above mentioned legal issues can have another perception where the games are based on extreme content of nudity and continuous disturbing sceneries in any form. In order to protect gaming industry from various bad influences and crimes, certain countries such as UK, USA and many European countries build their own voluntary regulations such as PEGI (Pan-European Game Information) etc. Nevertheless, extreme nudity within the video-games may affect the laws and regulations by creating a computer game that contains extreme nudity and violence. This may directly affect the countrys civil constitution. So if the game contains of any nudity or extreme violence, it will clearly violate Digital Economy Act 2010 (UK), Section 2 of the Video Recordings Act 1984 (UK) Conditions relating to video games (section 2- a, b, f and h) and can be penalised accordingly. Mitchell (2010) mentions that heavy rain game was officially banned from U.A.E due to extreme nudity and violence but initially it was approved by PEGI. Various researchers highlighted that these games initially got the approval from PEGI but were banned in the country because that game may affect the civil regulations which are prevailing in the country. GamesLatest (2010) gives another example that God of war III was also officially banned from Dubai due to high level of nudity and violence. These electronic games create a huge number of negative ethical impacts as shown in the above context, but there are a comparable number of positive impacts as well. Entertainment Software Rating Board (ESRB) rating is a method where positive impacts could be brought in where parents could identify which game is good and suitable for their children. It is the responsibility of the government to implement an improved rating system with greater features given to the extent of violence and aggression in the games. This scheme would educate parents and help them use the rating tool and to identify the best suitable games for their children. Along with these social, ethical and legal issues video-games do have professional issues as well. First professional concern would be in terms of the developers point of view relating to the current computer rating system which is critical for identification of that particular game. As already mentioned the developers make their game for a target group of people; for example, ESA (2011) states that most teenagers enthusiasm is towards buying an action or fight based computer game. Therefore it sets the conditions for the developers to consider that particular segment in addressing their developing agendas. Onyett (2010), mentions that top 10 video-games contains 7 action games and among that 7 action games, five are rated as 17+. This clearly demonstrates the video-game customers buying behaviours. Many video-games are being miss-rated for their own benefits and some of them are miss-rated accidently as well. According to Sinclare (2006), ESRB has miss-rated the best-selling Elder S crolls IV: Oblivion game as Teen and then they have rerated it as Mature. The customers who would have bought the game already would have been affected by its miss-rated content. This has clearly breached BCSs code of conducts under Public Interest Section (A) and Under Duty to the profession Section (A). In this case they have been only concerned about their business benefits and they have neglected the concern towards the public. Another critical concern about professional issues is when creating video-games, do the game developers follow professional code of conducts. Vitally some video-game developers build their video-games to address various hidden things. According to Clark (2008), it is stated that in a game called Muslim Massacre, virtual people represented by the players in the game as soldiers and enemies were characterized as Muslims. The development of this kind of games directly affects a particular ethnic community. This clearly violates BCSs code of conducts under public interest section A and B. Maintaining the professional code of conduct would prevent negative issues and bring in positive issues which would enhance good professional practices. Video-games have been a great invention to virtualize the real world scenarios and it gives people an opportunity to do almost anything in these virtual environments. By referring to the issues mentioned above we may conclude that video-games do have issues related to social, ethical and professional aspects to address. In order to minimize the negative impacts caused by electronic games, parents will have to implement necessary steps before the child gaining bad experiences by playing video-games. A method of prevention by parents could be by confining their children playing aggressive video-games before they fall into the stage of addiction. Another way of handling these types of circumstance is always to convert the childs necessity by providing an alternative game instead of violent video games. The best preventive method to create a change in the childs mind is that the parents ability to educate their own children about video-games and essentially what so ever the game is, pare nts should allocate a specific time period for their children to play. This can reduce the children getting addicted to video-games. Addictive situations could also be prevented by not letting a person alone when he or she is playing a video game, as it could bring in addiction and isolation. Members of the family or parents being around would be a reminder of the real world and would prevent the player being consumed by the virtual environment. Further it is also advisable that parents have a control over the type of games that are purchased and given to the children. In addition research and case studies denote that most of the people living alone would have a higher chance of getting addicted into these video-games. Moreover medical science proves that an individual could involve in certain activities like chatting with friends instead of being alone which could reduce the addictive situation. The modern world is driven by technology and there is very less human interaction. Outd oor games and gathering among friends and family have reduced by a large scale enabling teenagers to draw a circle around them and be in isolation. Companies are driven purely by profit-making motives and there is less importance given for ethical and professional conduct. The benefit and welfare of the society at large is ignored. The electronic gaming industry at its initial stages had more strategy games that provide greater space for creativity and strategic thinking. Eventually the movie industry moved towards heightened violence and to be in line with the trend companies included more and more violence within these video games as well. Hence manufacturers of these games should take into consideration the damage that is caused to the community and develop games in a way that is less harmful to the human psychology. Regulators and professional bodies should also ensure that appropriate certification is given prior to these games being released to the market. Stringent penalties should be put in place for companies that violate these laws. Finally, the gaming industry, just as all other commercial industries, would have profitability and sustainability at its core but achieving its objectives in an ethical and professional way should be as equally important so that a better society can be nurtured.

Wednesday, October 2, 2019

Handspring SWOT Analysis :: Business

Handspring SWOT Analysis Strengths 1. Strong Board of Directors. Jeff Harkins, Donna Dubinsky, and Ed Colligan are considered industry leaders. In fact they had been credited with reviving the handheld computing industry. The Palm Pilot which they developed was the most successful product launch in computing history. 2. Good brand identity, strong reputation. By the summer of 2000, Handspring had a 40% market share. There was a four month backlog in orders when Handspring first entered market. 3. Integration of hardware and software for ease of use. Handspring had a license for the Palm operating system. Hawkins created what he called a â€Å"virtual company† to bring hardware design and manufacturing companies together to bring the product to market. Also unlike Palm, Handspring had their hardware and software developer working together to develop a communicator that addressed how people actually use their wireless devices. In developing the Treo, Handspring employed ethnographer who observed how people used their cell phones and PDAs. 4. A company with focused products. The Visor line was continued to have a large market share in the PDA user market. The Treo line was to focus on the increasing functionality by combine PDAs with Cell phone technology to become a communicator. 5. Convenience seen in all in one Treo product. Phone + organizer + e-mail + Web Weaknesses 1. Inability to differentiate from competitors. The Palm OS had been licensed to many companies and made up the lion’s share of the PDA business. All of the major competitors have the same OS. 2. Low expertise in other areas and functionality. A Strand Consulting report stated that handspring would have difficulty surviving the smart phone market because the lack experience in the mobile phone market. 3. Profit margins are shrinking despite an 18% increase in sales. This was a result of downward pricing pressures from an increasing amount of competitors. 4. Divided focus of Harkins. Harkins had recently formed the non-profit Redwood Neuroscience Institute to pursue his lifelong passion for brain research. This of course meant that he no longer 100% focus on Handspring. Opportunities 1. The handheld industry is still changing and currently no company is standing on stable ground. Handspring SWOT Analysis :: Business Handspring SWOT Analysis Strengths 1. Strong Board of Directors. Jeff Harkins, Donna Dubinsky, and Ed Colligan are considered industry leaders. In fact they had been credited with reviving the handheld computing industry. The Palm Pilot which they developed was the most successful product launch in computing history. 2. Good brand identity, strong reputation. By the summer of 2000, Handspring had a 40% market share. There was a four month backlog in orders when Handspring first entered market. 3. Integration of hardware and software for ease of use. Handspring had a license for the Palm operating system. Hawkins created what he called a â€Å"virtual company† to bring hardware design and manufacturing companies together to bring the product to market. Also unlike Palm, Handspring had their hardware and software developer working together to develop a communicator that addressed how people actually use their wireless devices. In developing the Treo, Handspring employed ethnographer who observed how people used their cell phones and PDAs. 4. A company with focused products. The Visor line was continued to have a large market share in the PDA user market. The Treo line was to focus on the increasing functionality by combine PDAs with Cell phone technology to become a communicator. 5. Convenience seen in all in one Treo product. Phone + organizer + e-mail + Web Weaknesses 1. Inability to differentiate from competitors. The Palm OS had been licensed to many companies and made up the lion’s share of the PDA business. All of the major competitors have the same OS. 2. Low expertise in other areas and functionality. A Strand Consulting report stated that handspring would have difficulty surviving the smart phone market because the lack experience in the mobile phone market. 3. Profit margins are shrinking despite an 18% increase in sales. This was a result of downward pricing pressures from an increasing amount of competitors. 4. Divided focus of Harkins. Harkins had recently formed the non-profit Redwood Neuroscience Institute to pursue his lifelong passion for brain research. This of course meant that he no longer 100% focus on Handspring. Opportunities 1. The handheld industry is still changing and currently no company is standing on stable ground.

Tuesday, October 1, 2019

Communism Essay -- Communism Essays

In the beginning Communism seemed to the people of Russia as a utopian ideal. The promise of the elimination of classes, of guaranteed employment, "The creation of a comprehensive social security and welfare system for all citizens that would end the misery of workers once and for all." Lenin's own interpretation of the Marxian critique was that to achieve Communism there would first have to be a socialist dictatorship to first suppress any dissent or protest. Through coercive tactics this new government seized power and in 1917 Lenin came to power. Under his "rule" Russia underwent radical changes in it's economic doctrines adopting a mixed which was termed the New Economic Policy, also referred to as NEP. This economy called for some private ownership of the means of production, but the majority of industry was made property of the people, which meant the majority of the means of production was controlled by the government. Lenin's government made many achievem ents. It ended a long civil war against the remnants of the old Tsarist military system and established institutions in government. During this period, censorship and the subordination of interest groups such as trade unions was imposed to stop dissension and increase conformity to the new government policies. After Lenin's death in 1924, Joseph Stalin quickly gained control of the Communist party and the oppressive reforms started by Lenin were continued and at length became completely totalitar...

The European Union Sets Guaranteed Prices to Farmers

The European Union sets guaranteed prices to farmers for agricultural products. This is in order to encourage production. Show how this can happen with a supply and demand diagram. The provision of food is extremely significant for the human well-being so agricultural markets have always been treated in a different way by governments. There are various factors on which the success of farmers depends. It is not a simple production that needs a certain amount of resources to manufacture a certain amount of products which will bring expected profits.Variable determinants of the agricultural market like the weather or natural disasters create a situation in which in order to maintain a particular amount of food available on the market, governments encourage farmers to produce more. They tend to do it in a similar way, often, by providing them with subsidies and setting guaranteed prices of the products. Pic. 1. This diagram shows us the correlation between the supply and demand curves in the farming sector. Both of them are quite inelastic, because of a constant need for agricultural products and their regular provision.We can see that the excess of supply is cause by the encouraging policy of the EU, increasing the competition among the farmers. This leads to a greater supply which is often far above the real demand. The difficult matter to solve for authorities is setting the actual minimum price, because the consumers would obviously prefer a lower price than the farmers. This leads to many misunderstandings and mistakes in the chain of supporting the agricultural production. The European Union decided to create a whole system of subsidies for the farmers.However, to maintain the food safety within its borders, the EU established guaranteed prices for products. This particular system of intervention is called the Common Agricultural Policy, The CAP. The farming sector is protected and purposefully kept stable. The most important aim of CAP is to sustain regular supplies from the farming branch. Bad weather conditions or natural disasters usually harm the harvest and decrease the amount of agricultural products. To maintain a particular amount of food available on the market, he EU decided to encourage farmers to grow more crops, developing the competition among them, but what is even more important, increasing the number of suppliers. This means that generally more products are available, even in extreme situations. Guaranteed prices also allow to keep farmers’ income during good harvest when prices would be driven down and protect consumers form incredibly high prices during a bad harvest. Moreover, more farmers are assured that they do not really risk their expected income and they develop their methods of growing.Provided with generous subsidies, they can invest more capital to increase their long term profit. Such a situation results as a higher productivity and efficiency of the farming sector. On the other hand, extended usage of lands is a cause of ruining the environment. Overdeveloped sense of competition among the suppliers leads to more crops being grown, and more lands being used. Most farmers easily avoid an environmental laws and limitations which are not really executed. Regular polluting waters and grounds with overdosing insecticides result as a natural catastrophe and are not survivable for the local fauna and flora.Furthermore, such actions undertaken by the EU led to overproduction. Because of an extremely high number of suppliers, the market was overwhelmed with products. As a result, governments were forced to sell the excess onto the world market and by doing it, they harmed farmers form countries that do not provide such support. Most of them, developing countries, whose economy is based on the farming sector, were instantly defeated on the market, finding it impossible to compete with such a system, because the prices offered by Europeans were too low for them to sustain their regular income.To sum up, guaranteed prices strongly support farmers in the European Union, maintaining the provision of food at a sufficient level. However, over-usage of such a way to encourage them to be more efficient and competitive, leads to problems like environment pollution and threatening developing countries. Moreover, in long term such actions harm the interest of consumers, who cannot benefit from any changes on the agricultural market and even expect lower prices from massive suppliers.