Wednesday, November 27, 2019

APA Style Term Paper

APA Style Term Paper APA Style Term Paper APA Style Term Paper APA style term paper is one of the widely used format for term paper writing. Before writing term paper, you are welcome to examine the following term paper writing tips: One of the main term paper requirements is that the term paper should be typed. While typing your academic term paper in Microsoft Word, use a default setting of the computer. If you don't know the length of your academic term paper you should ask your tutor about this.   The title of the English term paper should be centered but not underline. Use 12 point Times New Roman or Arial font. In the bottom corner of the term paper write personal data (your name, course, date, etc.) The layout should be general. Do not include too many quotations; it certainly will not improve your academic term paper. Every page should have centered title at the top of the term paper. Use double spacing format. Using in-text citation requires a reference page at the end of the term paper. In-text citations may be both direct quotations and paraphrases. Both must be cited on the reference page, otherwise, you will be accused in plagiarism. Quotations may be short as well as long. Quotation should be less than 40 words. The direct quotation should be enclosed in brackets ( ) and reference information should be placed close to it, for example (Andrew, 1999). Keep in mind that different methods of citation make your work more interesting to read. Paraphrases usually go at the end of the line of your work. APA does not require page numbers, but your tutor probably does. Author/Year of work is the general format, if author is not known than following this format Title/Year of work. If you do not know the date of publication, you use (n.d. - no date. You should note down references as you conduct your research. Remember, references should be double spaced. The reference page should be alphabetized by author's name and the title of the work. Don't write 'The' when compiling a reference list. If you used Internet sources while writing term paper, give a complete URL address and the date of access. While writing term paper, avoid repetition of the words. The academic term paper will look thoughtless with the same words within several sentences. You should also avoid repetition of the ideas. If this was noticed the tutor would conclude that you have a lack of clarity of thought. Avoid these mistakes.   Custom Written Term Paper Not all students have time and skills to write a great term paper.   We are here to help these students with term paper writing.   We offer only custom service - it means that your term paper is not copy/pasted from internet, it is written in accordance to your instructions.   No late deliveries at .com!   No plagiarism!

Sunday, November 24, 2019

Negative Structures in English

Negative Structures in English There are a number of negatives structures in English ranging from basic negative sentences to the more complicated neither ... nor and not ... either. Learn the most common negative structures by following the rules below. Negative Verb Conjugation The most common negative structure in English is the conjugation of the verb in the negative. Verbs can be used in the negative by placing not directly after the auxiliary verb in each conjugation. The combination of the auxiliary verb not is often contracted in English. For example: do not dont, will not wont, has not hasnt, etc. S auxiliary verb not main verb objects She wont come to the party tomorrow.Tom hasnt finished the report.We arent studying Russian this semester. Negative Imperative The imperative form is used to instruct / command others. Use do not plus the verb for all comparative forms. No subject is required for the use of the imperative form. Do not verb objects Do not begin without me.Dont waste any time.Do not touch the glass. Never Never is used to express the idea that something is never done. Note that never is used with positive form of the verb but results in a negative meaning. Its also important to remember that the present simple and past simple do not take an auxiliary verb in the positive form. In other words, use the auxiliary verb for the present perfect, future, etc., but not with the present or past simple. S (auxiliary verb) never verb objects She never takes time off work.Mary has never returned my calls.Peter never walked to school when he was young. Double Negatives in English Double negatives - the use of two no words such as not and nowhere in one sentence - are incorrect in English. When modifying something use either a no word, or any as explained in the following sections. He doesnt like anything. OR He likes nothing.Angela hasnt visited anyone this month. OR Angela has visited no one this month.She isnt going to travel anywhere. OR Shes going to travel nowhere. Use of Any Any and words such as anyone, anybody, anything, etc. are used in negative sentences and questions. S auxiliary verb not main verb any objects He doesnt have any time.Mary isnt going to eat any dinner.Peter hasnt done anything for the past three days. No Words There are a number of no words such as nowhere, nothing, no one, which can be used in place of any words. Note the difference in structure between the two. Any words take the negative verb structure, no words take positive structures. S (auxiliary verb) main verb no word objects I have nothing to say.No more / not ...  any moreThe boys invited no one to their party.Timothy has gone nowhere this summer. Negative Any OR No Word The following sections refer to specific similar structures using either the negative verb form with any or a no word. In each of these cases examples are given for both forms. The forms used have been explained above. I have no more time today. OR I dont have any more time today.She has thought of no more ideas. OR She hasnt thought of any more ideas. Nobody / not ... anybody Note: This has the same meaning as no one / not ... anyone. Susan saw nobody at work today. OR Susan didnt see anyone at work today.Tom bought nobody a present. OR Tom didnt buy anyone a present. No one / not ... anyone Note: This has the same meaning as no body / not ... anybody. Im meeting no one today. OR Im not meeting anyone today.Alice has bought no one presents yet. OR Alice hasnt bought anyone presents yet. Nothing / not ... anything Ive eaten nothing all day. OR I havent eaten anything all done.Doug talks about nothing with his friends. OR Doug doesnt talk about anything with his friends. Nowhere / not ... anywhere Shelly has gone nowhere this year. OR Shelly hasnt gone anywhere this year.Alex has travelled nowhere outside of the USA. OR Alex hasnt travelled anywhere outside of the USA. Neither ... Nor Use the phrase neither ... nor when expressing two negatives together. Note that the verb is inverted after the use of nor. I have neither the time nor have I had the desire to do my work.She has neither the time nor the money to help her friends.Alex has neither the means nor does he have the ability to find a new job.

Thursday, November 21, 2019

The Regina Manifesto Essay Example | Topics and Well Written Essays - 1750 words

The Regina Manifesto - Essay Example The party was founded in 1932 by socialists, agrarian and labour groups who sought reprieve following the great depression that hit most of the world’s economies. Among the major groups that founded the party, include farmers’ organisations mainly the United Farmers of Alberta, academics from the League for Social Reconstruction and members of parliament allied to farmer and trade union organisations. The Regina manifesto is regarded as the founding document adopted by the cooperative commonwealth federation in 1933 during its initial national convention (Turner 320). The convention was held at Regina in Saskatchewan thus the name and the platform that is the Regina manifesto served as a stamp from the intellectuals who sought change. The document highlighted a new social order that would wipe out the existing capitalist system through economic planning, which would replace the profit motive of democratic control of natural resources and the means of production. It woul d also be achieved using political power to establish economic equality and social justice for all. The manifesto, in essence, aimed at eradicating the capitalist system and establishing a socialist economy. The manifesto laid down a wide variety of goals that it believed were necessary in alleviating the suffering on its citizens caused by the great depression at the time. The goals included public ownership of industries, universal pension and health care services, compensation for workers, unemployment insurance among others. As such, CCF became an alternative to the liberal and conservative parties by offering party policies and hope to Canadians who were struggling to cope with harsh economic times. The manifesto strongly condemned the capitalist system for what was termed as inherent injustice, inhumanity, chaotic waste, and economic instability. The capitalist system was also accused of domination with exploitation of one social class by another based on wealth. The replaceme nt of capitalism with a new social order through the Regina manifesto outlined how life of all Canadians would improve following the establishment of the national planning commission, which would be responsible for leading the socialisation of a variety of industries (â€Å"The Regina Manifesto...†). The document also aimed at acknowledging family farming as the basis of agricultural production and pledged financial support through social control of the financial system. Moreover, the CCF through their manifesto, proposed the establishment of a welfare system, which would ensure protection of industrial workers through collective bargaining and regulation of government wages. This would ensure a uniform code in the labour sector and thus equality. The welfare system would also establish an emergency program to cope with unemployment while coordinating an equitable taxation system throughout Canada. This would be facilitated by an instant review of the federal and provincial p rovenience of revenue. The manifesto also pledged the humanisation of the legal system, which would see the end of discrimination based on sex while according freedom of speech and assembly to all. In order to achieve the above, CCF established itself within the Canadian politics through the election of members to parliament and provincial legislature institutions. The popularity of the new party grew, as did its membership owing to the new lease of life through their policies. However, the CCF was divided following the outbreak of the Second World War due to the conflict between the uncompromising pacifists and supporters of Canada's entry into the war.

Wednesday, November 20, 2019

Country Report- Comparative Politics (Tunisia) Essay

Country Report- Comparative Politics (Tunisia) - Essay Example In the modern history, Tunisia has changed into a sovereign republic, named the al-Jumhuriyyah at-Tunisiyyah. Tunisia has over five million people, almost all Arab-Berber descent. The Mediterranean is on the north as well as east of the country, Libya is in the southeast, and Algeria is on the west. Tunis is the capital and the largest metropolis. It is found near the ancient site of the city connected with Carthage. During this time, two presidents, who had a tremendous impact in Tunisian society, have led it. Its first modern leader, President Habib Bourguiba delivered to the place of work hard-won political experience, after several decades connected with service on the list of leadership on the independence mobility. As the actual major figure on the Neo-Destour Celebration, he seemed to be instrumental in obtaining entire independence pertaining to Tunisia in 1956. He dominated government entities until their removal in 1987. Through his decades in place of work, his feats inclu ded the law change, economic procedures which detoured briefly in a socialist way, a mild but steady improvement in lifestyle, and the foreign insurance policy, which retained a private approach even though maintaining buy and sell and financial connections to the west. Benjamin Ali was the President of the Republic throughout 1987, in addition to kept electrical power until this individual was forced to leave in 2011. His economic policies possess emphasized a place orientation. His test at re-approachment using Islamist groups would not meet anticipations. The lording it over party ended up being reorganized. Within his authority, Tunisias economy continued to accomplish at a new pace, which in turn yielded a new moderate although overall regular rate associated with growth. A great independence, mobility lasting many decades gradually prevailed, bringing about the end of the French protectorate. In 1954, the Tunisian wrestled and major civil

Sunday, November 17, 2019

Disabled People and the Rights to Social Citizenship Essay

Disabled People and the Rights to Social Citizenship - Essay Example The British government has proffered different definitions of a citizen as components of the various solutions proposed in respect of the extent social, economic and political problems and these solutions have affected the rights of individuals (Young, 1985). The Conservative government under John Major introduced a Citizen’s Charter in order to subject public services to market forces. Accordingly, citizens obtained the right to choose. This development in conjunction with privatization was considered to be the panacea for the ills of the inefficient public services. Citizenship can be perceived either by the individualist approach in which the nature of citizenship is determined by individual choice or the structuralist approach in which the determining factors are social and economic in nature. Further, â€Å"Choice-based theories are exemplified in their purest form by economics†¦. In this world, individuals seek to maximize their utility by obtaining the highest ret urn at the minimum cost from any course of action which they undertake† (Pattie, Seyd, and Whiteley, 2004, pp 138-139).Consequently, â€Å"Citizenship is a status bestowed on those who are full members of a community. [and who] †¦are equal with respect to the rights and duties with which the status is endowed† (Marshall, 1950, p. 28). These rights are of three kinds civil, political or social. The Civil rights are, â€Å"liberty of the person, freedom of speech, thought and faith, the right to own property and to conclude valid contracts, and the right to justice† (Marshall, 1950, p. 10). Political rights comprise of â€Å"the right to participate in the exercise of political power† and social rights are â€Å"the whole range from the right to a modicum of economic welfare and security to the right to share to the full in the social heritage.

Friday, November 15, 2019

Effect of Produce Placement in Computer Games

Effect of Produce Placement in Computer Games Product Placement Does Product Placement in Computer Games Affect The Consumer’s Buying Behaviour? Chapter 1 Introduction Can you remember a movie in the cinema without some kind of product placement (a product and/or a brand intentionally placed in a cultural medium (Lehu, Bressoud (2007))? Placing branded products in entertainment media like movies is not a new developed concept. This kind of advertising nowadays is very common. People often ask themselves what exactly advertising is. The term advertising describes any communication effort that might influence consumer purchase decisions (Rotfeld, H. J., 2008). Different types of models can therefore be used like product placement used in movies or in computer games. Everything started with investments in the production of radio programs at the beginning of the 1930s. Consumer product manufacturers tried to reach their target audiences via the radio through so called sponsor-owned shows (Lavin, 1995). Product Placement, also called brand placement and â€Å"brand casting†, appeared first in motion pictures as early as the late 1940s and early 1950s. One example was in 1948 in the drama Mildred Pierce where an actor in the movie drank Jack Daniels whiskey (Nebenzahl Secunda, 1993). In the beginning, using branded property by donating, loaning or purchasing them for particular movie scenes just to enhance their artistic qualities (Spillman, 1989). Since Reese’s Pieces appeared in the blockbuster movie E.T. The Extraterrestrial, over 20 years ago, product placement has developed and evolved significantly. That implicated that after the film release, Hersey claimed a 65% increase in sales of Reese’s Pieces (Karrh, 1998). Today, almost every movie contains product placement. While in the â€Å"James Bond†-Movies 007 drinks Martini, Will Smith drives a Porsche 911 Turbo in Bad Boys. (Quellen) There could be mentioned thousands of examples like this as today ads in movies are very common. Beside movies, another media based method to reach a wide range of consumers, can be seen in ads turning up in computer games. To date, except for movies or television, attitudes toward product placement in media have received little attention, despite increased product placement in games (Nelson, 2004). Computer and console games are getting more and more interesting for marketers due to today’s households own at least one PC and playing computer games nowadays is very common. This applies not only for the youngsters in a family but also for their parents who also play games. Computer games are emerging as a new medium for advertising but yet there is comparatively little empirical independent research investigating the outcomes of marketing communications using this medium. Ads in computer games have not a very long tradition like ads in movies but nowadays it is more and more often used. To reach key consumer segments, marketers are turning to games in order to improve their chances. In 2005, advertisers spent $80 million to reach video game players. Experts expect this spending to top $400 by 2009 (Park Associates 2006). Whether it is billboard ads, sponsorship and product placement, or the game character experiencing the product by drinking, wearing, driving or listening to it as a part of the game, the opportunities for branding in computer games are vast (Townsend, J., 2007). While European gamers’ most popular form of entertainment is watching TV, the $25 Billion gaming is even bigger than the $10 Billion film, as well as the $20 Billion home video industry. If we believe analysts from PricewaterhouseCoopers, the worldwide game industry is set to rocket to revenues in 2009 of about $54.6 billion (Ferrand et al., 2006). In regard to those numbers for today’s companies advertising in computer games has also become important to gain popularity. As 75% of people who have internet access also play online games for more than an hour per month (NEUE STUDIE IGDA Online Games SIG Steering Committee 2005). Another important issue today is subliminal advertising in media. Beginning in 1982 many people were concerned about subliminal messages in rock music claimed that messages had been recorded backward into popular rock music (Vokey Read, 1985). They feared that these messages could be perceived while listening to the music in the normal way. Even in computer games there is advertising that is perceived just incidentally. This might be true for example in racing games. Here might raise the question whether the player perceives billboards while driving with a speed of 130 MPH. Nobody can say if some kind of messages have an impact on our decision making process. Yet no empirical study has explored incidental effects on computer game players by advertising. Furthermore, it has not been investigated if the placement of the ads is designed to be subconsciously processed. 1.2 Reasons for Choice of Topic The topic in this paper was specifically chosen due to the writer’s interest in the area and desire to learn more on the subject of game related advertising issues and effects on the consumer of computer games. 1.3 Research Objectives This paper explores recent developments in the video game market in marketing practice that have resulted in brands being found in an increasing number of computer games. The main target of this investigation is to work out if product placement has any impact on the consumer in terms of the buying behavior and actions that the consumers enforce as a result of brands appearing in computer games. To investigate the prior research question, there will also be investigated if product placement is perceived by the respondents and their attitude towards product placement will be examined. As the subconscious as a component that should not be neglected in terms of subliminal advertising, it should be questioned whether it has any influence on the consumer or not. All these questions are coherent as if people perceive the product placement and have a positive attitude towards product placement it is possible that they subliminally perceive the placements. As all this is coherently, it is also possible, that buying decisions are predicated on these variables. 1.4 Computer Games Limitations Academic and professional literature on gaming often makes distinctions between computer games, video games and electronic games. These boundaries are blurred and moreover the situation is complicated by the availability different types of games. There are console games, PC games, mobile games, handheld games, interactive entertainment and virtual worlds that could be differentiated. Some of these distinctions are made to describe the hardware on which the games are played. Others also refer to a particular characteristic of the medium or the social aspects of playing. This variety of different types of consoles and handhelds is not helpful especially considering that today many games like for example the game Doom can now be played on cell phones, calculators in addition to PCs and tricked out consoles. Creating and using a separate name for each case/instance of a new hardware group would quickly become obstructive. The term â€Å"electronic games† might be too broad as it could also include games that are technically electronic like for example pinball machines. This kind of media is rarely discussed in the context of â€Å"video† or â€Å"computer games†. Like a good fit on the other hand seems to be â€Å"computer games†. The term â€Å"computer games† refers to games that are controlled or used by a computer which is a machine that digitally processes data according to a set of instruction. This then again includes a large range of devices that contain an embedded computer. Computer games that use a video display as the primary feedback device can be described by the term â€Å"video games†. Since most of the games discussed in this paper rely on computer monitor or a television screen for the visual playback, â€Å"computer games† and â€Å"video games† will often be used alternately. Below there will also follow a contextual definition while clarifications will be provided when necessary. 1.5 Chapter outline Following from this chapter; chapter two gives a crucial review of the literature available on the chosen subject matter and identifies an apposite theoretical framework for this study. It looks at the issues raised by academics and provides a basis for what has been observed. Chapter three discusses the quantitative methods used in this dissertation to collect the research required. The set up of a questionnaire is depicted as well as the appropriate methods that need to be factored in. Chapter four presents the findings of the primary research undertaken for this dissertation and the findings will be analyzed using content analysis in order to put some figure to the numeric nature of quantitative research. It will present the participant’s answers to the questions asked for the research of this project, and reiterate statements made in the data collection process (questionnaires). Finally in chapter five the research findings and analysis and attempts to draw conclusions from this are considered. To resolve the matters discussed and argued in this paper, the conclusion will help to draw an end to this dissertation. Chapter 2 Review of Literature 2.1 Introduction This chapter deals with the academic literature and pre-existing studies on the subject of product placement in computer games and its impact on the consumer. This chapter’s aims and objectives are to afford better clarification of the topic and the variables that affect consumers. Existing studies will be explored further and perhaps bring new understanding to the subject. This is achieved through the way in which this chapter is structured; by looking at the definitions presented by academics of product placement; subliminal advertising; brand recognition and recall; brand equity and trust; considering various studies and selecting the most appropriate ones for this dissertation to prove the research questions. 2.2 Product Placement From the time when movies provided brands in the 1940s and 1950s, they have been served as background scenery as well as props and character developers. Advertising supports media economically, yet for product placements but when the practice began with branded products it was donated, bartered or bought (Nelson et al., 2004). Today, companies generally are paid by film-makers to appear in the movies (Chunovic, 2002) and that change was then being followed in the game industry, too. Brand properties or placements differ from conventional broadcast advertising in leastwise three ways: At first, placements do not suspend the media experience of the consumer like it is done by paid media advertising which operates between media content (Nelson et al., 2004). Secondly, placements are according to Wasko et al. (1993) not always paid by the brand. Thirdly, Nelson et al. (2004) claim that it would be important that placements are not be perceived by consumers as commercial messages. In a public policy debate the extent of the consumer awareness and knowledge about product placements is considered an important measure. Product placements are presented as subversive, subconscious techniques, even though others assert that most consumers are aware of the practice (Nelson et al. 2004). The continuous advances in technology have made it incrementally easier for consumers to circumvent traditional advertising messages. Whether bypassing advertising by switching to another channel via the remote control or VCR and DVR make it necessary for advertisers to find other ways to catch the attention of the consumers to make them buying the company’s products. One such strategy that marketers have begun to make use of is product placement in entertainment media (Lee, Faber, 2007). 2.3 Definition of games and information about the people playing them While taking all the time about games; what is a game in the sense used in this paper? Jesper Juul (2003), a video game theorist, investigated seven well-known definitions of games which have been provided by different academics. Based on a screened listing of features which describes issues that are necessary for something to be a game, he then identifies it as â€Å"a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are optional and negotiable† (Juul, 2006). To be able to understand the distinctive features of the computer games particularly as a medium, this description will become helpful later. To understand the entire matter around games, there should be explained the type of people who play games. According to a study conducted by the Interactive Software Federation Europe (2008) the average gamer in Europe today is 33 years old. It is also claimed that in a typical week 45% of the PC owners play games more than 1-5 hours while 29% play more than 5 hours. In case of console owners it is more or less the same so this does not need to be considered separately as in this paper this component is not taken in account. The main reason of playing is for most of them to play just for fun (80%) followed by relaxing and de-stressing (55%) and playing when they are bored (41%) (Interactive Software Federation Europe, 2008). Gamers are people who immerse themselves in an alternate reality which allows brands having the permission to act in a way that helps players to do this. Shortly this means, as brands appear in or around a game, it makes sense to use them to enhance the virtual reality (Mediaedge, 2005). Nevertheless it would be pointless to place billboards of real world advertising like Coka Cola in games with a fantasy setting like for example the well known World of Warcraft. That kind of product placement would not turn up realistic and it would disturb the player’s experience. World of Warcraft is an ongoing multiplayer world that was subscribed by about 8 million at the beginning of 2007 which (Blizzard Entertainment, Inc., 2007) has increased to 10 million in 2008 (Blizzard Entertainment, Inc., 2008). The expert Samuel Turcotte (Lehu, 2007) claims that ‘product placement isn’t about sales; it’s about brand awareness’. Aiming on increasing sales and making the customer aware of one’s product, marketers should not try to disturb the player’s word but enhance it. Examples like World of Warcraft show that those players or subscribers are out of advertiser’s reach. Today in generally things have changed as product placements are part of many games. Depending on the setting and the kind of placement, many products found their way into the games. Whether BMW in car racing games like for example Need for Speed or ordinary products like Axe deodorants and Airwaves chewing gums in Splinter Cell Chaos Theory, most products that appear in the games are products that surround gamers and non-gamers daily. According to a study conducted by Nielsen BASES and Nielsen Games on behalf of in-game advertising network IGA Worldwide, 82% of gamers react positively to contextual In-Game Ads (Androvich, 2008). Results of this study showed that of consumers with the strongest opinion about in-game ads, both positive and negative, over 70% felt the ads made them feel better about the brand. They felt more favourable toward the brand and it made them more interested in the brand. Ultimately they believed that the ads are for innovative/cutting edge brands. More than 60% of these most opinionated customers feel ads do not interrupt their attention while experiencing the game. Also, the ads catch their attention and make games more realistic as well as the brands shown in the games are promoting relevant products. According to Lockergnome (2007), most of today’s computer games give the impression being made for men. An industry report published by IBISWorld (2008) reveals that women and older adults are the new driving force behind the success of the video games industry. According to IBISWorld (2008) it is also claimed that today, more and more women begin to play action games. Today in general the consumer research on product placements has focused on attitudes towards the practice and the effectiveness (Nelson et al., 2004). 2.4 Gamers’ attitude towards product placement in computer games Advertising placements that mimic real-world ads – such as billboards in sports or racing games – are generally accepted by gamers because they have perceived to add to the realism of the game (Thompson, 2006) which is also in accordance with Nelson (2002). He claims the research on consumer attitudes to in-game product placement shows that participants were in the main positive about practice and did not perceive any disruption in the experience of the game used in the study. As already mentioned above, brands should be used as enhancer of the virtual reality (Mediaedge, 2005), some participants of the study just mentioned reported that product placement enhance the realism of the game as well as it would add value to the gaming experience (Nelson, 2002). The argument that consumers are more positively disposed towards brand placements relative to more conventional forms of advertising is also supported by research investigating consumer’s attitudes to product placement in other media (Nebenzahl and Secunda, 2003). They also found that product placement was related favourably by 70% of people going to the cinema, extensively higher than ratings for pre-movie advertisements. As attitudinal surveys and focus groups showed, questioned consumers generally find product placements to be acceptable. They even said that it would enhance the value of the media as well as the entertainment value (Nelson et al., 2004). On the other hand, some of the polled consumers, in most cases women from countries like the U.S., Austria, France and Singapore are not that positive about the acceptability of ethically-charged products. They claim that such things like guns, cigarettes or alcohol in media would be targeted at children (Nelson et al., 2004). According to information from PRNewswire (2008) women do also play computer games with that kind of content like action games or shooter. So it depends on the attitude of the individual and the kind of placement used in the media. In most cases when guns are placed in a computer game, it target adults (PRNewswire, 2008). In Germany for example, it is controlled by law what kind of games need to be censored or not. All this is the executed by an institution called USK. If a computer game is not checked by the USK, it is not coming out. And if it contains explicit violence and language, it may only be sold to adults which is from 18 years on. 2.5 Brand Equity and Social Trust Many customers buy needed goods by habit, are drawn to purchase by promotions, or simply do not pay much attention to which brand they buy (Walshe and Fearn, 2008). Therefore it is important for marketers to draw customers’ attention, convince them to prefer their product blindly and make them to trust in the product. Brand equity is depicted to be known by Yoo and Donthu (2002) to create customers’ blind preference for a brand over its competing brands. Brand equity also increases the company’s value by affecting the decision making in terms of merger and acquisition, stock market responses and the extendibility of a brand name. Brand equity measures most of which have long been used by marketers but which are only now being brought together as single intangible asset which in accounting terms, is brought forward at the start of the period and carried forward to the next (Ambler, 1997). As long as the marketers don’t do anything dreadful, traditional brand leaders will stay brand leaders. This can also be seen in the fact that the brand leaders in the 1920s were mostly the leaders 60 years later (Wurster, 1987). Brands with lower rankings normally hold their places. Ambler (1997) claims that the awareness is cognitive, as is our knowledge of a brand’s functional performance characteristics and price. Attitudes towards the brand are primarily affective. Most essentially, making use of regularly purchased brands is likely to be merely reinforced by advertising. Believing in a product blindly requires people’s trust in the company. To comprehend the importance of trust a definition of trust will now follow. ‘Trust is one of the most important synthetic forces within society’ (Simmel, 1950). Trust is needed to gain customers’ blind preference for a brand. Customers that trust in company’s products as well as in its established brands will buy these products in the future. Referring to this, for marketers it is an essential factor, that trust is built. This signifies that trust is controlled mentally. Ambler (1997) claims that as long marketers are engaged with what changes customer’s behaviour, mental stages of the customer cannot be ignored. While the customer perceives that a product represents a high profit, it is probable that the product will be bought in the future. Convincing a customer to consider another the own product to be better is very hard for a company to. If a product is favoured by the customer, then good arguments are needed by the marketer change the preferred product. By looking at features like customization in computer games like in many car-racing games it can be seen, that product placement can be implanted differently. Even the design or the car’s power can be adjusted. Very famous for that is for example the car racing game series Need for Speed. By implementing such features the player identifies himself with the brand, which in real life can results in an increased brand loyalty of the respective player. The virtually perceived quality then may have an impact on the gamer. A possible indicator of future performance might be the perceived quality which has been identified as a key; possibly it is the key (Gale, 1994). However, as we do not know the correlation it is hard to forecast which seems probable between perceived quality and trust. In a computer game, the perceived quality in a racing game may lead the player to believe the car he is driving with is unbeatable, but it is questionable whether it can be trusted in that car to be equal in reality. These examples show that the options of marketers in the game segment are enormous. Brands simplify the process of making decisions by acting as ‘summarized knowledge’. A brand reduces the need of the customer to undertake the time-consuming activity of ‘researching’ products (Morrison and Firmstone 2000). 2.6 Subliminal Messages in Media As already mentioned above, subliminal messages also appeared in media or still do. Embedding material in print, audio or video messages so faintly that they are not consciously perceived is called subliminal advertising (Rogers and Smith, 1993). Besides the attention, the capacity and the perception of in game advertising, there exists another theory. A lot of scientists say that subliminal messages do leave a mark on the brain. By using brain scanners, they found â€Å"we often record images we are not even aware of having seen† (Jha, 2007). Researchers from the University College of London proved on a psychological level that invisible subliminal images catch the brain’s attention on a subconscious level. Using a method called fMRI, this study investigated if it is possible images which the customer is not aware of – but ones that reach the retina – have any impact on activity of the brain in the primary visual cortex, part of the occipital lobe (Smith, Lewis, 2007). The brain of the subjects did act in response to the object even when they did not know about having seen it (Smith, Lewis, 2007). At a basic level, people perceive messages differently when they are presented in the form of an advertisement than when they are written in the form of other types of communications as the same literal content can result in different consumer perceptions (Rotfeld, 2008). The research of the University College of London tackles the theory of William James, a pioneering American psychologist and philosopher (1842-1910), who once said: â€Å"We are conscious of what we attend to, and not conscious of what we do not attend to† (Subliminal Advertising Leaves Its Mark On The Brain, 2007). Within several tests scientists found out that there are situations where consciousness and attention don’t accompany each other. Nevertheless, the research also indicated that when the brain doesn’t have enough capacity to attend to an im age, even subconsciously perceived images simply do not get realized (Subliminal Advertising Leaves Its Mark On The Brain, 2007). According to Rogers and Smith (1993) many people in the public have heard of the term ‘subliminal advertising’ and know about its importance. They also claim that as the public understands the basics of the concept they believe it not only to be used by advertisers but also to be successful in influencing brand choice and purchase behaviour. Zanot (1984) examined 38 studies of American attitudes to advertising from the 1930s to the 1970s. He found that these became increasingly negative over time, perhaps reflecting increases in the volume of advertising, the growth of consumerism and rising concerns about the social responsibility of business. According to studies conducted by Zanot, Pincus and Lamp (1983) after a survey of 209 adults in Washington, DC it was reported that 81% had heard of subliminal advertising and that respondents believe that subliminal advertising is widely and frequently used and that it is successfully in selling products. According to Rogers and Smith (1993), these results were confirmed in separate surveys conducted later. They also conducted an own study to prove whether the results are still valid or not, and it was proved again. Heyder et al. (1992) compared attitudes across several East and Western Europe countries. They also found more positive attitudes in Britain than in France or West Germany, although Czecheslovakia emerged as the country best disposed to advertising. Attitudes were however less favourable in Poland, Hungary and East Germany. 2.7 Effectiveness of Product Placement Brand Recognition and Recall Even though advertising through digital games appears widely in popular print media and industry magazines there are only a few empirical studies attempt to explain the effects of the ads that target game players. Today the increasing brand awareness is amid the most ordinary goals advertisers have when product placement in games is used. Often it is assumed that the amount of people playing a game is equal to the number of people that actually pays attention to brand names turning up in the game. As a game player is busy playing the game then this is what occupies primary attention. It is important for advertisers to find out whether their brand name is being noticed at all since brand names displayed in a game are not the focal object of attention (Lee and Faber, 2007). According to Lee and Faber (2007), â€Å"most cognitive psychologists believe that attention is the progress of allocating cognitive capacity to an object or task†. Furthermore, researchers frequently focus their attention on two issues: on the one hand on the selective aspect on the other on the intensive aspect. Lee and Faber (2007) also claim that the intensity of attention relates to the amount of cognitive capacity. This intensity of attention is allocated to a particular task as well as the selectivity which refers to selective allocation of cognitive capacity to a certain task in preference to others. Beside the attention, there is also the capacity that should be thought of. As the player is attentive it might be that the brain does not have enough capacity to handle all the absorbed information. To explain both, the selective and intensive aspects of attention, the limited-capacity model of attention was generated (Kahneman 1973). This model makes use of the assumption that ones entire attentional capacity is limited at any moment (Kahneman, 1973). Even with a strong attention, it might be difficult as there is no capacity to handle the mass of information. Kahneman (1973) claims that the entire capacity that is allocated to execute all actions can be split into two parts: on the one hand there is capacity devoted to the primary task and on the other hand there can be regarded spare capacity (Kahneman 1973; Lynch and Srull 1982). According to scientists, spare capacity attends to secondary tasks and other surroundings. They also say that the capacity that is used to perform the primary task cannot be used for the secondary task as the more capacity is used for the primary task, the less is available for the person – in the context of this paper the gamer – to accomplish any secondary task. Both, primary task capacity and spare capacity are central to understand the how in-game ads are working in terms of product placement on brand memory. According to Lee and Faber (2007), playing the game is the primary task that players perform. Processing advertisements embedded in the game is then the secondary task. As more attentional capacity is needed to apply oneself to playing the game, the less will be accessible for handling brand information. Similar to industry measures, academics have relied seriously on memory-based measures. Examples for those can be aided and unaided recall, recognition, and sometimes on acceptance, reported usage behavior and perceived ethical factors related to product placement (Gupta and Gould, 1997; Karrh, Firth, and Callison, 2001; Morton and Friedman, 2002; Russel. 2002; Sargent, 2001). Andrà © Sonder, New Business Director of IGA Wordwide, subsidiary of Microsoft responsible for co-oper sations in matters of advertising, provides reasons for computer games as advertising medium. On one hand, he claims, that investigations showed that in particular men between the age of 18 and 34 have a six to seven times higher cognition while gaming than while watching primetime TV-Shows. In-game ads are for that reason very effective as the player is very concentrated and ads can be better recognized than in television. (Aichinger, 2006) Displaying brand identifiers in the games may be comparable to product placements in TV shows or in films in various ways. However in other ways, playing games is in some way different compared with watching a movie or TV program, and the force and consequences of product placements may, as a result of that differ. The major difference may be in the scope of involvement and its effects on the resources concerning attention. While gamer interact with the game actively by managing and influencing what happens in the game a ‘TV watcher’ passively just ‘watches’ television or movies (Nicovich 2005). Compared with movie or TV product placements, noticing a brand and remembering it may be more difficult in the game context to a considerable degree. This might be due to its immersive nature (Chancy, Lin, and Chancy 2004; Nicovich 2005). To create a to some extent on-of-a-kind situation for in-games this distinction may also interact with other variables. According to a study to investigate the effects of product placement in games on brand recall which was analyzed by Nelson (2002), it was found that 95% of the participants were able to recall the brand of the car they drove during the game spontaneously. Nevertheless, on the other side, recall declined to 0% after a five-month post-play period. 2.8 Effectiveness of in-game ads studies There are a few studies around product placement concerning computer games. The British company Bunnyfoot offers the op

Tuesday, November 12, 2019

Shakespeares As You Like It - The Many Flavors of Love Essay -- Shake

As You Like It:  Ã‚   The Many Flavors of Love  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   As You Like It is remarkable among Shakespeare's plays for ending with four marriages, something of a record even among comedies. Love is a central theme of the play, although in some of its variations it cannot quite be said to be romantic! The love relationships may, at first glance, appear to be stock types: Rosalind and Orlando representing romantic hero-heroine love, Silvius and Phebe combining love in the lower classes with unrequited love, Audrey and Touchstone a darker attempt to seduce, and Celia and Oliver simple tying up of loose ends. However, Shakespeare makes the theme interesting not just through the sheer variety of relationships that he explores, but also through the unusual elements he brings to each.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   The Rosalind-Orlando relationship could be stock hero-heroine love, but for the interest Shakespeare adds by way of Rosalind's luminous character and the humor of Orlando encountering and being attracted to Rosalind in her guise as a "saucy lackey", Ganymede. The way in which they meet and fall in love is traditional -- Rosalind is won over by Orlando's manly labors and good looks at his wrestling match with Charles, and performs her feminine office of mercy by trying to dissuade him from what appears to be such a disastrous venture. It is true love at first sight, another traditional feature of such a romance. However, a new dimension is added by Rosalind's disguise as Ganymede and her suggestion that Orlando pretend to court her. Orlando's attraction to her in her boyish guise is unexpected and sends the audience into fits of laughter. His gradual progression from a brusque retort to Ganymede's cheeky question, "I pray you, what is't o'c loc... ...liver. The audience will also be greatly amused at the fact that although Celia has been teasing Rosalind ever since she fell in love with Orlando, she herself is not proof to sudden and irrational love. All in all, their marriage is necessary for the comic resolution of the play.   Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚  Ã‚   The many love relationships in As You Like It are delightful in their romanticism and the humor that Shakespeare has dashed into each of them, enhancing the happy nature of the play. Various situations of love are explored -- true love at first sight, unrequited love, even a hint of homosexuality in Orlando's attraction to Ganymede and Phebe's falling for Ganymede, who is really a woman. Their contrasting variety causes them to complement one another in the play's theme of love and the foolish things it makes people do, making As You Like It both entertaining and romantic.

Sunday, November 10, 2019

The Ambition in Nursing: Individual Growth and Development towards Providing Quality

The nursing health care system is as an integral part of the society as any other sectors promoting human development. The nursing profession has attended to the health care needs of the people for many years already. It is a profession which has endured many challenges, and progressed into an institutionalized sector in the health care system dedicated to commit and serve the society’s need. It is a profession embedded in the principles of dedication, care, and professionalism. However, as challenges persist in the nursing work force around the world, this has posed a serious challenge in the role of the nursing profession.Fagerberg (2002) stated in his study that the metaphor of nursing care is entailed in a woven fabric. The goal of nursing professionals is to create a role which is for the people’s health, rather than the entire health system. Nursing care entails the ambition of nursing to promote a need for consistent and clear statement of concern for patients. O ne of the pressing problems in the health care sector is the volatile supply and increasing demands for professional nurses as mentioned by Grene and Puetzer (2002).Different strategies have aimed to entice new nurses in the profession, and retain and support them in the delivery of high patient-care. As Grene and Puetzer (2002) mentioned, their lies a difficulty in the health care system to promote nursing as a future profession. The current nursing crisis has also developed a dilemma by which led some nurses towards another career because of disillusionment, and because they do not feel valued for their hard work. The crisis in the nursing profession must work on developing a new paradigm wherein opportunities and presented, and need of the nurses are met. Ambition in NursingCurtin (2001) describes ambition and integrity with significant influence of with and wisdom. For nursing professionals wanting to develop in the field, ambition governs their passion and desire to succeed and achieve. The motivation to attain an ambition can constitute various reasons depending on the subjective views of a nurse. However, in this paper, we briefly describe how the idea of succeeding one’s ambition must be attuned with attaining a character with integrity. Nurses who are essentially in the profession to succeed must realize the essence of the process, rather than the ultimate gain at the end.Having ambition in nursing must not be disillusioned with the current and persisting challenges of the profession. Some nurses have become discouraged over the fact that in real-life context, their idea of nursing while they were still studying becomes suddenly buried when they realize the problems they dealing. Some simply has become disillusioned and starts to find a new career path, others simply gets dismayed and lose the encouragement of growing as part of the health care system. Ambition is for personal gain.Nurses are faced with the difficulty to maintain as promoters o f moral leadership because of problem inherent in the system within they work. Hamric (1991) argues that repeated exposure of nurses in the insensitive and sometimes even immoral behaviors may influence a nurse’s personal conscience. Psychological pressures can greatly influence a nurse’s motivation to pursue his or her own ambition. Nash (1990) adds that existing problems in the health care system can also subvert good intentions and goals of an individual.Rognstad, Aasland, and Granum (2004) concluded in their recent study about the future career option of nursing students that 80% of their respondents regard getting their bachelors degree as a basis for building on a further education. Motives of the respondents were also measured through the variables human contact, helping others, and job security was significantly considered. Among the respondents who emphasized this ambition in graduating with a degree is shown to be less interested in giving care and help to ot hers. In the study, the authors were able to analyze and confirm this attitude through in-depth interviews.In another study, authors Ingersoll et al. (2002) determined the characteristics of New York nursing work force to assess their level of job satisfaction and commitment in their setting. Brought by the demands of the challenges surrounding the nursing profession, investigations have suggested the high dissatisfaction of nurses in the health care environment and their likelihood of leaving their profession. In the study, respondents of the study indicate that personal, organizational characteristics and commitment have contributed to their intent of pursuing their nursing ambition in a span of 1 to five years more.Also shown in this study is the intent of satisfied and committed nurses to leave within the next five years. Findings of this investigation suggest the organizational environment, educational preparation, and personal characteristics of currently employed registered n urses affect their current job satisfaction, organizational commitment, and plans for continuing as a nurse Ingersoll et al. (2002). The impeding challenges in the nursing health care system is bringing more nurses into a dilemma to stay committed and dedicated in pursuing their individual career ambitions.As nursing shortage and retention has lead to several nurses option to leave the profession, the system must encourage the new blood of younger generation nurses to pursue their options in the field. Several factors contributing to their commitment and dedication in the field is due to the inability of the system to promote individual development. Lack of opportunity and options or nurses also makes them vulnerable and makes them rethink of their options. Nursing must address the need of the system to uphold individual development and growth, along with providing quality health care and meeting the increasing demand.Changes have progressively developed strategies, and hopefully so on it will motivate nurses to pursue their ambition in the field. References: Curtin L. (2001). Preserving your integrity while building your career. Nursing Administration Quarterly, 25 (2), pp. 1-4. Fagerberg, A. M. (2002). The woven fabric – a metaphor of nursing care: the major subject in nursing education. Scandinavian Journal of Caring Sciences, 16 (2), pp. 115-21. Grene, Maureen T. ; Puetzer, Mary (2002). The Value of Mentoring: A Strategic Approach to Retention and Recruitment. Journal of Nursing Care Quality, 17 (1), p67-75. Hamric, Ann (1999).The Nurse as Moral Agent in Modern Health Care. Nursing Outlook, 47 (3), p. 106. Ingersoll G. L. , Olsan T, Drew-Cates, J. , DeVinney, B. C. , and Davies, J. (2002). Nurses' job satisfaction, organizational commitment, and career intent. The Journal of Nursing Administration, 32 (5), pp. 250-63. Nash, Lauren (1990). Good Intentions Aside: A Manager’s Guide to Resolving Ethical Problems. Cambridge, MA: Harvard University Press. Rognstad, M. K. , Aasland, O. , and Granum, V. (2004). How do nursing students regard their future career? Career preferences in the post-modern society. Nurse Education Today 24 (7), pp. 493-500.

Friday, November 8, 2019

Whatapos;s Normal, Anyway Example

Whatapos;s Normal, Anyway Example Whats Normal, Anyway – Article Example What’s Normal, Anyway? The of the What’s Normal, Anyway? Mental health is extremely important for every human in the world. In this respect, there is an obvious question, namely: what is mental health? Our strong belief is that psychological health of any person is defined by his or her normal psychic reactions to different life conditions and situations, which may be even of harmful nature. In other words, mentally healthy people are constituted by psychical equilibrium that leads to the state of well-being with its capabilities of self-manifestation, self-realization and self-development. So, among the basis attributes of a mentally healthy person are a sound response, healthy behavior and desire of personal improvement, both physical and mental one. To our mind, there is the only one weak point of such a viewpoint, that is, the notion of norm as well as the concept of sound behavior is somewhat abstract or subjective, since they are determined by social norms, which can vary not only in different cases but also in minds of numerous people. Consequently, abnormality can be determined in a subjective way as well. In fact, ones there has happened a casus perceived by everybody around as odd or abnormal behavior in public. The thing is that a guy had hit a Coca-Cola dispenser with such strength that it has rocked forward and backward and has almost fallen down. Obviously, such a conduct has been seen as a manifestation of groundless aggression with further making a diagnosis of a mood disorder with its peaks and valleys. Anyway, that action has been a display of social nonconformity, for it doesn’t fit or meet social expectations of people. Only situational context gives the answer for such an act: that very Coca-Cola dispenser has taken money and hasn’t given the drink the fifth time in a week. So, there has been a particular reason, at least in the mind of that young man. Taking into consideration all the types of therapies, there i s a cognitive therapy, which most appeal to our perception, as it addresses psychological issues in a positive key of thinking, while a medical therapy is seen as least appealing, for it uses medical methods of treatment instead of putting emphasis on psychotherapy (Wadsworth, 2013). Â   To sum it up, mental health is an essential part of human wellness. It is determined by social standards and norms, so its concept can be seen in a somewhat subjective way. Anyway, analysis of behavior and appropriate treatment add to understanding of an issue and its improvement, whether it is needed. ReferencesWadsworth.(2013). Psychological Disorders. Therapies. Text modules 60 – 69.

Wednesday, November 6, 2019

The eNotes Blog Wonderful Wanderlust Books that Make You Want to goPlaces

Wonderful Wanderlust Books that Make You Want to goPlaces Travel is one of the most wonderful experiences granted to us what other creature can say (relatively on a whim) that they want a change of scenery and to experience something new? With the potential exception of migratory birds, not many. So what influences us to want to see the sights? Often, its hearing about grand adventures or seeing pictures of some far-off land. But there is another medium that gives us an itch to get going:  literature, books, stories, etc. Reading the story of a life somewhere far, far away makes  us  yearn to see the places the author describes. That being said, it is important to note that not everything  happening in all countries is  peachy. Many books (set in the U.S. and around the world) focus on the strife and turmoil happening within those borders, and its relatively impossible and perhaps irresponsible to make a booklist that ignores drama and conflict. So please, enjoy the following list, make some travel plans, learn some stuff, and stay safe out there! Inferno  by Dan Brown Inferno is the fourth installment in  Browns series following the fast-paced, crazy life of Harvard professor Robert Langdon. Really, all of the Langdon books (actually all of Browns books),  take place in international  locations, and Browns knowledge and use of  language does a beautiful job detailing these countries. This story in particular takes place in Florence, Italy. Langdon wakes up  in a hospital room with no recollection of how he got there. In almost no time at all, he and the young doctor, Sienna Brooks, are fleeing through the streets of Florence  and  running from an unknown enemy.  Inferno takes its reader on a detailed tour of Florences beauty and historical influences all the while teaching a thing or two about one of Florences most famous people, Dante Alighieri. Wolf Dreams  by Yasmina Khadra This story  gives you a picture of the modern chaos happening at the moment (good for your political knowledge), and it lends itself to the beauty of alternative culture and the landscape within the country.  The book follows the life of Nafa Walid, the so-called heart throb of the Casbah, as he evolves, with terrifying seamlessness, from desiring a life of cinematic fame and fortune to being a member of the Islamic Fundamentalist Movement, committing murder with relative abandon. Wolf Dreams isnt exactly a travel guide, but it  is rich in imagery and cultural awareness. Shantaram  by Gregory David Roberts Shantaram  is just one picture  of India, but it is a pretty  fascinating  one. Based on the life of the author,  Shantaram details the life of a heroin addict/armed robber who escapes from the clutches of an Australian prison and flees to Bombay  before settling in a slum. While in Bombay, our man manages to open a free health clinic, get involved with the mafia, and meet the love of his life. Not bad for a convict on the run. While its not the most glamorous story, you do get a rugged picture of a very real area of India, and depending on what kind of traveler you are, that may be exactly what youre looking for. One Hundred Years of Solitude  by Gabrà ­el Garcà ­a Marquez This is a truly complicated story from start to finish but absolutely worth the effort you put into reading it. The book is set in South America, but with a great deal of influence via magical realism. We follow the multi-generational story of the Buendà ­a family, starting with the foundation of the mythical city Macondo by the familys patriarch, Josà © Arcadio Buendà ­a. Josà © is said to have originally dreamed of a city surrounded by water and filled with mirrors (hello, magical realism, good to see you), and eventually establishes such a place between riverbanks. Throughout the novel, the emerging generations of Buendà ­as suffer various tragedies but refuse to leave the land of their ancestors. Full of magical elements and beautiful descriptions of South America (particularly Colombia and its surrounding areas),  One Hundred Years of Solitude has been translated into 37 languages and has sold over 30 million copies worldwide- for good reason. The Valley of Amazement  by Amy Tan Life as a  courtesan in 20th century China was certainly a difficult one. Following the life of Violet Minturn,  The Valley of Amazement tells the story of a young girl forced to separate from her mother and become a virgin courtesan in the city.  The story  spans over fifty years, and we see Violets evolution from scared, young girl to savvy and sharp businesswoman- but to anyone with knowledge of her past,  her success is a mask for some major  inner turmoil. Through it all, in spite of the emotional rollercoaster youre invited to ride, readers are also treated to an accurate rendering of life and culture in 20th century China, and thats a beautiful thing. The Alchemist  by Paulo Coelho As one of the most read books in recent times, you can expect  The Alchemist to be an incredible book- and it really is. In essence, this is a story about following your dreams. We follow the life of a young shepherd boy as he travels from Spain to Egypt (and we mean travels the old-fashioned way- not just hopping on the nearest plane and landing in Cairo) in search of fulfilling his dream of discovering hidden treasure. Throughout his journey, our shepherd boy learns the true meaning of love, friendship, and happiness in the midst of, lets say difficult, scenarios. If youve heard the quote, if you can concentrate on the present, youll always be happy, then you should know that it comes from this book. Seven Ages of Paris  by Alistair Horne If youre interested in France, particularly Paris, Seven Ages of Paris could be exactly what youre looking for to enhance your historical knowledge and give  you the  satisfaction of reading a great story. The book itself jumps around quite a bit, as it spans (through a series of flashbacks) the course of French history from the Middle Ages to the 20th century. Horne has clearly done an incredible amount of research on his subject matter and provides readers an incredible image of what France was like during each time period.  As Hywell Williams said in his  Guardian  review, he is, in the best sense of the word, an amateur of Paris past and present- informed, reliable, enthusiastic. He knows where the Parisian bodies are buried, and he also knows the cost of the lives of both the obscure and the grand people that went into the making of a city, (Williams)   No arguments there, Williams. Its a love story  with  violence, lots of  drama, and some history- something for everybody. The Sisterhood of the Traveling Pants  by Ann Brashares To end this list on a positive, happy note, take a look at the  Sisterhood of the Traveling Pants series- all in all, there are five of them. The series is based on the lives of four girls who have been friends quite literally since birth. As they separate for the first (and eventually second, third, fourth, etc. times), the girls find  a pair of pants that fit all of them, in spite of their very different sizes. So why is this series included on a list about wanderlust? Well, thats because each book makes you want to change your life through travel, and because thats what they do every summer. (It will make you jealous.) For example, in the first book, Lena travels to Greece,  Bridget goes to California  and  Mexico, and  Carmen goes off to South Carolina. And thats just the first book! It isnt just that these characters go to amazing places, but also that Brashares is such a talented writer that she makes her readers feel as if they are also embarking on these adventures.  If you want wanderlust without the political influences, this is the series for you. Happy reading (and wanderlusting)!

Sunday, November 3, 2019

Liquid Sunshine-Beneficial Fad or Human Carcinogen Research Paper

Liquid Sunshine-Beneficial Fad or Human Carcinogen - Research Paper Example Investigations soon found the ill effects of long-term exposure to radium. The use of radium as therapeutic agent was discontinued, but the victims of this metal died painful deaths. In 1900s, radium became a treatment option for many illnesses of the day. However, its popularity as a promoter of health soon declined. This paper aims at recounting the rise and fall of radium as a therapeutic agent. Radium (atomic number 88) is a radioactive alkaline earth metal, belonging to the same group as calcium and barium (Radium, 2009). Its radioactive nature makes radium a luminescent metal that glows in the dark. Radium is a decay product of radioactive uranium 238. Nobel laureates Pierre and Marie Curie discovered this metal in 1898. Marie Curie received her second Nobel Price for Chemistry in 1911 for her work on radium and polonium (Pasachoff, 1996). Pierre Curie was the first scientist to advocate the medical uses of radium. Pierre exposed his arm to radium for many hours, which caused a burn that took many months to heal. He concluded that diseased cells may be destroyed by exposure to radioactivity and that radium could be a potential cure for cancer and skin diseases (Clark, 1997; Pasachoff, 1996). The results of Curies trailblazing research on effects of radium catapulted this element to instant fame. Radiation therapy with radium became a standard treatment for cancer, benign tumors, warts, and even facial hair (Clark, 1997). By early 1900s, radium laced water was advertised as a therapeutic agent for a host of other problems (Clark, 1997). This radium water was called liquid sunshine as it was considered a magic elixir for better health and longer life (Rosch, 2004). As radium was expensive, radon, a product of radium decay, was used often to manufacture radium water (Clark, 1997). Radium water was prescribed as germicida l, antibacterial, and antifungal to treat diseases such as diphtheria, malaria, typhoid, and liver diseases (Clark, 1997). Many

Friday, November 1, 2019

Human Resource 2 Coursework Example | Topics and Well Written Essays - 1500 words

Human Resource 2 - Coursework Example Therefore, an organizational structure is aimed at coordinating, regulating, and reducing uncertainty in the employee’s behavior (Ratna 5-9). Nevertheless, the organization structure can be classified in to two; the first is the centralized organization structure whereby authority reigns in the top management and orders given have to be obeyed. This structure mainly applies in the military. The second one is the decentralized organization structure, which gives room for decisions to be made at lower hierarchy levels like in the case of a fast food franchise whereby each restaurant in the chain makes its own decisions, thus responsible for its actions. Fast food companies can be analyzed as Quick Service Restaurant where food is prepared and served very quickly. According to the independent news, Britain’s appetite for fast food was increasing, hence, there is need to introduce more fast food restaurants. The Eagles’ Fast Food Company seeks to operate in the Unite d Kingdom in some years in the future. Due to high competition in fast food business in the United Kingdom, the company should be in a position to achieve a competitive advantage. Therefore, the decentralized organizational structure is the most suitable one mainly because a fast food company yields too many restaurants in different parts of a country for efficiency sakes. Hence, each restaurant must have a subunit manager, such that the authority granted to these managers acts as a way of training them for incase of senior positions in the future. The other advantage is that employees feel empowered, hence yielding satisfaction in their work and eventually, they are motivated to even work harder. In addition, the senior management can have time to focus on the pressing and demanding issues at hand, since the unit mangers are taking care of subunits’ issues. Unlike the centralized organizational structure, which may hinder operational efficiency, the decentralized authority i nvolves employees in decision making thus enhances efficiency in the company. 5.2 Task 2 Identify an organization in the Public Sector. Through your own research, present an analysis of the organization’s approach to employee relations. An employee relation consists of the task involved in maintaining employer-employee relationship, which yields satisfaction, motivation, and morale. Hence, employee relations aims at preventing and solving issues that arise at the place of work involving employees, and could affect their jobs. British council is a public sector organization that enhances awareness of the United Kingdom’s democratic values and processes via working together with other countries to enhance good governance and human rights. However, according to the British council policy, the organization insists that employment relationships must be governed by equality and opportunity. Their policy encourages communication between the employees and management, and furth er states that it is only through communication that the management is aware of the employee’s needs, expectations, and grievances. Hence, the policy acknowledges that spirit in which the managers and employees interact with each other determines the relations of both parties in the place of work. In addition, the company encourages the training of