Saturday, January 25, 2020
A Modest Proposal :: Literary Analysis, Jonathan Swift
People have been trying to come up with solutions to threatening epidemics from many years. There was a famine in Ireland that killed many people. The poor people of Ireland could not support their families, which made them go to extreme measures. In order to survive, women and children were forced to beg for food to prevent them from starving to death. Jonathan Swift proposes a solution to this epidemic in A Modest Proposal. Swift states that the poor Irish should sell their children as if they were cattle, or better yet, eat the children themselves. Swift uses a mocking tone in order to effectively convey that he does not actually support cannibalism, but rather uses it as metaphor to describe the harsh times of Ireland. Swiftââ¬â¢s occupation makes A Modest Proposal very ironic. ââ¬Å"He was educated at Trinity College, was ordained a minister, and was appointed dean of Saint Patrickââ¬â¢s cathedral in Dublin in 1713â⬠(914). Swift was very critical of how the government was handling issues at this time. ââ¬Å"He addressed the political problems of his day by publishing pamphlets on contemporary social issuesâ⬠(914). Since the reader knows that Swift was a minister, it helps set the stage for a sarcastic tone. A minister would never condone the selling of poor, innocent children. Jonathan Swift uses verbal irony to emphasize his sarcasm. He does so by mentioning the Catholic Church while saying, ââ¬Å"infantsââ¬â¢ flesh will be in season throughout the year, but more plentiful in March, and a little before and afterâ⬠(916). The people of Ireland would practice ââ¬Å"lentâ⬠(916) in order to be considered holy by the Roman Catholic Church, all while killing babies. Catholics are extremely against abortion and birth control of any kind. Mentioning the Roman Catholic Church in the same paragraph as killing babies is a perfect example of irony. Swift uses satire to give the reader his strange insight. He goes into great detail about how to cure such an overwhelming epidemic. He stylistically uses a very harsh, sarcastic tone when describing what he would do with the poor children of Ireland. ââ¬Å"A child will make two dishes at an entertainment for friends, and when the family dines alone, the fore and hind quarter will make a reasonable dish, and seasoned with a little pepper or salt will be very good boiled on the fourth day, especially in winterâ⬠(916). He is not only extremely harsh, but he goes into such detail it makes the reader want to cringe. A Modest Proposal :: Literary Analysis, Jonathan Swift People have been trying to come up with solutions to threatening epidemics from many years. There was a famine in Ireland that killed many people. The poor people of Ireland could not support their families, which made them go to extreme measures. In order to survive, women and children were forced to beg for food to prevent them from starving to death. Jonathan Swift proposes a solution to this epidemic in A Modest Proposal. Swift states that the poor Irish should sell their children as if they were cattle, or better yet, eat the children themselves. Swift uses a mocking tone in order to effectively convey that he does not actually support cannibalism, but rather uses it as metaphor to describe the harsh times of Ireland. Swiftââ¬â¢s occupation makes A Modest Proposal very ironic. ââ¬Å"He was educated at Trinity College, was ordained a minister, and was appointed dean of Saint Patrickââ¬â¢s cathedral in Dublin in 1713â⬠(914). Swift was very critical of how the government was handling issues at this time. ââ¬Å"He addressed the political problems of his day by publishing pamphlets on contemporary social issuesâ⬠(914). Since the reader knows that Swift was a minister, it helps set the stage for a sarcastic tone. A minister would never condone the selling of poor, innocent children. Jonathan Swift uses verbal irony to emphasize his sarcasm. He does so by mentioning the Catholic Church while saying, ââ¬Å"infantsââ¬â¢ flesh will be in season throughout the year, but more plentiful in March, and a little before and afterâ⬠(916). The people of Ireland would practice ââ¬Å"lentâ⬠(916) in order to be considered holy by the Roman Catholic Church, all while killing babies. Catholics are extremely against abortion and birth control of any kind. Mentioning the Roman Catholic Church in the same paragraph as killing babies is a perfect example of irony. Swift uses satire to give the reader his strange insight. He goes into great detail about how to cure such an overwhelming epidemic. He stylistically uses a very harsh, sarcastic tone when describing what he would do with the poor children of Ireland. ââ¬Å"A child will make two dishes at an entertainment for friends, and when the family dines alone, the fore and hind quarter will make a reasonable dish, and seasoned with a little pepper or salt will be very good boiled on the fourth day, especially in winterâ⬠(916). He is not only extremely harsh, but he goes into such detail it makes the reader want to cringe.
Friday, January 17, 2020
Management Processes of Nintendo Co. Ltd.
Contemporary Trends and Developing and Organizing Management Assignment MANAGEMENT PROCESSES OF NINTENDO CO. LTD. [pic] TABLE OF CONTENTS 1. History of management and achivements3 1. 1Introduction3 1. 2History of management and achivements3 2. Corporate culture and social responsobility programs8 2. 1Corporate culture8 2. 2Social responsobility programs8 3. External and internal environment of organization9 3. 1External environment9 3. 2Internal environment9 4. Strategic planning and competetive advantages10 4. 1Strategic planning10 4. 2Competetive advantages12 5. Organizational structure and design 12 6. Motivation and HR principles12 6. 1Motivation12 6. 2HR principles12 7. Control process and quality management 13 8. Communications and decision making 13 9. Conclusion 13 10. References 16 History of management and achievements 1. Introduction The history of Nintendo is a way of little firm seeking its niche on service and entertainments market who became a giant corporation, affected and affects on life of few generations and determinant of modern fashion on virtual scene. The history of Nintendo itââ¬â¢s a well learned lessons of market and talented employees. The history of Nintendo itââ¬â¢s a history of Mario, Pokemons, Donkey Kong, Zelda, Metroid, Star Fox, Kid Icarus and many other personages who transforms into popular trade marks. 1. 2 History of management and achievements It is funny, but Nintendo Koppai primordial works in entertainment field. The corporation was founded in 1889 by manufacturer Fusajiro Yamauchi and foundation of business for long years was production of playing cards. Singular popularity was had the Hanafuda card game, which is a distance relative of Chinese mahjong game. The deck consists from hieroglyphs, images and symbols and the principles of the game were to find the second pair of cards. From competitors production the products of Nintendo was different by its quality ââ¬â all gaming cards was hand made painted and covered with varnish. In recognition of card-playing roots, the name ââ¬Å"Nintendoâ⬠(Nin ten do means ââ¬Å"leave luck to heavenâ⬠). In 1902 Nintendo became very lucky ââ¬â Fusajiro Yamauchi was the first in Japan who receive a license to produce playing cards in western style. It brings very successful business for that time. The company swiftly grows, builds new manufacturers, creates its own distribution net using tobacco shops and salt benches and strictly watched over quality. Until 1949 the name of company changed twice: in 1933 ââ¬â to Yamauchi Nintendo & Company and in 1949 ââ¬â to Nintendo Playing Card Company. In 1953, Nintendo became the first company in Japan who produce playing cards from plastic. This was a huge hit and allowed Nintendo to dominate the card market. Starting point of formation the main philosophy of now days ââ¬Å"big Nâ⬠was 1956. Exactly then 3rd president of Nintendo and grandson of Nintendo founder Hiroshi Yamauchi arrived to USA to establish business relations with Southern Americaââ¬â¢s first-rate playing cards firm ââ¬â United States Playing Card Company. Japanese was amazed not by business acumen, not by swing of enterprise and not by perspective for his own business, but by little office which has lower than a dozen employees. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to have them allow Nintendo to use Disney's characters on Nintendo's playing cards. By tying playing cards to Disney and selling books explaining the different games one could play with the cards, Nintendo could sell the product to Japanese households. The tie-in was a success and the company sold at least 600,000 card packs in a single year. Due to this success, in 1962, Yamauchi took Nintendo public, listing the company in Osaka Stock Exchange Second division. A little state of managers and an army of heroes, representing the market, was the main strategy of Nintendo over the years. Following the aforementioned success, in 1963 Nintendo Playing Card Company Limited was renamed to Nintendo Company, Limited by Hiroshi. Nintendo now began to experiment in other areas of business using the newly injected capital. During the period of time between 1963 and 1968, Nintendo set up a taxi company, a ââ¬Å"love hotelâ⬠chain, a food company (trying to sell instant rice, similar to instant noodles), and several other things. All these ventures failed, except toy making, where they had some earlier experience from selling playing cards. Then the bottom dropped out. In 1964, while Japan was experiencing an economic boom due to the Tokyo Olympics, the playing card business reached its saturation point. Japanese households stopped buying playing cards, and the price of Nintendo stock fell down. All undertaking awaits shameful bankruptcy and company predicted the final devastation. The rescue came from little experimental division ââ¬â Nintendo Games. Modest engineer Gunpei Yokoi offers to sale some of his inventions as baby toys. Along with experimental models were the future bestsellers ââ¬â mechanic hand The Ultra Hand (one of Nintendo's earliest toy blockbusters, selling over a million units), electronic toy for sweethearts The Love Tester and a slot-machine for baseball balls Ultra Machine. Yokoi was soon moved from maintenance duty to product development. Toys rescued the company from bankruptcy but donââ¬â¢t make bygone profits. Per se every season customers wait from Nintendo something new, no ordinary. Jointly with Sharp, Nintendo Games develops successful enough light shooting-range ââ¬â Beam Gun and undertake development of high growth sector of entertainment ââ¬â electronic games. This was the beginning of a major new era for Nintendo. In 1977, Nintendo saw the hiring of Shigeru Miyamoto, the man who (along with Yokoi) become a living legend in the world of gaming, the father of hundreds ersonages, genius of virtual worlds and the secret to Nintendo's longevity; his creative vision was instrumental in determining the path Nintendo's future (and indeed, the industry's as a whole) would follow. Yokoi began to mentor Miyamoto during this period of time in R&D, teaching him all that he knew. The company cope the new market in Japan. Approach on customers g uides by three directions: arcade automatic machines, home and pocket game systems. In 1977 Nintendo released its first ââ¬Å"Color TV Game 6â⬠³ and ââ¬Å"Color TV Game 15â⬠(6 and 15 indicates the number of games) which offers a few games: tennis, rally and arcanoid. One year later in western markets announced Computer Othello (analogue of reversi game). First releases doesnââ¬â¢t has a big success, unless the console sold by million copies. In 1980 Gunpei Yokoi releases the real bomb of free time annihilation ââ¬â pocket game platform Game & Watch. Each console came with one game with two different level difficulties. Simple game mechanic changes lightly: the gamer must press the right button on the right time. Environment and decoration of games were different: that were Mickey Mouse who catches the eggs, was firemen who catches the survivors from houses and so on. Copies of those games were released even in Soviet ââ¬Å"Electronicaâ⬠pocket games were not Mickey Mouse, but the Wolf and the Hare became main heroes. 59 games of Nintendo sold all over the world more than 10 million copies. In 1981 along with Shigeru Miyamoto Nintendo launched Radar Scope ââ¬â modest and plain scroll shooter, which dedicated to be a star within arcade automated machines but it fails. Thanks to Shigeru Miyamoto, who completely change the game and automated machines hardware to work with new game, the Radar Scope launched with different name and game ââ¬â under the name of Donkey Kong. The game has fantastic success and it became one of the most popular games of all time. In 1981 along with giant monkey, in Donkey Kong game, first time debut two small pieces of red and pink pixels, which soon find their names ââ¬â Mario and princess Pitch. Total sales of games with little sanitary technician Mario on cover, step the barrier over 250 million copies in 2008. After great success of Donkey Kong, Shigeru Miyamoto begins his tight collaboration with Gunpei Yokoi. This friendship helps to born almost all future hits of Nintendo: from Super Mario to Metroid. The success of arcade slot machines with games from Shigeru Miyamoto allows engineer Masayuki Uemura to finish his development of second gaming system from Nintendo: in 1983 in Japan launched Famicom (Family Computer), which has selling over 500,000 units within two months. The console was also a technical insulation and inexpensive when compared to its competitors, priced at about 100 dollars. By 1985, the Famicom had proven to be a huge continued success in Japan. However, Nintendo also encountered a problem with the sudden popularity of the Famicom ââ¬â they did not have the resources to manufacture games at the same pace they were selling them. To combat this, Yamauchi decided to divide his employees into three groups, the groups being Research & Development 1 (R&D 1), Research & Development 2 (R&D 2) and Research & Development 3 (R&D 3). R&D 1 was headed by Gunpei Yokoi, R&D 2 was headed by Masayuki Uemura, and R&D 3 was headed by Genyo Takeda. Using these groups, Yamauchi hoped Nintendo would produce a small number of high quality games rather than a large number of average quality games. During this period of time, Nintendo rekindled their desire to release the Famicom in the USA. But the launch slows down. The reason was not in production and not in localization ââ¬â but the company seeks reliable partner in USA. Since the company had very little experience with the United States market, they had previously attempted to contract with Atari for the system's distribution in 1983. However, a fiasco involving Coleco and Donkey Kong soured the relationship between the two during the negotiations, and Atari refused to back Nintendo's console. The video game crash of 1983 soon took out not only Atari, but the vast majority of the American market itself. Nintendo was on its own. Nintendo was determined not to make the same mistakes in the US that Atari had. Because of massive influxes of games that were regarded as some of the worst ever created, gaming had almost completely died out in America. Nintendo decided that to avoid facing the same problems, they would only allow games that received their ââ¬Å"Seal of Qualityâ⬠to be sold for the Famicom, using a chip called 10NES to ââ¬Å"lockoutâ⬠or prevent unlicensed games from working. In 1985, Nintendo announced that they were releasing the Famicom worldwide ââ¬â except under a different name ââ¬â the Nintendo Entertainment System (NES) ââ¬â and with a different design. It is one of the most popular consoles of all time. In Japan the NES console sold by 100 dollars without additional accessories. From US market the price was expensive almost twice ââ¬â for 199 dollars the gamers receive the console and the new megahit ââ¬â Super Mario Bros. Total sales from Japan and US was approximately the same ââ¬â in Japan ââ¬â a little more than 32 million, and in US ââ¬â almost 30 million. There are a few reasons of popularity. First, both for Japanese and US gamers, games from new producer was a draught of fresh air, which forever changes conceptions about genres and games. Second, the lucky concatenation of circumstances ââ¬â the only competitor was distressed Atari and that fact allows Nintendo to control over 90% of console market. Third, the cheaper prime cost of console ââ¬â for self-repayment and profit earning it is enough to sell the console for silly 75 dollars. Not the last role keeps the cartridge ââ¬â holder of information, which works up a market with its simplicity and reliability. Interval of three years, during which the company seeks for reliable partner in USA to launch NES, allows developing percussive army of hits. On console scrapes first melodies of Mario (1983, 1985, 1988, 1990, Link twice goes to his mystic adventures (The Legend of Zelda ââ¬â 1986 and Zelda II: The Adventure of Link ââ¬â 1988) and Samus Aran goes for her first mission given by Galactic Federation (1986). Final Fantasy (1987) and Metal Gear (1988) achieves phenomenal success. The family of Belmonts three times goes to quilt Dracula by family whip in Castelvania (Castelvania ââ¬â 1986, Castelvania II: Simonââ¬â¢s Quest ââ¬â 1987, Castelvania III: Draculaââ¬â¢s Curse ââ¬â 1989). The ninja Ru also three times goes versus demons and monsters (Ninja Gaiden ââ¬â 1989; Ninja Gaiden II: The Dark Sword of Chaos ââ¬â 1990; Ninja Gaiden III: The Ancient Ship of Doom ââ¬â 1991). Almost all games sold with fantastic numbers of copies. Absolute record has Mario (recognized as one of the best games in all times) ââ¬â trilogy Super Mario Bros sold over 68 million copies (total Mario series sales from 1983 up to 2008 are over 250 million copies). Next came The Legend of Zelda (the 5th series, The Legend of Zelda: Ocarina of Time, released in 1998, recognized as the best game ever created in gaming industry) ââ¬â 20 million copies (total sales of The Legend of Zelda (12 series) from 1986 up to 2008 are over 220 million copies). Rest of Nintendo games against a background of such achievement achieves only ââ¬Å"modestâ⬠few million copies. The last major blockbuster game for the NES, Super Mario Bros. 3, was released in early 1990. The game went on to sell over 18 million units. In 1988, Nintendo of America unveiled Nintendo Power, a monthly news and strategy magazine from Nintendo that served to advertise new games. The first issue published was the July/August edition, which spotlighted the NES game Super Mario Bros. 2. Nintendo Power is still published today with its two hundredth issue released in February 2006. Phenomenal success of its ancestors repeats the new pocket console. In 1989 Nintendo launched Game Boy (created by Gunpei Yokoi), which easily sends to nowhere the last argument from Atari ââ¬â the Lynx console with color screen. Twice, in 1998 and 2001, Nintendo launched new modifications of Game Boy and confidently defends its niche from any invaders. Sales of 200 million Game Boy consoles ââ¬â and superiority of big N in 21st century is inaccessible to competitors. It eventually became the best selling portable game system of all time. Later, Super Mario Land was also released for the Game Boy, which sold 14 million copies worldwide. The games donââ¬â¢t remain behind as well. Very successfully was vested interests on Tetris ââ¬â the Russian casual game of all times and nations easy sold over 33 million copies. However, soon the tastes of auditorium changed ââ¬â the tamagochies and pokemons gather fantastic popularity, but Nintendo was on time to buy license from owners. Games with silly small animals-gladiators easy beats Tetris sales ââ¬â over 35 million copies sold on the first two models of Game Boy and another 32 millions ââ¬â on Game Boy Advance (GBA). Since then Mario and The Legend of Zelda was created, the Pokemon trademark was 3rd amazing success of Nintendo Corporation. Total sales of game exceeded the barrier of 180 million copies (up to 2008). Even the legendary The Legend of Zelda 2 was unable to beat Pokemons with its ââ¬Å"onlyâ⬠17 million copies. The Super Famicom was released in Japan on November 21, 1990. The system's launch was widely successful, and the Super Famicom was sold out across Japan within three days. In August 1991, the Super Famicom was launched in the US under the name ââ¬Å"Super Nintendo Entertainment Systemâ⬠(SNES). The SNES was released in Europe in 1992. In Japan, the Super Famicom easily took control of the gaming market. In the US, due to a late start and an aggressive marketing campaign by Sega. Nintendo has serious competitor as Sega Mega Drive and Sega Genesis which pass ahead Nintendo by 3 years, when Nintendo seeks for a partner in US, and have time to take lead position in 16 bit systems market. Nintendo saw its market share take a precipitous plunge from 90-95% with the NES to a low of approximately 35% against the Sega Genesis. Over the course of several years, the SNES in North America eventually overtook the Sega Genesis, thanks to franchise titles such as Super Mario World, The Legend of Zelda: A Link to the Past, Street Fighter II, and the Final Fantasy series. Total worldwide sales of the SNES were higher than the Genesis. With essential loses the combat wins the big N ââ¬â over 60 million sales against 29 from Sega. In 1992 Gunpei Yokoi and the rest of R 1 began planning on a new virtual reality console to be called the Virtual Boy. Hiroshi Yamauchi also bought majority shares of the Seattle Mariners in 1992. Alas, but Virtual Boy with helmet instead of screen had a fiasco in 1995. Also in 1995, Nintendo again found themselves in a competitive situation. Competitor Sega introduced their 32-bit Saturn, while newcomer Sony introduced the 32-bit PlayStation. Sony's fierce marketing campaigns ensued, and it started to cut into Nintendo and Sega's market share. On June 23 1996, the Nintendo 64 (N64) was released in Japan and became a huge hit, selling over 500,000 units on the first day of its release. On September 29 1996, Nintendo released the Nintendo 64 in North America, and it too was a success. Many feel that the advertising onslaught by Sony at this time did not truly begin to take effect until many of the consumers who held out for the N64 became frustrated at the lack of software following the first few months after the system's release. What also greatly contributed to the extremely competitive climate that Nintendo was entrenched in was the fact that many third-party companies immediately began developing and releasing many of their leading games for Nintendo's competing consoles. Many of those third party companies cited cheaper development and manufacturing costs for the CD format, versus the cartridge format. In 1996, Pocket Monsters (known internationally as ââ¬Å"Pokemonâ⬠) was released in Japan to a huge following. The Pokemon franchise, created by Satoshi Tajiri, was proving so popular in America, Europe, and Japan, that for a brief time, Nintendo took back their place as the supreme power in the games industry. In 1997, Gunpei Yokoi died in a car accident at the age of 57. On October 13 1998, the Game Boy Color was released in Japan, with releases in North America and Europe a month later. Nintendo released the Game Boy Advance in Japan on March 21 2001. This was followed by the North American launch on June 11 and the European launch on June 22. Nintendo released the GameCube home video game console on September 14 2001 in Japan. It was released in North America on November 18 2001, Europe on May 3 2002 and Australia on May 17 2002. In 2002, Hiroshi Yamauchi stepped down as the president of Nintendo and named Satoru Iwata his successor. Nintendo and Chinese-American scientist Dr Wei Yen co-founded iQue to manufacture and distribute official Nintendo consoles and games for the mainland Chinese market under the iQue brand. During the same year, Nintendo's aggressive business tactics in Europe would catch up to them. The European Commission determined that Nintendo had engaged in anticompetitive price-fixing business practices dating at least as far back as the early 90s. This resulted in a heavy fine being laid against the company- â⠬149 million, one of the largest antitrust fines applied in the history of the commission. In May 2004, Nintendo announced plans to release a new brand of handheld, unrelated to the Game Boy, featuring two screens, one of which was touch-sensitive. The Nintendo DS, released on November 21 2004, received over three million pre-orders. In addition to the touch screen, the DS can also create three-dimensional graphics, similar to those of the Nintendo 64, although its lack of hardware support for texture filtering results in more pixilated graphics than on the Nintendo 64. At E3 in May 2005, Nintendo displayed the first prototype for their ââ¬Å"next-generationâ⬠system, codenamed the Nintendo Revolution (now known as the Wii), its controller revealed at the Tokyo Game Show later that year. On January 26 2006, Nintendo announced a new version of their Nintendo DS handheld, the Nintendo DS Lite, designed to be smaller and lighter, with a brighter screen. It was launched in Japan on March 2 2006. On June 11 2006, Nintendo released their update to the Nintendo DS, the Nintendo DS Lite, in North America, also on this day Nintendo opened its official US press site to the public which continued until June 17 2006. On June 23 2006, Nintendo released the Nintendo DS Lite in Europe. On July 7 2006, Nintendo officially established a South Korean subsidiary, Nintendo Korea, in the country's capital, Seoul, which replaced Daewon Media as the official distributor of Nintendo products in South Korea. In early August 2006, it was revealed that the Nintendo corporation (along with Microsoft) was the target of a patent-infringement lawsuit. Leveled by the Anascape Corporation, the suit claims that Nintendo's use of analog technology in their remote game controllers constitutes a violation of their patents. Microsoft is also named in the lawsuit, for the same reasons. The lawsuit seeks to bring damages to both corporations and possibly force them to stop selling controllers with the violating technology. Corporate culture and social responsobility programs 2. 1 Corporate culture Men/ Women There is a majority of women in the many headquarters. An estimated 70% of the employees are women. However, the top positions in the company, for example management positions, are still mainly occupied by men. This might have something to do with the fact that the Japanese headquarters are in charge and that they much rather work with men than women. Nationalities There are about 25 different nationalities working in each Nintendo branch. They come from all different branches all over the world. This causes little difficulties. Of course there are always some minor issues but nothing really worth mentioning. The biggest problems occur when doing business with the Japanese because their culture is so very different. Due to all these different nationalities the company language is English. Innovation What is a huge and important part of Nintendo culture is innovation. They have always done this and they always will. They realize that innovation piques the human intellect and allows them to develop a constant stream of new entertainment ideas. Heroes and beliefs There are heroes and beliefs in Nintendo Corporation. One of the heroes is Gunpei Yokoi, which has incredible creativity, talent and modesty. He is a bright example to imitate and follow. Another one is Shigeru Miyamoto. With his name concerned a belief that brilliant creations can be easy as technician Mario and that the excellent things is a simple things. Events They took on an American habit called ââ¬Å"Casual Fridayâ⬠. This means that on Friday no one wears ties or suits, everyone comes to work in a casual, comfortable outfit. As there are a lot of young people in the company this initiative is very appreciated among the employees. Team building events are organized every now and then to strengthen the bond between the employees. There are several parties during the year, they have a Christmas party and a summer party. They are very important for the staff and whenever the management tries to move one of these to a later date the employees are not very happy. Events like these are very important to maintain a positive atmosphere within the company. 2. 2 Social responsibility programs One of the Nintendo Wiiââ¬â¢s social responsibilities: We see a responsibility to have our players up and moving around, because sitting in place can cause health problems ââ¬â every body needs to move to be healthy. Thatââ¬â¢s how Wii Sports was born, and the next idea in pushing that forward is Wii Fit. It even more than a game ââ¬â creating an experience that gives back to the player in ways that are physically beneficial and emotionally beneficial. Itââ¬â¢s something that Nintendo is passionate about as a company. External and internal environment of organization 3. 1 External environment Competitors Nintendo has some competitors, these are: ? Playstation, Playstation2, Playstation3 ââ¬Å"Sony computer entertainment Inc. ââ¬Å" ? XBox ââ¬Å"Microsoft Corporationâ⬠Market share Nintendo is a Japanââ¬â¢s third most valuable listed company with a market value of more than 85 billion US dollars. Company earnings in 2007 year is 966,5 billion yen ($8,19 billion), net profit ââ¬â 174,3 billion yen ($1,48 billion). According to NPD data, Nintendo was responsible for 69% of US game industry growth in the first five months of 2007. In Wii households 66% of those aged 25 ââ¬â 49 play the console regularly. And about 50% of men 50 or older have tried the Wii. 70% of US spending on video games in 2002 were for console hardware and games, 30% for portables. In 2006, it was a 50/50 split. Traditionally a bastion for young gamers, sales for Nintendo products in North and South America in 2005 was 28% by those 25 or older. In 2007, it increased to 32%. For those 18 ââ¬â 24, the share increased from 15 to 21 % over the same period. The DS passed 40 mln sold worldwide in the first half of 2007. In the US currently, there are 60 Wii games and 300 DS games available. By the end of 2007, there will be 100 Wii titles and 140 more DS titles. 3. 2 Internal environment Number of headquarters employees: 3,768 Board of directors Satoru Iwata: President & CEO Reggie Fils-Aime: President & COO of NOA Conrad Abbott: President of NOC Rose Lappin: President of Nintendo Australia Hiroshi Yamauchi: Former President & Chairman Minoru Arakawa & Howard Lincoln: Former heads of NOA Satoru Shibata: President of NOE Masaharu Matsumoto:Managing Director and Director Eiichi Suzuki:Managing Director and Directorââ¬â Yoshihiro Mori: Senior Managing Director, General Manager ââ¬â Corporate Analysis & Administration Division and Representative Director Shinji Hatano: Senior Managing Director ââ¬â Licensing Division, General Manager ââ¬â Licensing Division and Representative Director Shigeru Miyamoto: Senior Managing Director ââ¬â Entertainment Analysis & Development Division, General Manager ââ¬â Entertainment Analysis & Development Division and Representative Director Nobuo Nagai: Senior Managing Director and Representative Director Genyo Takeda: Senior Managing Director of Integrated Research & Development Division, General Manager ââ¬â Integrated Research & Development Division and Representative Director Strategic planning and competetive advanteges Much of Nintendoââ¬â¢s success can likely be attributed to their focus on younger and casual gamers that have not recently been the focus of Microsoft and Sony. Nintendoââ¬â¢s main strategy is to peoduce less games qith superiour quality than to produce more games but without superiour quality. 4. Strategic planning Corporate mission and philosophy At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration an d respect. By listening closely to our customers, we constantly improve our products and services. We feel an equal commitment toward our employees. We want to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. SWOT analysis Strengths: Nintendo has four main strengths: a strong brand name, high returns, high employee efficiency, and debt free status. Nintendoââ¬â¢s strong brand name comes from about twenty-five years experience in the video gaming business. Not only do they have a strong presence in the console market but they are the leader in the handheld console market. They pioneered this market in 1989 with the original Game Boy. Since then, they have upgraded to create Game Boy Advanced and Nintendo DS, which sold 79. 5 million units and 40. 3 million units, respectively, in fiscal 2007. The Nintendo Wii, which is their most updated console, sold 5. 84 million units in the first five months in its launch alone. This system consists of motion sensors attached to the end of the controllers as well as the console, which makes the games more interactive. A high percentage of the people that play video games in todayââ¬â¢s day are college students. Being part of that percentage, I know that I think highly of Nintendo based mainly on the fact that they created regular Nintendo. If I could choose today between playing the most technologically advanced gaming console and the original Legend of Zelda, I would play Legend of Zelda for hours. Nintendo has also been very successful in investing their resources in profitable companies and ideas. This would include their ownership in the Seattle Mariners and the Atlanta Hawks. It also refers to their high return on assets and equity when compared with other companies in the same industry. Nintendo also has high employee efficiency. According to Datamonitor, ââ¬Å"revenue per employee was about $206,960 in fiscal year 2007, significantly higher compared to the industry average of about $3,684 during the same period. â⬠Nintendoââ¬â¢s biggest strength in my opinion is their ability to stay debt free. Their most recent debt to equity ratio was zero compared to the industryââ¬â¢s average of 11. 9%. This not only shows that they are able to efficiently finance itsââ¬â¢ operations but also enjoys a lot of financial flexibility. Weaknesses: Nintendoââ¬â¢s two biggest weaknesses are having a dependence on contract manufacturers as well as having low earnings per share. In regards to the dependence on contract manufacturers, Nintendo reaches out to companies to produce the key components of their consoles as well as assembling the finished products. The problem is, the new Nintendo Wii console is under such high demand that the manufacturers are not able to supply the key components or assemble the products fast enough creating a lack of finished products to be sold. It is assumed that this shortage will have a sizeable affect on the companyââ¬â¢s overall revenue. Low earnings per share is calculated by dividing profit by the weighted average common shares. Nintendo recorded a 12. 6% decline in its earnings per share for five year period, from 2003 to 2007, significantly lower compared to the corresponding industry average of 43. 9%. â⬠This is important to note because it may affect the investors in the company negatively by lowering their confidence. A third weakness is the lack of games produced for Nintendo consoles. In my personal opini on, I have steered away from recent Nintendo products such as Gamecube and Wii because of the lack of games so far. Regular Nintendo, Super Nintendo, Gameboy, and Nintendo 64 all had a wide variety of games. Gamecube and Wii, however, have been overshadowed by other systems with many more games such as Playstation 2, Xbox, and Xbox360. It seems as if Nintendo is always so anxious to get their gaming systems out that they never wait to have enough games to satisfy their customers. Opportunities: Nintendo has a few different opportunities. For starters, the United States game software market is soaring right now. Video games and consoles are some of the most sold items, especially during the holiday season. Because of their reasonable prices, games can be given as gifts by pretty much anyone. The video game market is also soaring as is evident by the $8 billion dollars in revenues in 2006 in addition to the consoles market generating $6. 6 billion dollars in revenues during the same year. These figures are expected to increase as well over the next couple years to reach up to $10. 3 billion dollars at the end of 2011. Another grand opportunity that Nintendo is planning on attacking is the Indian console market. Although the revenues are not nearly as much as the American market, the Indian market for consoles is expected to skyrocket to $120 million by 2010 from just $13. 3 million in 2006. Because of Nintendoââ¬â¢s great brand image, as discussed under strengths, Nintendo will succeed in these new markets. The greatest opportunity, however, is in the online gaming market. The world is continuing to become more computer oriented in such that computers are now about as normal household item as a television set. Because of this, and the generation of children growing up in this kind of environment, the market of online gaming is become increasingly large. In 2006, only 46 million people were using broadband connections to play video games online. That number is expected to jump up to 413 million users by the year 2010. Nintendo has taken steps to attract this audience by setting up their Wii system to be internet accessible and have the ability to update content, including up to date weather services and news feeds. Threats: There are a handful of threats that go along with all of these opportunities and strengths, however. For one, Nintendo products are often very pricey. This allows other products with similar or slightly lesser quality to steal customers by pricing their respective consoles and games to make them more affordable. Another knock on the Nintendo products is their short lifecycle. In the video game industry, products ââ¬Å"lose their flavorâ⬠after approximately nine months, at which point a different product will come out that seems to be more updated and technologically advanced. Because of this, Nintendo will have to make sure to release all products on time and be able to meet the demand of their products with their supply. Leaving stores sold out of products will result in loss of sales in the long run due to the short lifecycle that each product will enjoy. The last threat to Nintendo products is their poor durability. The Nintendo Wii controllers have had the most significant problems when it comes to this. In many circumstances, the Wii controllers have not been properly designed resulting in the controller flying from the userââ¬â¢s hands and into televisions sets. Having problems such as these results in recalls, which is a very lengthy and expensive process. To prevent this, Nintendo must confirm that all products are being properly designed and manufactured prior to release. 4. 2 Competitive advantages The advantages to Nintendo are firstly that it makes their console cheaper to manufacture. This means that they can sell the base console at a profit whilst their competitors have to subsidise the retail price. It also gives Nintendo far more room to manoevre when it comes to using the price mechanism to take on that competition. The second advantage is that games are a lot easier, quicker and cheaper to develop. In fact they are more comparable with PS2 games in this area. This, obviously, has a massive effect on what appears on the game shop shelf and when it appears. Quite simply, it should be far easier for a publisher to make a profit on Wii, which explains why so much development resource has been directed at it. Organizational structure and design Branches Nintendo has branches all over the world: America, Asia, Europe and Africa. Their headquarters are located in Japan and the European headquarters ââ¬Å"Nintendo of Europe GmbHââ¬Å"is located in Germany, Gro? ostheim. Hierarchy The headquarters in Japan are at the top of the hierarchy, they give direct orders to Nintendono of Europe GmbH, which is under the supervision of a president. The company in Germany consists of many different parts: Legal services, administration and marketing and sales. In charge of those are senior managers who report directly to the president. Those senior managers are in charge of a team of directors, to whom the employees must report to. Motivation and HR principles 6. 1 Motivation High salaries and great bonuses. ââ¬â Health and other insurances. ââ¬â Creative multinational environment. ââ¬â Career grows opportunities. 6. 2 HR principles Trainings and seminars Nintendo organize English classes for their employees, as well as seminars in order to educate their employees on different subjects so that they can functi on better within the company. Recruitment Nintendo is constantly recruiting people. There are different possibilities to recruit employees, depending on the position. For important positions such as management, they tend to use headhunters. There is also an online application form, where people can apply for a job. Quite often they put advertisements in newspapers and magazines. Another common way of filling in vacancies is recruiting within the company or you can find the person you need through connections such as friends or former colleagues etc. Requirements The requirements are very different, depending on the job. When it comes to finding warehouse workers training is of course the most important. In higher positions however, a good combination of training and social skills is inevitable. Naturally, the importance of the latter is higher in positions where there is a lot of interaction with other people, for example customer services and sales. When it comes to appearances we could say that there is no real formal dress code, mainly because there are a lot of young people in the company. Controll porcess and quality management Nintendo has it own quality standards: Nintendo Seal of Quality. Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: ââ¬Å"This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product. â⬠This seal was later altered in 1988; ââ¬Å"approved and guaranteedâ⬠was changed to ââ¬Å"evaluated and approvedâ⬠. In 1989, the seal became gold and white, like it currently appears, with a shortened phrase, ââ¬Å"Official NINTENDO Seal of Qualityâ⬠. The symbol remained unchanged until 2003 when ââ¬Å"of Qualityâ⬠was removed. 1. Communications and decision making Nintendo of Europe GmbH does not experience many problems within Europe or with the USA, but due to enormous cultural differences there are quite a few problems when it comes to dealing with Japan. The Japanese headquarters want to be in control at all times. They are not trusting towards the Europeans and want them to do everything like it is done in Japan. Their way of doing business is very dominating. For instance in Japan the Human Resource department is situated above the company entrance, so they can check the exact times when the employees arrive and leave again. They try to make the Europeans do the same and of course this is not possible because in most companies we fill in our timesheets manually and in general, bosses and employees are happy with that way of working, which is very hard to understand for the Japanese. When it comes to dealing with problem situations, and there are meetings with Europeans and Japanese, everyone can sense that the Japanese are not really taking the European opinions into account. At the end of the day, they feel it is their decision and they solve the problems their way. Conclusion In conclusion, Nintendo has done a great job at creating a good brand image within the video game industry. With the disappointing failure of the Playstation 3, a console expected to rival the Nintendo Wii, Nintendo has been able to enjoy much success with their Wii. Interesting enough, the high prices did not steer consumers away from the console. Instead, during the holiday season, many retail stores were sold out. For the time being it seems as if the Wii will continue to enjoy success by introducing new games to the system. Having a unique system with controls that actually have sensors in which you have to move around to control game has captured everyoneââ¬â¢s interest. For the future, I would like to say that Nintendo should begin the planning and preparing process for the release of systems and games sooner so that there is not a higher demand than the supply. However, for some reason or another, Nintendo has done this with most of their products, and with the word-of-mouth marketing, and high product quality, Nintendo has been able to keep their ââ¬Å"flavor of the monthâ⬠status for longer than most other companies. It can be comparable to the Tickle-Me-Elmo dolls. When they were hard to get, everyone wanted one and would pay thousands of dollars on Ebay just to get one. As soon as they filled the stores though, nobody had any interest anymore. The main managerial issue of the company is that Japanese wants to control all the processes whole time and they never taking into consideration opinion and ideas of them colleagues, which reduced brand loyalty and trust and makes efficiency and effectiveness go down. And if there no trust, there is no wiliness to work effectively and the motivation can decrease dramatically. Japanese must understand, that controlling over the quality doesnââ¬â¢t mean to control over all processes and it doesnââ¬â¢t mean, that they must not taking into consideration their colleagues ideas and opinion. They even donââ¬â¢t want to understand that there are many factors, such as local culture, which they can force to follow by their culture. Moreover it makes limitation to other headquarters managers and top managersââ¬â¢ ideas and decisions, which can be very creative and useful and can solve many problems and make new ideas. And the fact that Japanese donââ¬â¢t take into consideration of their foreign colleagueââ¬â¢s opinion is decreasing overall management process of whole company. Japanese needs to change their point of views, otherwise they company will lose their position in the market. This managerial issue is a part of internal environment as well, so it is important to change managerial style and give some creative and decision making freedom to the rest of colleagues. The situation in external environment of organization is much better, than internal. There are not many comments to say, because companyââ¬â¢s business is great in the market. For statistic it will be useful to bring the following information: As December 2008 came to a close, one thing was very clear. Nintendo was blowing away the competition in console sales. The company sold 485,000 DS units and 335,000 Wii consoles for the month. During the same period Microsoft's Xbox360 sold 228,000 units and Sony's PlayStation 3 lagged behind with 127,000 units sold. By using some simple math, we can see that Nintendo's latest console, the Wii, almost outsold it main competitors' combined sales for the month. Why are the Nintendo consoles selling so well? We can give a simple answer: ââ¬Å"Keeping it simple, stupid, is winningâ⬠¦ Both Wii and the DS don't require big instruction books and that's expanded the audienceâ⬠¦ Sony and Microsoft took a different path, producing consoles of stunning power and complexity â⬠¦ and price. â⬠ââ¬Å"They've gotten complicated and both companies are following a core gamer audience â⬠¦ whereas Wii and DS are working for both young and old (newcomers to gaming)â⬠¦ the DS has games that go down to pre-school level and the Wii has games where you don't even need to crack the instruction manual at all to play. As future strategic plan, I strongly recommend Nintendo to think about realising gaming mobile phone that will be able to play high quality games as well. Today mobile communications market is one of the biggest in the world and now it is more than communication ââ¬â it is global thing, combining with internet technologies, photo and video cameras, games, complex prog rams and much more ââ¬â itââ¬â¢s a new communication of 21st century. And Nintendo can easily and profitable combine one product to do all that thinks perfect. Practice shows that Game Boy was the best pocket gaming console in the world. And if they combine Game Boy with mobile device, it will be amazing and it will be a new super hit of the market. And if they combine their new technologies in a mobile device, like movement sensor in Wii, it will beat the market for sure and will be even successful than the iPhone. But they must be hurry until their main competitors ââ¬â Microsoft or Sony hit upon it. In that case, they will have competitors in mobile market as well. Along with that, Nintendo must think about on-line internet gaming. Not enhancing a Wii, but making new servers, in which players for example, can directly play with each other by Wii or by PC. In case of PC they can produce additional hardware that will works fine with internet gaming by Nintendo. Using that strategy, Nintendo can create the new virtual gaming world in internet and it will work excellent. Now days fashion in game world is a virtual on-line gaming. And if Nintendo implements new ideas and creates new on-line games using both new and old characters, it will be great advantage in this sphere and will attract more and more gamers to buy Nintendo products. The next steep of strategy is strong advertising. Many peoples, especially the old generation, doesnââ¬â¢t even know that Nintendo exist now days and that itââ¬â¢s as before is a leader of gaming industry. Strong advertising will remind those people, that Nintendo exist and will be attract more and more customers. People, especially children like advertising. They like to watch advertising and say to each other ââ¬Å"See, I already have this device that is on TV ââ¬â it is great!! â⬠Strong advertising will bring more potential customers. The next major steep will be promotions nd enhancements of social responsibility. It means to actively collaborate in sponsorship programs, like education, social aid, be a sponsor of some huge TV projects, make promotions and seminars for students, who can be potential employee tomorrow. The next would be producing more games. There are not many games on Nintendo, but competitors have a lot of games. Of course, it is not necessary t o make 10000 games to get against Nintendoââ¬â¢s main strategy, but they just can make 50 more quality games and it will works. And itââ¬â¢s time for thinking about new megahit personages. There is already many games and ideas, but they are not mega popular ââ¬â they need to think about popular ones. Of course, it is interesting to play Castelvania or The Legend of Zelda, but the fans, who played Castelvania 25 years ago are now a little old for that and the new generation doesnââ¬â¢t appreciate so much old personages, because they not grow in that period and they are not fans and they will never buy Wii only for Castelvania like fans. I think Nintendo can easily generate new ideas and new personages, whose can be the next generationââ¬â¢s new mega hits and the new words in fashion. I believe Nintendo will succeed in the new digital media environment because they seem to be a company that can adjust to the market. Thus, for example, analytics consider that Nintendo can control a piece of 85 billion dollars on the entertainment market! Really, itââ¬â¢s not bad for the company who started with two little shops, is it not? References 1. David Sheff ââ¬Å"Game Over: How Nintendo Conquered The Worldââ¬Å", 1993 2. www. nintendo. com 3. http://en. wikipedia. org/wiki/Nintendo 4. http://boomson. blogspot. com/2008/02/nintendo-swot-analysis. html
Thursday, January 9, 2020
Tuesday, December 31, 2019
Same Sex Marriage a Conflict of Views - 2256 Words
Blaine Kinne Period one February 14, 2013 English III Honors Same-Sex Marriage: A Conflict of Views Throughout time marriage equality for same-sex couples has been non-existent. Now, gay rights are at the forefront of political and social reform. Same-sex marriage has recently become a fiercely debated topic; however, only nine states allow same-sex marriage and only a few allow domestic partnerships, because of religion, generational differences, and the general and voting public that still denounce it, marriage equality is a natural right that is being stolen from same-sex couples. Most religious groups openly denounce and speak out against homosexuality, as well as same-sex marriage. ââ¬Å"If a man also lie with mankind, asâ⬠¦show more contentâ⬠¦Due to this many people defend the current laws prohibiting same-sex marriage. The current voting public of what was thought to be a liberal state has shown their disapproval by passing Proposition 8, a same-sex marriage bill on the 2008 ballot in California. Proposition 8 made same-sex marriage illegal in the state of California. This ballot passes with a 52-48 percent margin that went against a Supreme Court decision earlier that year that found another ban to be unconstitutional. This violated the equal protection rights of two same-sex couples being able to marry (Almeida). This ballot made any same-sex marriage illegal, but anyone married before it was passed could remain married. This is a perfect example of non-acceptance of a changing social value. Proposition 8 shows discrimination against one segment of people based of a personal bias. Even after the Supreme Court said that it would be unconstitutional to deny gays to marry, the people of California were able to pass a ballot that made it illegal again. Although the fight for equality continues. Soon after its passing, Proposition 8 became a battlefield of lawsuits and outrage. Due to the outrage that this ballot has caused, along with the extensive trials, the Californian Supreme Court stated that they would hear arguments and vote on its constitutionality on March 26, 2013. In the oral arguments it seemed as if lawyer Charles J. Cooper, defending proposition 8, was lacking in any kind of aShow MoreRelatedA Brief Note On Sociological Factors On Clients1666 Words à |à 7 Pagespolicy and its failure to support all minorities, specifically same-sex couples King (cited in Australian Marriage Equality, 2015) stated ââ¬Å"When any society says that I cannot marry a certain person, that society has cut off a segment of my freedomâ⬠. This quote from Martin Luther King Jr is as applicable today to legalising same-sex marriage as it was to the civil rights movement and inter-racial marriage over half a century ago. Marriage is a right that most Australians take for granted. StudiesRead More Gay, Lesbian and Bisexual Issues - Same-sex Marriage is Inevitable1170 Words à |à 5 PagesSame-sex Marriage is Inevitable à à à à For many parents, the marriage of their child is a very happy and proud time. Most parents expect their children to get married and have children. But what if their child is gay or lesbian? Their child may have met the perfect person to spend their life with, but their child cannot get legally married. Same-sex couples can hold wedding ceremonies, but the law does not recognize these unions. Many heterosexuals take for granted the benefits that are extendedRead MoreSociety s View Of Homosexuals1469 Words à |à 6 PagesOn July 20th, 2005 Canada became the first country outside of Europe to give same-sex couples the legal right to marry. This was a huge benchmark in North America, because same-sex couples now shared equal rights with straight couples (Makarenko, 2007). There are many events within society that lead to this legalization, such as the unjust imprisonment of Everett Kilppert. Societyââ¬â¢s view of homosexuals has changed drastically since the 1960ââ¬â¢ s, when homosexuality was an incriminating offence, accordingRead MoreThe Issue Of Same Sex Marriage1434 Words à |à 6 Pagesare a variety of important public issues being discussed publicly today, same sex marriage seems to be one of the most trending of them all. Part of this is due largely to fact that a vast majority of minorities in the United States are dealing with it today. This issue, however, sheds light on a few areas, primarily ethically, family values, morals, religious views and beliefs. What we need to consider is what same sex marriage consists of, the challenges and living as such, and finally the effectsRead More Functionalist View on Same-Sex Families Essay1162 Words à |à 5 PagesFunctionalist View on Same-Sex Families What is Functionalism? Functionalism is the belief that members of society form relationships with each other through rules and regulations i.e. the law. They also believe society is based on a consensus and there is no time for conflict, although it is acknowledged but is seen as only a temporary disturbance, which can be resolved. They believe it is the basis of social life without it there would be conflict and disorder. Society Read MoreSummary Of Donnes The Flea874 Words à |à 4 PagesIs sex before marriage wrong? The debate of when it is appropriate to have sex is one that stretches far back in history and is still going on today. Sex, for many cultures and religions, is linked to marriage where two people unite as one. However, the urges of youth are powerful and intense and can be thought of as natural. In the animal kingdom, no animal is shamed for following its desires whereas in human society, differing views allow discussion and even persuasion. In ââ¬Å"The Flea,â⬠Donne exploresRead More Rights for Homosexuals Essay754 Words à |à 4 PagesRights for Homosexuals Gay marriage is a hotly debated issue in todays society. Andrew Sullivan and William Bennett offer opposing views in the June 3, 1996 edition of Newsweek. Sullivans article, ââ¬Å"Let Gays Marry,â⬠offers several arguments supporting the issues of same sex marriage. Bennett counters in his article, ââ¬Å"Leave Marriage Alone,â⬠that same sex marriages would be damaging to the sanctity of marriage. Each author presents several reasons for the positions they defend and bringRead MoreLove Is Love By Cartoon Arts International Essay1284 Words à |à 6 Pagesfour Supreme Court ruling vote on June 26th, 2015, same-sex couples gained the right to marry in all fifty states (Kenneth, ââ¬Å"Gay Rightsâ⬠). As this news spread, some were displeased, some were overjoyed, and some were somewhere in the middle. The wide range of views on this topic made it easy to be turned into a satire. A comic by Cartoon Arts International shows a man complaining to his wife that same- sex marriage is hurting heterosexual marriage, in which the wife retaliates and makes a comment aboutRead MoreGay Marriage and the Constitution Essay1609 Words à |à 7 PagesGay Marriage and the Constitution Amberlee Ozment Axia College of University of Phoenix Gay Marriage and the Constitution Is it okay to not believe in gay marriage, yet at the same time support the constitutional rights of life, liberty and pursuit of happiness for homosexual couples? Even though most churches beliefs conflict with marrying same-sex partners, government should not deny a persons right to their happiness; because any person, no matter race, color, sex, religion or sexualRead MoreSame Sex Marriage Debate785 Words à |à 4 Pages The gay marriage debate is complex, to say the least. Bitter, emotional, and controversial are just a few words that can be used to describe it. In 2004, Massachusetts became the first state to legalize same sex marriage; since then twelve states have approved gay marriage (Shapiro). Even though some states have decided to legalize same sex marriage others are standing firm on constitutional amendments that ban it. Deciding whether or not gay couples should be allowed to marry is drawing passion
Monday, December 23, 2019
Federalism Is The Division Of Power Between The National...
Federalism is the division of power between the national legislature and the state legislatures. It helps maintain power over who wants to control what section each legislature or government wants to take a participation in. Some topics, such as gun control, marijuana and same sex marriage, are large debatable topics that both governments have to discuss whether or not it is helpful for the citizens in a certain state and who should have that particular power. Both the powers are important to maintain any unresolved issues. Since the government is a delegated power, it only has the powers the constitution provides for the government. The Federal Government only has three sections of sub powers from the delegated power; expressed powers,â⬠¦show more contentâ⬠¦Guns have been in the government system even before the United States has been a country. But guns have been used for misconduct in the past twenty years due to school shootings public shootings and other killings due to guns. There has been a lot of commotion of how guns are supposed to be handled ever since the assassination of President John F. Kennedy in 1963. One reason guns are being part of why gun control is being debated are scenarios that require mass shootings in both schools and public places. Major school shootings such as Columbine High School Shooting in 1999, Virginia Tech Massacre in 2007, and Sandy Hook Elementary in 2012, and major public shootings such as the Tucson Shooting in 2011 and the Aurora Movie Theater Shooting in 2012 became large factors on what should be done to limiting guns use. But since the Second Amendment does say that the US citizens have a ââ¬Å"right to bare armsâ⬠, itââ¬â¢s harder to put a restraint on what people in the National and State Governments can do. Since the United States has the most gun ownerships per capita (almost ninety out of a hundred people own some kind of gun), it has the most violence coming from the different uses and interpre tations on how guns are supposed to work. Guns in the United States tend to go hand in hand when it comes to violence and homicide. The Federal Governmentââ¬â¢s role is very poor in what should be done. There are not a lot of ââ¬Å"federal lawsâ⬠that
Sunday, December 15, 2019
Public Issues and Personal Problems Free Essays
PUBLIC ISSUES AND PERSONAL PROBLEMS Most of the time, we donââ¬â¢t think of problems we go through as social issues, but when we compare ourselves to others we can see that many of the everyday problems of average people occur on a larger basis in our country. Some are easier to spot such as unemployment, even though it affects each person laid off once the rates get to a certain point it is obvious that the rates are due to economical factors not the characteristics of each individual (Mills 1). I have found that a problem that is becoming more evident in our daily life is a growing use of dangerous supplements in teenage athletes. We will write a custom essay sample on Public Issues and Personal Problems or any similar topic only for you Order Now When I was thirteen I started in my first school sport. I became a runner. I fell in love with the sport. As I grew older it was something that dominated my life on and off the mat. I often found myself in class wishing I were running. Naturally as I became older I also became more a competitive athlete, as did the rest of my friends that ran or played any high school sport for that matter. Talk of being a competitor at state championships or who was favored at the next match often filled the hallways. Generally this competition appeared a good thing to me. I was a better athlete because of that competition. Being a runner I often heard people talk about ââ¬Å"why would you do that to your body? â⬠referring to dropping weight. At first the idea seemed absurd. The conversations with others about what supplements I was taking or not taking took place almost every day. As I spent more time conversing with wrestlers from other school I found the phenomenon was far from isolated to my school or even my state. Pills such as Xenadrine, DHEA, and Androstat where almost a necessary thing. To keep up with the bell curve of students taking the same things everyone ââ¬Å"had to do it. Instead of sticking with these already dangerous or at the very least unhealthy pills people often felt pushed to try even bigger and better things. Over time the use of very unhealthy supplements to drop or gain weight or to gain any kind of edge became almost common. Sadly many of these pills, drinks, and even injections where available to anyone at most ââ¬Å"health food stores. â⬠The long term use of these can have a devastating effect on teens. I have seen the best wrestlers walk off the mat and into the locker room to puke. Thankfully I have never known anyone personally to suffer any long-term effects but I ave often seen on the news and read in the paper about athletes that have. I recently saw on the news that a pitching prospect for the Oriels, Steve Belcher, died from taking Xenadrine RFA-1. It is true that this was not the only factor, but it was defiantly a major contributor. I am familiar with this particular drug as I probably went through two hundred dollars worth in high school. The major ingredient is Ephedrine. Ephedrine is the principal extract from Ma Huang. Ephedrine is a ââ¬Å"beta-adrenergic agonist,â⬠which means it increases heart rate, blood pressure, and thermal energy by burning fat for energy. My experience with this is it is very effective but unless a person is already in good health (which is unlikely if they are taking a fat burning formula) this can be a very dangerous chemical. Such as in the case of Steve Belcher. The company that makes Xenadrine recently released a new formula of the supplement with out Ephedrine in my opinion because this is because Ephedrine is being evaluated by the USDA and may become illegal over the counter. As I made it though high school and I no longer take part in the rush for the hot new supplements to make me perform better I have found that I havenââ¬â¢t even thought about it in a long time. At the time I didnââ¬â¢t even give it a second thought but now I see that supplements that are meant for short term use by grown adults or that are just plain not healthy to use for anyone are finding their way to the hands of athletes more often. The need to gain an edge and be the best drives them to do whatever it takes for them to win. I find myself relegated to telling my little brother of the dangers and hoping that these supplements will be pulled from the shelf before more harm is done. Bibliography: Works Cited Mills, C. Wright ââ¬Å"The Promiseâ⬠Mapping the Social Landscape, Ed Susan J. Ferguson McGraw Hill, 2002. 1-6. How to cite Public Issues and Personal Problems, Essay examples
Saturday, December 7, 2019
Child and Adolescent Health Case Study of Emma â⬠Free Samples
Question: Discuss about the Child and Adolescent Health. Answer: Introduction This essay will reflect on a case study of Emma, a 3-month old girl whos brought in the emergency department by her mother, Jamie. On examination, Emma is noted to have difficulty to rouse and does not remain steady when her vital signs are taken. Shes noted to have bruises on her body but her mother insists that she rolled off the couch. The case will be discussed from the child and adolescent abuse point of view. General knowledge regarding what constitutes infant abuse and some of the findings that would show signs of child abuse and neglect will also be discussed in the write-up. Professional responsibility of a nurse in identification and reporting cases of child abuse if suspected will be presented, alongside potential impacts of abuse on the development and well-being of a child. Child maltreatment or abuse is a serious problem in the development and well-being of an infant, which negatively affects not only the physical health but also the mental health of a child (Bancroft et al., 2011). Although the definition of child abuse varies from one author to the next, Bancroft et al., (2011) describes child abuse as the act of commission or omission, by an individual responsible for the well being of that child such as a parent or a caregiver who endangers their physical and emotional development. Although in some scenarios the cases of child abuse can be isolated, there are countless cases which occur over a specified duration. Child abuse can either be sexual, physical, emotional or neglect. In the recent past, some publications have included witnessing a family violence as another form of child maltreatment (Geller et al., 2012). Obtaining a reliable data regarding the prevalence of child maltreatment has been very difficult, because in most times the cases are not reported, or may have been reported a very long time ago after the first abuse has occurred. This can be constituted by varied parameters that literature uses to define child maltreatment, as well as the different methodologies to collect information like the differences in the definition of what child abuse is all about. As of late in Canada, there are no studies concerning the widespread of child maltreatment and neglect (Radford et al., 2013). While the legislation and data regard to children protection exists, such data is more likely to be incomplete as well as inaccurate. Because the data presented may only reflect the cases that have been reported to the authorities, that can be contained or where the risks of infants harm have been accessed to be high. Research has shown that abuse can have a tremendous impact on the physical health as well as the development of a child. For instance, analysis of the National Longitudinal Survey of infants and children showed that children who are exposed to child maltreatments have much lower health status and more health conditions/ problems compared to those not exposed (Howell, 2011). Additionally, we know that children exposed to child abuse demonstrate post traumatic stress, behavioral problems, low self-esteem, as well as capacity for empathy. Its also understood that exposure to child abuse can lead to a host of problematic challenges and behaviors that may go up to teenage hood if not addresses early. Since not every child exposed to maltreatment sufferers both immediate and long term negative impacts, such exposure increases the likelihood that an adolescent will demonstrate behavioral and emotional problems. According to verlien (2010), theres increased danger for the development of relationship trauma or complex trauma because traumatic experiences are seen within the aspect of care giving, the same area where a child would expect to have both safety and comfort. Complex trauma is that which occurs continuously and cumulatively over a specified period as well as within certain aspects and relationships. verlien (2010) argue that the experience of complex relationship trauma like chronic exposure to child abuse can lead to loss of critical capabilities for self-control as well as interpersonal relatedness which puts infants at higher danger for future problems. The impact of such experience is controlled by some factors such as age, gender circumstances of the abuse, personality, plus the extent of support systems you can count on. Besides, the critical significance of the mental health of a child in such scenarios and the potential long term ramifications for such infants still go unrecognized in the majority of the professions that respond to the issues of child abuse (Sousa et al., 2011). These results are felt across key areas of human functioning; cognitive, emotional, behavioral and social. Sousa et al, (2011) postulates that there are two key areas of concern which relate to the future development and well-being, neither of which can be alienated from the state of a childs relationship with a close caregiver. They include the development of attachment plus the emotional regulation of distress. Emmas case demonstrates a high possibility of child maltreatment. Although thorough interviews, as well as physical and mental examinations, need to be done to discard the suspected child maltreatment, some of Emma's findings strongly indicate child abuse. She presents several small, oval shaped bruises to her torso and bruising behind her head. Although bruises are common accidental injuries that a child can sustain during normal day to day operations, they are also a manifestation of maltreatment (Stanley, 2011). Bruises are predominantly on the shins and legs unlike in the case for Emma where they are on her torso. Bruising is not common in areas including the buttocks, the back, forearm, abdomen/hip, cheeks /face, hand, posterior leg or upper arm. Besides, bruising to the hands is very rare among infants, and in case an injury is noted, a clear explanation for the injury should be sought. On the other case, Stanley (2011) also argues that accidental bruises to the head are very c ommon around the forehead, upper lip, chin, or nose in contrast to the abusive bruises which are found on the cheeks, neck, ear, or peri-orbital region. Childs abuse not only involves attention to cause physical damage or harm, not providing necessities such as food and water but also health care and hygiene can constitute to a child maltreatment in the form of Neglect (Stanley, 2011). Neglect can have adverse effects on the health as well as the development and well being of a child. In Emmas case, the bruises on her occiput can be due to tripping or a hit on the ground with the back of her head or a fall from the sofa as per mothers explanation. This can happen as a result of negligence or lack of proper care to the child by the care giver. A 12-hour history of vomiting and lethargy and lack of energy during investigation plus seizure in Emmas case are indicators of child negligence which amounts to maltreatment. However, early recognition and intervention of such factors are crucial especially in the process of avoiding further victimization of an infant. They can also increase the likelihood of adolescents recovering from maltrea tment and neglect. According to Wildeman (2010) nurses are the first-hand healthcare officers in contact with the patients seeking health care. Due to this, it's of great essence that nurses understand pretty well the primary role they play in identifying, recording, as well as reporting suspected cases of abuse and neglect, especially to the children and adolescents. Since the definition of a child abuse can vary from one state to the other, any suspected cases of child and adolescent abuse or Neglect should be reported within the shortest time possible as Wildeman (2010) puts it. In Canada for instance, the report of suspected child maltreatment is a mandatory particularly for those professions that deal with the kids directly such as Nurses and teachers. According to Wildeman (2010) nurses who fail to report cases of child Neglect or maltreatment might be at risk of facing legal consequences like a jail term of not less than ten years. As per the literature, some of the barriers that prevent nurses or any other health professional from reporting cases of a child abuse include; fear of being identified as the principal source of the claim particularly in small communities where people live close to each other (Yount et al., 2011). Another fear could be a wrongfully suspect or report abuse, which may cause discomfort to the children and their caregivers/parents, as well as the risks of legal consequences not only for the departments where the nurses work but also for themselves. Yount et al., (2011), hold that the key reason manifested by health workers who fail to report cases of child maltreatment or neglect is due to lack of proper training in identifying an infant and adolescent abuse. Studies have shown the need that educational programs have in recognizing and preventing child maltreatment or neglect. Nurses have a moral obligation of reporting suspected cases of child abuse so that further investigations can b e done to access whether theres a situation that can cause danger either to the physical, psychological or emotional integrity of a child (Taft et al., 2011). The consequences of not reporting these cases by a nurse are more dare for the infant than the impact of reporting when theres no Maltreatment. Conclusion In this essay, we have shown that child and adolescent maltreatment or neglect is a serious problem affecting almost every society globally. Child maltreatment as discussed above can have dire consequences in the children going through abuse, that impact either short or long term physical, emotional, psychological, social development or the well being of a child. The consequences of child abuse depend on age and growth of the child at the time the abuse takes place as well as the support of the society after the maltreatment is reported. Resilience can act as a tool to reduce the cases of child abuse. As demonstrated in the case study, evaluation and further examination of Emma's condition can be a possible case of child maltreatment or neglect. Although Nurses plays a critical role in identifying possible cases of child abuse, every other person's input to the matter can help in a quick recovery for the children who suffer ill-treatment or neglect and are still unidentified. References Bancroft, L., Silverman, J. G., Ritchie, D. (2011). The batterer as parent: Addressing the impact of domestic violence on family dynamics. Sage Publications. Geller, A., Cooper, C. E., Garfinkel, I., Schwartz-Soicher, O., Mincy, R. B. (2012). Beyond absenteeism: Father incarceration and child development. Demography, 49(1), 49-76. Hester, M. (2011). 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