Tuesday, September 10, 2019
Benefits and Drivers Proposal for Kmart Research Paper
Benefits and Drivers Proposal for Kmart - Research Paper Example Dynamic strategies are inherently linked to the changing preferences of the people and the environment within which business operates (Montgomery, 2008). Kmart, would therefore greatly benefit from innovation, design and creativity not only in its products and services but also in its vision and operation. Through innovation in ideas and products, Kmart can easily achieve its goals and objectives. Kmart has created many brands which cater not only to the middle class segment but also the high end. But now Kmart must create unique capabilities that would give it a competitive advantage (Stalk et al., 1992)). Customers are the major part of all businesses. Kmart has excellent customer service which can be further improved through continuous feedback from customers. To improve and improvise Kmart can offer customers incentive to identify flaw in the customer service. They can also be offered to give suggestions to improve the store. Moreover, using social networking, Kmart can run online contest for best suggestion and implement them to gain customer long time loyalty. This would serve dual purpose: gain popularity; and at the same time, get innovative suggestion for improvement directly from the customers that meet their expected level of service. Kmart needs some highly creative input vis-à -vis design format/ interior decoration of homes or offices. It would attract new segment of young and mobile people who have financial resources but not the time to put their ideas into reality. Kmart could start an online superstore that would facilitate customersââ¬â¢ dream to come true. They can outline their dream design and choose items or give specifications of their requirement regarding various goods and services. The store can then give tentative estimate, take advance and decorate/ design customersââ¬â¢ homes and offices as per their dream. This would be a highly exclusive activity which none of the competitors have. Hence, developing
Monday, September 9, 2019
Questions on International Marketing Essay Example | Topics and Well Written Essays - 2750 words
Questions on International Marketing - Essay Example Again, remember to support your answer. (25 marks) 3. Analyse the extent that you believe Country of origin effect (COO) influences consumer perception of your chosen global brand. Justify your answer. (20 marks) A maximum of 5 marks are awarded for presentation - (5 marks) Overview of Standardization and Adaptation in Marketing Mix Marketing mix, as defined by Jain (2009), refers to the combination of the product, the distribution system, the price structure and the promotional activities. The author (Jain, 2004), has further been of the opinion that it is a term that is used to denote a specific combination of marketing variables that are controllable by an enterprise and that are used to appeal a particular market segment. Both Marketing standardization and marketing adaptation of the marketing mix encompass opposite characteristics. Marketing standardization has been defined as ââ¬Å"the offering of identical product lines at identical prices, through identical distribution syst ems, supported by identical promotional programs, in several countries (Buzzell, 1968). On the other hand, marketing adaptation or localization has been identified as having marketing mix satisfying specific needs of the local market (Alimiene and Kuvykaite, 2008:36). Internationalization has necessitated either to strategically implement standardized marketing mix or adaptation marketing mix. The concept of foreign markets and the subsequent removal of trade and custom barriers along with the aid of technological advancements, various companies were required to decide whether they would use standardized or uniform marketing mix strategic in all current and potential countries or they would adapt to and pursue and implement different marketing mix strategy. With the presence of these two options, Toyota was also required to determine a particular marketing mix strategy or a combination of both strategies. Toyota Background Toyota is one of the foremost automobile firms in the world. It has been operational for more than 75 years and has expanded base all over the world. One of the first car makers to come up with world class cars from the Japanese stable, the organization has indeed created a name for itself all over the world. With increasing sales slowly spreading to all over the world, production facilities also disseminated to other parts of the world. Gradually, the company has grown to become one of the largest multinational companies the world over. With production as well as assembling plants in US, UK, China and France, and present in over 170 nations, the Japanese company has come a long way in making a name and sizeable market share for itself. Over the years the company has launched one great car after another and above all the company is guided by sustainable development for its present as well as future course of actions (Toyota website, 2012). So far as their global presence is concerned, in order to make their ventures profitable, they operate from 27 countries and have 50 manufacturing companies working together to make Toyota what it is (Toyota, 2012). They have R&D facilities in key markets such as USA, Japan, China, Australia and Europe. Japan being their headquarters has extensive production sites and dealer networks. Toyotaââ¬â¢s Global Presence Courtesy: Toyota-global.com Discussion Toyota has a pursued a combination
Sunday, September 8, 2019
Sleepless In Seattle (The Movie) Essay Example | Topics and Well Written Essays - 500 words
Sleepless In Seattle (The Movie) - Essay Example She was his perfect match. He knew it since he touched her hand for the first time. It was like magic, he says. He doesnââ¬â¢t believe it may happen twice in life. He decides to begin the life from a clean page and leaves for Seattle, where he buys a boat house. Heââ¬â¢s got a wonderful 8-year-old son Jonah, who worries about him. On Christmas Eve Jonah calls the radio and speaks to Dr. Marcia about his father, who doesnââ¬â¢t sleep and denies having any dates. Jonah thinks his father needs a wife. Dr. Marcia feels that Sam is seriously depressed and invites him to communication. When Jonah goads his father to the phone, Sam, first reluctantly, speaks about his wife. He tells about her and their relationships in simple words that touch all the female hearts. He speaks of the magic every woman dreams of. As a result, he gets about 2,000 letters with proposals from women living all over the USA. He even agrees to date with one of them, hyena-like laughing Victoria. Annie Reed (Ryan) is a newspaper feature writer, who loves to watch romantic old movies and is going to marry a man, offering her stability and certainty. Bill Pullman, playing her fiancà ©, what Hollywood calls "the Bellamy role" (ââ¬Å"decent but dull suitors always nudged aside so that hero and heroine could go off togetherâ⬠) is a perfect nuisance, dull and boring. She persuades herself that there is no romantic in the world and we should live using our common sense. When she hears Samââ¬â¢s story, something clicks in her head. She thinks of him, and at last writes a letter, offering to meet in New York at the Empire State building, as it was planned by the characters of the old movie she likes best of all. An Affair to Remember, which inspired Ephron and makes all the females in the film cry, had a tragic end, while Sleepless in Seattle doesnââ¬â¢t leave any doubt as to the happy end. Besides, Annie goes to Seattle to look at Sam and really likes him.
Saturday, September 7, 2019
Compare and contrast Assignment Example | Topics and Well Written Essays - 1000 words - 1
Compare and contrast - Assignment Example Shannon at this time is tired of leaving the traditional life and decides to America so that she can be free. Surprisingly she and Joseph escape away together with joseph disguising himself as her servant. Along the way, Shannon gets herself in trouble but Joseph comes to her rescue. They find jobs in a chicken processing plant and Joseph starts boxing making him somewhat a celebrity in the Irish town. Things however start going sour for the both of them and Shannon is even shot. Shannonââ¬â¢s father comes in search of her daughter and tries to separate them but in vain. In the end Joseph and Shannon, profess their love and go ahead to take away the land they had acquired together (Fandango 2013). Comparing and Contrasting When comparing the two main characters in this film: Joseph and Shannon, it is easy to see quite a number of similarities. For one both characters are extremely strong and hardheaded. Josephââ¬â¢s strong character comes from his determination to avenge the de ath of his father. For this, he is capable of doing anything, even murder. He does not even hide the intentions he has such that his home village is supportive of his mission and cheerfully bid him farewell. Shannon on the other hand is similarly a strong, rebellious and headstrong. This character is brought out by the fact that she wants to be free of the traditional life at her home and wants to go and explore the world. She does not like being the perfect and well-mannered daughter her parents and the society wants her to be. Her strong character is evident by the way she shoots at Joseph when he invades their home trying to kill her father Daniel. Both Joseph and Shannon are strong enough to survive a hard life in Boston. Shannon tries to dance in order to get money while Joseph becomes a ring boxer to also make money. The owners of the home they had invaded shoot Shannon but Joseph attends to her until she gains her strength back. This shows that both characters faced their cha llenges head on despite of how cornered they were. While contrasting both characters it is easy to see that Joseph and Shannon are still different in their own way. For instance, once Shannon has set her mind to do something nothing can deter her and she is not easily swayed by anything. Conversely, from the film one can see that Joseph does not stick to what she has originally planned. One instance is when Joseph decides to seek revenge on the person who murdered his father but after he seeââ¬â¢s Shannon, he is mesmerized by her strong character and somehow forgets his mission. In addition, while in Boston both Joseph and Shannon decide to work in order to acquire a piece of land but when Joseph is paid, he uses his money on expensive clothes so as to get Shannonââ¬â¢s admiration (Ebert 1992). This however does not sit well with Shannon who cannot believe Joseph is wasting the money on other things instead of saving for their daily upkeep. Shannon is a very goal oriented pers on and anyone who tries to mess around with her plans of being independent is not very welcome. Another aspect that can be contrasted is the setting of Shannonââ¬â¢s home and where she escapes to in search of a modern and free life. From the film, it is evident that despite Shannon calling home traditional and wanting to be free, while there she was well taken care of by her parents who were wealthy. This is unlike Oklahoma where on the
Friday, September 6, 2019
Inertia lab report Essay Example for Free
Inertia lab report Essay A Rotational motion experiment is the simplest method of finding the Moment of Inertia. Minimum equipment is required to perform this experiment. For the purposes of increasing the accuracy of the results, the procedure should be repeated three times, making our conclusion more reliable. While load is moving downwards itââ¬â¢s potential energy converts to kinetic. Load is accelerating because weight(Fg=mg) of the load is bigger than tension on a string so load is not in equilibrium and by Newtonââ¬â¢s Second Law (F=ma) resultant force creates an acceleration. Resultant force can be calculated by the equation S=0. 5at2+ut to find acceleration and F=ma. String rotates the spindle which rotates the disc by creating a torque(T=Fr). Torque accelerates the disc and it can be found by ? = . To find moment of inertia now T=I? equation is used. 1 Method and observation: Apparatus: 3 different size discs, spindle, ruler, set of weights, stopwatch, stand. Disc is attached to one end of the spindle and string with load is attached to the other end. Discââ¬â¢s weight, diameter and radius are required to be measured before experiment. Length of the string (L), number of loops on the spindle (n) and horizontal distance of loops (H) were measured before experiment. Using equation below r is found. = 2 Spindle Disc String Stopwatch Weights Stand After setting all the equipment up the experiment starts. The string is then wrapped around the spindle. Time was measured for load pass the distance of length of the string. To plot graph one over time2 is required to be calculated. 4 different masses of the load are used in experiment is repeated 3 times every time mass is changed to make reduce random error. After finishing all the experiments on one of the discs other disc is placed and experiment repeats. When all the experiments are done and measurements are recorded mass against one over time2 is plotted using results. 3 graphs are going to be plotted for each disc. Gradient of the graph is constant k which we could use to find I using formulae below. When observed the string with vibrating and load was moving a little which can cause some systematic error. While spindle is spinning there is some friction which is neglected and the disc is vibrating while it is spinning which also cause some systematic error. = ? 2 2 Results MEASUREMENTS ON THE SPINDLE: MEASUREMENTS ON THE DISCS n= 8 L= 0. 26m DISC 1 (small) DISC 2 (medium) DISC 3 (large) Weight (kg) 0. 314 0. 490 Diameter (m) Radius (m) 0. 1 0. 127 0. 05 0. 0635 0. 696 0. 152 0. 076 H= 0. 026m r= 5. 1410-3 DISC 1 Weight (kg) Time (s) Average Time (s) 1/t? (s-2) K (m s? ) I (kg m2) experimental I (kg m2) theoretical ?I (kg m2) 0. 1 2. 93 | 2. 73 | 2. 62 2. 76 0. 131 0. 15 2 | 2. 1 | 2. 23 2. 11 0. 225 1. 439 0. 000346 0. 2 1. 87 | 1. 85 | 1. 86 1. 86 0. 287 0. 22 1. 81 | 1. 74 | 1. 78 1. 78 0. 317 0. 000393 0. 000047 DISC 2 Weight (kg) Time (s) Average Time (s) 1/t? (s-2) K (m s? ) I (kg m2) experimental I (kg m2) theoretical ?I (kg m2) 0. 1 6. 49 | 6. 16 | 6. 33 6. 33 0. 0250 0. 15 4. 97 | 4. 77 | 509 4. 92 0. 0413 0. 686 0. 000726 0. 000988 0. 000262 3 0. 17 4. 38 | 4. 97 Z 4. 43 4. 43 0. 0510 0. 20 4. 00 | 4. 13 | 4. 08 4. 07 0. 0604 DISC 3 Weight (kg) Time (s) Average Time (s) 1/t? (s-2) K (m s? ) I (kg m2) experimental I (kg m2) theoretical ?I (kg m2) 0. 1 4. 21 | 4. 13 | 4. 17 4. 17 0. 0575 0. 15 3. 13 | 3. 27 | 3. 00 3. 13 0. 102 0. 290 0. 00172 0. 00201 0. 00029 4 0. 2 2. 73 | 2. 75| 2. 73 2. 74 0. 113 0. 17 3. 03 | 2. 77 | 2. 83 2. 9 0. 119 Calculations T=I? -3 T=Fr I = = = = ? = 2 1 = ? 1 =km k = 2 2 9. 8x(5. 1410? 3 )? I1e= 21. 4390. 26 =0. 000346ms? 9. 8x(5. 1410? 3 )? I2e= 20. 6860. 26 =0. 000726ms? 9. 8x(5. 1410? 3 )? I3e= 20. 2900. 26 =0. 00172 ms? I1t=0. 50. 0520. 314=0. 000393 ms? I2t=0. 50. 063520. 490=0. 000988 ms? I3t=0. 50. 076020. 696=0. 00201 ms? ?I1=|0. 000393-0. 000346|=0. 000047 ms? ?I2=|0. 000988-0. 000726|=0. 000262 ms? ?I3=|0. 00201-0. 00172|=0. 000290 ms? 5 Error Analysis = 2 1(2 +2 ) + 2( + ) + = =? r= 0. 0005+0. 0005 ?r= 0. 26+0. 026 r x5. 1410-3=1. 7910-5 ?s=0. 00192 ?k=0. 176 ?I=1. 7910-50. 001920. 176=6. 0510-9 6 Graphical representation Disc 1. 1/s? 0. 35 0. 3 y = 1. 439x 0. 25 0. 2 0. 15 0. 1 0. 05 1/t? 0 0 0. 05 0. 1 0. 15 0. 2 0. 25 Weight kg 1/s? 0. 16 Disc 2. 0. 14 y = 0. 686x 0. 12 0. 1 0. 08 0. 06 1/t? 0. 04 0. 02 0 0 0. 05 0. 1 Weight 0. 15 0. 2 0. 25 kg 7 Disc 3. 1/s? 0. 07 0. 06 y = 0. 290x 0. 05 0. 04 0. 03 1/t? 0. 02 0. 01 0 0 0. 05 0. 1 Weight 0. 15 0. 2 0. 25 kg 8 Discussion From the results gained it can be concluded that larger and heavier the disc is greater the moment of inertia of a body. As we can see the gradient on the graphs are larger at larger discs. From theoretical values which it can be concluded that experiment was right. More time is taken to pass that distance for larger discs because the moment of inertia is bigger so it torque is required to accelerate the disc. However there were some random and systematic errors. One of the most effecting random errors is the human reaction error. It could be decreased by using light gate instead of stop watch. Using more accurate equipment for taking measurements of discs and spindle would decrease the error. Masses of the loads are not exact so more accurate loads would decrease the error. Conclusion Larger and heavier discs have larger moment of inertia so they require more torque to be accelerated.
Alexander Hamilton vs Thomas Jefferson Essay Example for Free
Alexander Hamilton vs Thomas Jefferson Essay Alexander Hamilton and Thomas Jefferson had very different political views, which is why our first president, George Washington, had them both in his cabinet. Hamilton was the first Secretary of the Treasury, while Jefferson was the first Secretary of State. These differences begin with who they thought should govern and what type of government was the best. Hamilton thought we should have a strong central government in the interests of commerce and industry, while having the national government in charge. However, Jefferson felt that the people should rule with a decentralized, agrian government in the terms of freedom and the people should rule themselves. They also had conflicting ideas for what economy suited us best, Hamilton believing it to be industrial and Jefferson believing the best was agricultural. Along with those conflicts, they didnt agree with how the constitution was to be interpreted. Hamilton was a loose constructionist, wanting to stick closer to the thought of the central government ruling. Jefferson was a strict constructionist, believing that the constitution was to be followed closely. Lastly, their difference in ideas helped formed political factions. They became two sides, the Federalists and the Antifederalists or Republicans. Alexander Hamiltons side was the Federalists, they stood for the urban mercantile interests of the seaports. Thomas Jeffersons was the Republicans who represented the southern and rural interests. Alexander Hamilton and Thomas Jefferson had very different political views, which is why our first president, George Washington, had them both in his cabinet. Hamilton was the first Secretary of the Treasury, while Jefferson was the first Secretary of State. These differences begin with who they thought should govern and what type of government was the best. Hamilton thought we should have a strong central government in the interests of commerce and industry, while having the national government in charge. However, Jefferson felt that the people should rule with a decentralized, agrian government in the terms of freedomà and the people should rule themselves. They also had conflicting ideas for what economy suited us best, Hamilton believing it to be industrial and Jefferson believing the best was agricultural. Along with those conflicts, they didnt agree with how the constitution was to be interpreted. Hamilton was a loose constructionist, wanting to stick closer to the thought of the central government ruling. Jefferson was a strict constructionist, believing that the constitution was to be followed closely. Lastly, their difference in ideas helped formed political factions. They became two sides, the Federalists and the Antifederalists or Republicans. Alexander Hamiltons side was the Federalists, they stood for the urban mercantile interests of the seaports. Thomas Jeffersons was the Republicans who represented the southern and rural interests.
Thursday, September 5, 2019
Addictiveness of Video Games
Addictiveness of Video Games Tingting Song Are Internet Video Games Addictive? Yes, They Are. Video games have already became an indispensable part of our lives especially through the Internet as a medium to link the virtual space and real people in the worldwide. It is worth mentioning that Internet video games are more popular among teenagers, and their spare time is occupied by a variety of video games instead of doing something creative, imaginative and innovative. Therefore, they have a greater chance of video game addiction than other groups of players. Susan Orlean (n.d.) who is an American journalist states, ââ¬Å"Iââ¬â¢ve always been afraid of video games ââ¬â not afraid that I wouldnââ¬â¢t like them, but that I would like them too much, and that after mere seconds in front of any particularly bright and absorbing game, I would abandon all ambition, turn into a mouth ââ¬â breathing zombie, and develop a wide, sofa-shaped rear end.â⬠The speaker points out the emotions of most players in the face of the video game. Video games excites, annoys the p layers, and even lets them hard to give up playing. Also, playing video games is a good escapist channel and the best way to kill time for players. In my position paper, I believed internet video games are addictive particularly for groups of adolescents. I will discuss the reasons, the causes, and the possible effects of being addicted to the games in detail with evidence. There is no doubt that video games addiction is a quiet killer that is threatening the study habits and the lives of teenagers. Game addiction is a sign of teenagers who have an excessive dependence on a game. First of all, video games have addictive triggers to attract and to lure the players to become addicted to the game. In order to draw more players to play the games, game designers tend to make different types of games which meet different individual needs. a) Video games are usually divided into the following several types such as Action, Massively Multiplayer Online Role-Playing (MMORPG), Strategy, Simulation, and Driving etc. Players can always find the games for their needs in such various categories. b) You will find that there have no specific pre-defined ends for most of these different video games. Players completes every task to have a new discover and those unpredictable factors always inspires playersââ¬â¢ curiosity to continue playing the games all the time. c) The game set different reward for the character of the level up. When character have a new start in a new game, the characterââ¬â¢s attributes are initialization settings in the game. If players want to finis h the advanced task, to upgrade characterââ¬â¢s attributes and to get more skills, they must make their roles from the initial level up to full level soon. With the level of ascension, players have to spend more and more time to challenge more difficult tasks. The process by characters to level up is sustainable and it cannot be sustained for a long time. Games designers build various rewards patterns for players to earn, which also causes addiction. d) Meanwhile, in-game currencies are increased by spending more time playing and more tasks are completed, which leads to more seductive pursuits to achieve. Cumulative gaming time or login in the game on time to complete the task will accumulate more wealth such as gold coins, credits, and energy which increase playersââ¬â¢ purchasing power. In-game currencies can buy game props to help players easy to complete the task, and buy the virtual clothes to dress up the character, etc. (Loder Natasha, 2014). Actually, the virtual wealt h were drove by playersââ¬â¢ vanity. Sometimes, parts of crops in the game can sell for business in real life between players. Thatââ¬â¢s why parts for players play so hard that update their items for selling to get a good price. e) Moreover, the designers prefer to set the randomly time-schedule of in-game rewards. Sometimes, players will get a big reward after finishing several tasks, but there are still have several parts of players will get a huge rewards when they only complete one task. Game designers make the factors of uncertainty to let the players never know when they can be rewarded through the tasks, but players always would like to wait the reward until as long as they play long enough. Designers are so smart that always structure a different target to pursue players for different period of gaming time. Thatââ¬â¢s why players will always have the game to play with innovation. There is no doubt that video games addiction should be categorized as a mental disorde r, however, the addiction is caused by video gamesââ¬â¢ design, which attracts more players to spend large amount of time to play it (John Hopson, 2001). In the second place, video games provide a fully realized virtual world for players to ââ¬Å"escapeâ⬠from the reality of the physical world. For gamers, the virtual world are more appealing than real life. a) Those kind of people with social phobias, and lose motivation to communicate with people more likely to addict in the internet video games. The success of the game gives them confidence and give them affirmation to prove their personal ability. Because the desire for interpersonal communication, these groups of players would like to build friendships in virtual space. Players can play together with other game users in a group randomly, and enjoy the feeling of teamwork to accomplish their common task. Also, in the network game, players based on reality condition of the real world or personal expectations of themselves to create the character in any status to finish career goal, to make friends, and to build the family with other users in the game. A lot of players put the ir own emotions to the games like the SIMS, and gradually lose themselves and indulge in games (Romeo Vitelli, 2013). Furthermore, b) people who have huge pressure in real life, sitting in front of the computer, logging in the video games and into the game, they will no longer remember their own ambitions and worry about the difficulties that happen in the life. They will only remember the gamesââ¬â¢ tasks, the monsters are killed, or another beautiful magic world. Players love the feeling of playing games without any restriction force in real life so video games become their spirit of places gradually (Jack Flanagan, 2014). Thirdly, video games have a strong psychological basis that can lead to an addiction for the players. For instance a) players get hysterical symptoms in the process to play racing games. Usually, this kind of psychology similar with the feedback after playing extreme sports. However, extreme sports have a high level of danger. People who keen to play extreme sports are willing to challenge the nature, and in the case of high danger coefficient to reach high excited state of mind. The metamorphosis of video game also create an immerse experiences for players, such as racing games. In addition, video games do not have physical risk. In the game, players should have quick reaction to avoid ââ¬Å"hitâ⬠and elude oncoming vehicles. Mental shocking is a part of fun. Players are almost die but they are alive no matter in the process of extreme sports or such process of violate racing games (Jagodzinski Jan, 2006). All at once, b) violent video game provides the stimulus and brings mor e exciting pleasure for players. You cannot shooting in the street with a gun, it is illegal. However, violent games donââ¬â¢t break the low and have the restrictions for players. Virtual experiences are very real not only the first-Hand Role in killing process but also the vivid graphics. The pleasure of this kind of game is the reason of the players cannot extricate themselves (Xu Zhengchuan, 2012). The last but not the least, Neuroimaging studies have begun to study the changes of brain activity when players play the games and recorded the changes with documents. The evidence shows that there have changes in brain activity during on-line play. Response to video game addiction in players is similar with drug-induced substance dependence. ââ¬Å"These brain regions include the dorsolateral perfrontal cortex, orbitofrontal cortex, parahippocampal gyrus, nucleus accumbens, thalamus and caudate mucleus.â⬠(Bavelier Daphne, 2011). In addition, unlike drug addiction, Video game addiction will not cause physical damage to human body. However, damage of nervous system are the common reason for the players become problem gamblers. There is no doubt that video games are addictive, and to produce special devastating on the nervous system of the brain. Simultaneously, it is important to note that games addiction is a process of accumulation results (Bavelier Daphne, 2011). As well, add ictive triggers is the important reason for the players spend a large amount of time to play internet video games and lead to cause changes in the brain. Then the fantasy world in the games make them feel better. As an example, one of the easiest operation video games called Farm Game which connects the players with their friends through the Internet. When the player starts to play the game, they will have six lands to sowing crops. Mature crops generally lasted six to seven hours. Players had to harvest their crops on time to avoid their game friends to steal their crops. Players with crops to sell more, they will acquire more coins to buy more land and more expensive crops. At the same time, their level of farms will up with more crops they sold. Players had to check the time, log in the game every day and harvest crops on time in order to avoid other players to steal their crops. I doubts even the players whether cannot help thinking of the picture, content and so on in the game or not. Actually, for most game players, they do often remind of the game and canââ¬â¢t wait to play the game. Video-game designers structure unpredictable and unexpected factors to attract playersââ¬â¢ curio sity and desire, so they would like to spend more time to complete the goal in the games. Compared to drug addiction with physical damage, video games are more inclined to spiritual enjoyment and satisfaction. It seems that video game addiction is harmless, but Bakker says video games addiction can ruin lives (Sherry Rauh, 2006). Players donââ¬â¢t think they are in trouble with games addiction who are ignoring the problems and making addiction worse. At an addiction treatment center in Amsterdam, in the Netherlands (Sherry Rauh, 2006), players particularly are groups of adolescent who seriously addicted to internet video games and come to this center to quit addiction on video games. Keith Bakker (Sherry Rauh, 2006) is a director of this addiction consultants said in recent years, they received more and more patients who addicted especially for playing online role-playing games. In the process of broking dependence, if the players does not get more actions such as playing video g ames, they will become agitated, irate, violent and miserable because their fantasy world was interrupted by us. They are in low depression even do not willing to eat, sleep and alive. Otherwise, video game addicts will let players stay away from social development that affect socialize relationships; they will become more isolated with others. As well, students wonââ¬â¢t have energy to learning because they are hard to concentrate on learning. And, with the grades become poor, they are tend to dropout and give up other interests and hobbies. In conclusion, I totally believed that it is possible to become addicted to internet video games. Video games addiction has become the mainstream problem in society. This addiction strongly causes problems for individual such as emotional problems, health problems and social problems. There are mainly four argumentsââ¬â¢ points to explain the reason of internet video games addiction in this position paper. Such as video game have addictive triggers to attract players dependent on it and wonââ¬â¢t stop playing. Play the game online in order to stay away the real digital world and video games offers strong psychological pressure to players. Lastly, there have changes in brain activity during on-line play. Video game gives pleasure to the players at the same time brings negative sides. In my opinion, video games addiction must be aware from parents and society because it is enough to destroy an adolescent life. Work Citation: Susan Orlean. BrainyQuote.com. Xplore Inc, 2014. Retrieved April 5, 2014,à from BrainyQuote.com Web site: http://www.brainyquote.com/citation/quotes/quotes/s/susanorlea494668.html#GxqS5W5rQEVom45A.99 Loder, N. ââ¬Å"What Makes Video Games Addictive? : Electronic Entertainment.â⬠Theà Economist Newspaper NA, Inc. Feb 18, 2014. Web. April 5, 2014, fromà http://search.proquest.com/docview/1500529138?accountid=28041 John Hopson. ââ¬Å"Behavioral Game Design. GAMASUTRA: The Art Businessà of Making Gamesâ⬠. UBM Tech. April 27, 2001. Web. April 5, 2014, fromà http://www.gamasutra.com/view/feature/3085/behavioral_game_design.php?print=1 Romeo Vitelli, ph.D. ââ¬Å"Are Video Games Addictive?â⬠Psychology Today, 19 August,à 2013. Web. 5 April 2014, from http://www.psychologytoday.com/blog/media-spotlight/201308/are-video-games-addictive Jack Flanagan. ââ¬Å"The Psychology of Video Game Addiction.â⬠The Week, 5 Feb, 2014.à Web. 5 April 2014, from http://theweek.com/article/index/255964/the-psychology-of-video-game-addiction Jagodzinski, Jan. ââ¬Å"Video Game Cybersubjects, The Ethics of Violence and Addiction:à A Psychoanalytic Approach.â⬠Psychoanalysis, Culture Society 11.3à (Dec 2006): 282-303. ProQuest Psychology Journals. Web. 5 April 2014à from http://services.lib.mtu.edu:3960/docview/216517632/485C5DD715AC4523PQ/3?accountid=28041 Xu, Zhengchuan, et. al. ââ¬Å"Online Game Addiction Among Adolescents: Motivation and Prevention Factors.â⬠European Journal of Information Systems 21.3 (May 2012):à 312-340. ProQuest Business Collection. Web. 5 April 2014 from http://search.proquest.com/docview/1010849335?accountid=28041 Babelier, Daphne, et. al. ââ¬Å"Brains On Cideo Games.â⬠Nature Reviews. Neuroscienceà 12.12 (Dec 2011): 763-8. ProQuest Psychology Journals. Web. 5 April 2014à from http://search.proquest.com/docview/905093857?accountid=28041 Sherry Rauh. ââ¬Å"Detox For Video Game Addiction?â⬠CBS Interactive Inc. July 3, 2006.à Web. 5 April 2014, from http://www.cbsnews.com/news/detox-for-video-game-addiction/
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