Wednesday, December 25, 2019

Essay about Shinichirō Watanabe Genre Mixing at Its Best

Cowboy Bebop is a title which many anime fans are familiar with. Arguably, it is one of the best anime series ever made, but nonetheless can be recognized as a great piece of art created by the show’s director; ShinichirÃ…  Watanabe. Truth is, this is not Watanabe’s only spectacle. Although it first aired in 2004 (about five years after Cowboy Bebop last aired), Samurai Champloo can also be recognized as another one of Watanabe’s â€Å"masterpieces†. Even though he uses the same style as a basis to craft both Samurai Champloo and Cowboy Bebop, each show brings a completely different experience. What makes them unique from other anime is an element that can be known as â€Å"genre mixing†. How Watanabe mixes genres between Samurai Champloo and Cowboy†¦show more content†¦Slowly the scene becomes more and more intense as we keep getting surprised to what Spike endures to survive right until the moment where both Vicious and Spike face off. T he spaghetti western genre can be seen through how the fights feel, never giving the viewer a chance to even be able to guess what will happen next before and after that first shot or move is made. The show is also a brilliant comedy. Though the show wouldn’t necessarily be placed under comedy for its genre, the clever use of it gives the audiences a form of relief that makes sure the show does not fall into taking itself too seriously. After the shootout is over and Spike wakes up on a couch completely covered in bandages, he listens to Faye hum a smooth tune. He then signals her to come close to be able to whisper to her, â€Å"You sing off key†. After having that ruthless shootout finally conclude, there is wiggle room to add a joke and give the viewer a better feeling of relief. There is also episodes that are meant to be completely comedic (Mushroom Samba), but would never be as funny if we hadn’t had the chance to get to know these characters before. Most of the use of comedy is by placing the characters in ridiculous situations which you haven’t seen them in before. Cowboy Bebop is also influenced by Bruce Lee and the Martial Arts. Spike’s fighting style is the same as Bruce Lee, which is called Jeet Kune Do. One major piece of evidence behind this is when Spike

Tuesday, December 17, 2019

Pest Analysis of the Fast Food Industry Essay - 770 Words

Pest Analysis Fast Food Retail Sector Introduction Political Factors McDonald’s food safety is of a very high-quality and is recognised as one of the best in the fast food retail sector. One of their main successes has been their training programme. They 1 train all of their staff before they begin work in one of their restaurants on all aspects of food quality, food safety and hygiene. This training, along with being made aware of the importance of cleanliness, continues throughout their employment. Another of their regulations they impose is in the food handling areas were staff must wear special aprons and hats to maintain hygiene, and also have to abide a strict washing procedure which is monitored on a day-to-day basis. Due to†¦show more content†¦4 Technological Factors Smaller businesses tend to rely on technology that saves them time as energy saving equipment usually costs a lot of money. Technology, such as industrial deep fat fryers and high power ed ovens, allow businesses to produce multiple items at fast rate therefore reducing time required per product and becoming more efficient. 5 Conclusion To conclude, the PEST analysis on the fast-food retail sector has revealed how large companies, in particular McDonalds, can deal with their environments in a far superior way than smaller businesses. Finally, the PEST analysis has shown the importance of using technology to increase profits. The major companies have invested more money recently on the saving of energy which makes the business more productive, and therefore make more money. Most of the smaller businesses have no resources to invest in the energy saving equipment and so try to concentrate on increasing productivity using much more ‘low-tech- technology. In the long run, it will be most probably be the investment in saving energy that wields higher results. Bibliography Baertlein, L. (2008, October 31). Reuters: Cost fears calmed by recession risk. Retrieve d December 27, 2008, from Reuters:Show MoreRelatedMcdonald Business Environment906 Words   |  4 PagesIntroduction McDonald Corporation is the world’s largest chain of hamburger fast food restaurant. There are over 30,000 McDonald’s restaurants in more than 100 countries and served an average of 50 million customer daily. A McDonald restaurant is operated by either a franchisee or by the corporation itself. The very first McDonald was open in Singapore in 1979 and today there are over 120 McDonald restaurants across the island which served 1.2 million customers weekly. McDonald employs around 9Read MoreMarketing Plan For The Fast Food Industry Essay1570 Words   |  7 Pagesmarket analysis, consumer behavior analysis and the environmental analysis mainly supports in maintaining the focus for strategic incorporation of the innovative marketing strategies and channels. 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They are factors such as political, economic, demographic, cultural, technology and natural (Template, 2011). PEST Analysis is implemented on a macro level and used to judge the overall situation of the particular country. PEST Stands for Political Factors, Economic Factors, Social Factors and Technological Factors Following is PEST Analysis of UK to have an overview of business feasibility in the UK: Political Factors: restaurants has reached the peak phase of its lifecycleRead MoreSubway2248 Words   |  9 PagesIntroduction Before introducing the history, mission, and vision, I am enterprising a fast food company, Subway ® restaurants in Malaysia. Subway ® restaurants are the worlds biggest submarine sandwich chain working more units in the US, Canada and Australia than McDonalds does (Dec 16, 2009). Today, there are more Subway restaurants in the world than other restaurant chain, 42996 restaurants in 108 countries, and there are 177 restaurants in Malaysia. â€Å"Subway, eat fresh†. 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Sunday, December 8, 2019

Overoptimism and Performance of Entreprenurial

Question: Discuss about the Overoptimism and Performance of Entreprenurial. Answer: Introduction Personality has been regarded as the overall profile or the combination of stable psychological attributes, which captures the uniqueness nature that exists in an individual. The character that is exhibited in person has a bearing on the performance as well as impression(Heaton, 2002). Further, the personality of people has specific impacts on the individuals who interact with that person. Decision making is a vital part of the successfully running of a corporation. Many authors define it as the thought process of selecting the logical choice from all the available actions. Individual weighs both the positive and the negative of each option(Malmendier Tate, 2005). Personality of a person is vital towards making the right decision in a corporation or perhaps in corporate investment. The essay will aim to draw the logic relationship that exists between personality and decision making. Each individual has their own character, one such personality that will be analyzed is overconfidence . According to Malmendier Tate (2005), defines overconfidence as the tendency to be very sure of an absolute fact and later finding that the objective was totally difference(Hartman, DesJardins MacDonald, 2014). When one is overconfidence you tend to misjudge your values, opinion, and abilities and you have more confidence than one should, given the parameters of the objective of a situation. Nonetheless, investment is an attribute of the decision making and one need to be in sound mind to make the best choice(Lowe Ziedonis, 2006). Many scholars have considered investment decision as a willpower, which is made by the management about how, when, where and the amount of funds that would be invested on a given opportunity of an investment. The business decision often follows a research to determine the cost and the returns for each of the available options. According to Heaton (2002), on his article on managerial optimism and the corporate finance, highlights that there are dominant features that could emerge from a basic model of business finance with the positive managers as well as the cost-efficient capital industry. He clearly identifies on the aspects of overvaluing and undervalue of the firm's risky securities. On his findings, he established a tradeoff of underinvestment and overinvestment to the free cash flow with even reasonable agency costs(Lowe Ziedonis, 2006). The business leaders are generally confident if they overestimate on the possibility of the sound efficiency of the business and also undervalue the possibility when the performance is unattractive. Additionally, Malmendier Tate (2005), on his review article on CEO overconfidence and business investment claims that the executive overconfidence might create the enterprise investment disturbances. The supervisors who happen to be overconfidence generally overestimate the returns to their investment ventures when they look at their external finances as unduly costly(Malmendier Tate, 2005). Therefore, these people overinvest once they have obtainable internal sources and curtail the investment in the event like when they need external funding. The CEO are considered overconfidence when they neglect to reduce their own subjection to the organization specific threat. Ultimately, the essay would concentrate on the article by Lowe (2006) on overoptimism as well as functionality of the entrepreneurial organizations. He highlights that overoptimism affects on the decisions of the entrepreneurs to create and maintain of new projects. Furthermore, the entrepreneurs are set held longer to the facets of technology, which do not attain the commercial results. Additionally, they may be in denial of the decline on the possibilities such as inventions(Heaton, 2002). The author identified that the new venture business along with the recognized ones can operate as complementary as opposed to getting alternate vehicles for industrialization of different technologies particularly in the accreditation of the university. References Heaton, J. B. (2002). Managerial optimism and corporate finance. Financial management, 33-45. Lowe, R. A., Ziedonis, A. A. (2006). Overoptimism and the performance of entreprenurial firms. Management science, 52(2), 173-186. Hartman, L. P., DesJardins, J. R., MacDonald, C. (2014). Business ethics: Decision making for personal integrity and social responsibility. McGraw-Hill. Malmendier, U., Tate, G. (2005). Overconfidence and corporate investment. The journal of finance, 60(6), 2661-2700.

Sunday, December 1, 2019

Role playing in video games and real life relationships an Example of the Topic All Posts by

Role playing in video games and real life relationships Introduction People often wonder what one gets from computer role playing games (RPGs). They think it ruins ones life values. Well, you can say that if you are addicted to it, for it will really cause problems. Often times, RPG players are caught up in the web of things to attend to, actions and characters to play that they do not keep track of time, so the people they love and care about, family and friends think they are so very into it. There are so many topics of interest along this field, but this paper will look into how RPG affects real life relationships. Need essay sample on "Role playing in video games and real life relationships" topic? We will write a custom essay sample specifically for you Proceed Computer Role Playing Games Computer role playing games (CRPGs), often shortened to RPGs, is a type of video or computer game that uses traditional gameplay elements found in pen and paper role playing games (wikipedia p1 line 1-5). In these games, players are given the freedom to improve their characters in various settings; often travelling long distances and having encounters and combats along the way. Some critics say that most RPGs focus on combat and statistical character management rather than story telling and character development (wikipedia p6 line 48-49). Examples of modern RPG games are Diablo, Pokemon, Final Fantasy, Dragon Quest. They can also be culturally classified as Western (American/European) and Japanese (East Asian) games (wikipedia 4-6) Computer role playing games situationer Computer/video games, in general, have generated interest since its birth. According to Squire in his introductory paragraph in an article in the international journal of computer game research, these games have both fascinated and caused fear in politicians, educators, academics and the public at large (1). He cited that some advocates of digital game-based learning imply that developing educational games is a moral imperative, as kids of the videogame generation do not respond to traditional instruction (See Katz, 2000: Presnk, 2001). He also reported that Provento (1991, 1992), an educator, worry that games is inculcating children with hyper competitive or warped sexual value (1). Subrahmanyam, Greenfield, Krauf and Gross conducted a review of researches on the impact of computer use on childrens and adolescents development on several aspects including cognitive skills, academic development, social development and relationships, and perceptions of reality and violence behavior. Their research review suggested that spatial skills were related to video game playing (14). In a cross cultural study carried out in Rome and Los Angeles, Greenfield, Camaioni et al. (cited in Subrahmanyan, et al. 14) said that in playing a computer game style shifted from verbal to iconic skills. The same authors cited Cole (16) experiment on use of electronic communication and games with children in classroom and after school settings for nearly 15 years. The after school programs are called the Fifth Dimension, and include use of educational software, computer games, Internet search and multi-user dungeons (MUD) activities. His findings indicate that well designed games and Internet activities for home use can have lasting impact on childrens academic performance. Computers, RPGs and real life relationships As the child grows into teen and adulthood, his sphere of relationships became bigger, from the parents and relatives this expanded to friends and peers. This is part of growing up. However, the solitary nature of most computer activities raised concerns on the child forming electronic friendships (Subrahmanyan et al 17) with the machine than friendships with peers, thereby hindering development of interpersonal skills. In a study by Mitchell (cited in Subrahmanyan 17) done in 1980s, 20 families with new home computer game sets were interviewed on the benefits and dangers of playing games. Results suggest that computer games brought the members of the family together for shared play and interaction. Does this finding still apply today considering that computer game sets at home have increased and are usually located in respective bedrooms indicating solitary play. This area can be a subject of further study. In RPGs, the personal knowledge of players outside of the game can contribute to the evolution of the game story. Liz Henry mentioned that in a Vinland game, she knew about a player and his real relationship with his father. So she maneuvered her character to let the story play with father-son relationships. Likewise, she said that the game master knew of her life ambitions and conflicts being a poet, so the game master explored how Norse Vinlanders viewed poets and poetry. Although Liz Henry discussed the relationships from the game viewpoint, this can be taken from the persons view on real life relationships. The players life is brought into the game. If conflicts in the relationship exist, these are explored in the game. It is good if these conflicts are resolved in the game, and somehow resolved also in real life relationships. Liz Henry also cited other ways wherein game play can cross story/real life boundaries (17-18), as follows: players use characters to explore aspects of their own personality current events or issues such as war, became central to the story players real life relationships influence events or understanding of the story players get to know each other better in real life through analysis of each other character players use characters who are unlike themselves to explore different identities or ethical systems players use a game to deepen their understanding of a particular history or culture players game in a fictional world such as Tolkiens, and deconstruct it Children, teenagers and young adults can use the characteristics in the RPGs to explore their own personality. For example, in Pokemon, the best selling RPG series worldwide which sold 91 million units across 11 different titles as of 2004 (wikipedia P8 L48), children and teenagers can explore what they wanted to achieve and where do they want to go. Their sense of competition with peers, the desire to achieve, go places and have adventure can come to fore. They can also find out whether they have the desire to take care of pets and other things from this RPG. This can also mirror how they relate to other people in their lives such as cousins and friends. In Final Fantasy, the second best selling series worldwide which sold 60 million units in 2006 (wikipedia P4 L49-50), the players can see explore their own personality in terms of good traits that they see from the characters such as being humble, and desire to protect people from harm. In this RPG, the values they learn in real life can be affirmed too. However, for children, there should be processing of what they see and hear from these games so that the real and reel life can be distinguished, and thus not cause blurring of reality. The gender issue and relationships can also be seen in the RPG games played. Liz Henry quoted from a Hong Ooi, The easiest way to tell a Real Man from the rest of the role playing crowd is by the game he plays. Real men ply Dungeons and Dragons. Quiche Eaters play GURPS and Story Teller (P16 L27-28). The playing style of girls and women in RPGs show that they are less competitive than males. They are more concerned on The process by which a goal is reached, not the goal itself according to Elizabeth B. (Henry P6 L37 and P7 L1). This also manifests in the way the females relate with the people around them. Women are known to be nurturing creatures, so they are more on to processes than end results. Although focused on the outcome, importance is placed on the steps or procedure how to relate to people and achieve tasks and/or goals. Achieving peace and harmony in relationships at the individual, family and community levels can also be one area of research for individuals interested on the effects of RPGs on the players. One fear about games with violence portrayed is its effect on the player. Will he or she get to have that quality of being violent in real life? Will she adopt it in his or her relationships Kurt Squire has this to say, Despite (and perhaps because of) the hundreds of hours Ive spent playing war games, Im pretty much a pacifist. I love Return to Castle Wolfestein, yet Id never own a gun (P2 L34-36). The concerns on the effects of violent video games, according to Kurt Squire, drew attention away from the broader social roles and cultural contexts of gaming (P2 L40-41). These contexts are yet left unexamined and maybe this can be another area of research. Squire gleaned from anecdotal evidence from teachers that the impact of gaming on millions of players who grew up playing best selling games suc h us SimCity, Pirates or Civilization is starting to be felt (P2 L59-60 and P3 L1). There also cultural differences in the RPGs, mainly the Western (American/European) and the Japanese (East Asian). In the Western RPGs (good examples are Baldurs Gage, Fallout, Planetscape: Torment, The Elder Scrolls and Neverwinter Night), the personalities of the characters are more varied than the Japanese counterparts and avoid any real absolutes in morality. They feature ancient struggles for power that never end with any given faction (wikipedia P5 L1-9). These are also reflective of their society and the relationships at the community and individual levels. The Japanese family of graphical RPGs (good examples are Dragon Quest, Final Fantasy, Phantasy Star, Suikoden, Grandia and the Lunar series) are inspired by Japanese comics Manga and animation Anime. They are more into epic, ultimate battle of the forces of good and evil, and players often end up fighting for a good cause (wikipedia P5 L20-29). In these RPGs, the players can carry over the sense of good and evil outside of the game and into real relationships. There is a need for de-processing the game (or de-briefing as used in a Bond movie) in the mind and emotions of the children and teener players so as to situate them in real life. And in this de-briefing the parents and the elders should play a major role. Sobrahmanyan et al reported that some research analyses focused on Internet have shown that the use of computer is associated with declines in social involvement and the psychological well being that goes with social involvement (P18 L40-42). They gave as an example the analysis of a longitudinal data on HomeNet study (Kraut et al.) wherein they found out that as participants spent more time online; they experienced greater declines in social and psychological well being. In particular, I quote greater use of the Internet was associated with small, but statistically significant, declines in social involvement as measured by the communication within the family and the size of peoples networks, and with increases in loneliness, the psychological state associated with social involvement. Greater use of the Internet was also associated with depression. Among teenagers, greater use of the Internet was also associated with declines in social support (P19 L1-8). An interview with a player To provide a reflective insight on the RPG and the player, I have interviewed an avid player who is a graduating student in college in a prestigious university. He said it has two effects on the real life relationships. One is the negative effect, that is, on budgeting of time. More often, I forgot about time as I pursue the game. I spent more time than I should on it, so I forgo my time for studies and even duties at home. My parents are upset since I usually go home late. Being immersed in the game even outside of the game, my personal relationships with the family suffered. Furthermore, he said, I became lazy, not doing my tasks at home and even my studies requirements, and it made me stubborn. He spent more than the required years to finish his course. The positive effect of the game, according to the interviewee, is the release of stress RPGs it offers, the bonding between and among friends who play common games, and even among boyfriend and girlfriend relationships. Comments and Recommendations Studies have been conducted on the impact of computer use on children and teeners, on role playing games and how it affects relationships. However, there are few studies on how exactly RPGs fit into the lives of the children and teeners as well as their parents and friends. Questions on why do the prefer to play games and role play, rather than engage in real life relationships, and pursue deeper and closer relationships among families and friends are also good pursuits for study. In the discussion, some small areas for study have been raised. From the personal interview I conducted, I suggest a cross sectional short research on the effects of the RPGs on the lives of teenagers and young adults can be made, especially high school college students. Likewise, parents of these students can also be studied in terms of the behavior of their children, and their relationships with them. This could provide interesting results that can help the field of study on RPGs, students and relationshi ps that would be helpful in the field of digital games and education and social sciences. Works Cited Cole, M. Cultural psychology: A once and future discipline. Cambridge, MA: Harvard University Press, 1996. (cited in Sobrahmanyan, et al., 2001) Greenfield, P, Camaioni, L., Ercolani, P, Weiss, L, Lauber, B and Perucchini, P. Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? Henry, Liz. Group Narration: Power, Information, and Play in Role Playing Games. Katz, Jon. Up, up, down, down. Slashdot.org. Originally published November 30, 2000. Kraut, R, Scherlis, W, Mukhopadhyay, T, Manning, J and Kiesler, S. The HomeNet field trial of residential Internet services. Mitchell, E. The dynamics of family interaction around home video games. Special Issue: personal computers and family. Marriage and Family Review 8 (1985): 1-2, 121-135. (cited in Squire, K, 2002) Prensky, M. Digital Game-Based Learning. New York: McGraw Hill, 2000. (cited in Squire, K, 2002)