Tuesday, December 24, 2019

Batek of Malyasia - 1500 Words

The Batek of Malaysia The Batek of Malaysia The Batik is an indigenous tribes living in the rainforest of the peninsula of Malaysia. They live in camps composed of five to six nuclear families. They are mostly foragers although the occasionally practice horticulture. To survive the tribes relies on hunting, gathering and trading rattan or forest products. Malaysia is on the south Malay Peninsula and stretches from the Thai border down to the island of Singapore. The population of Malaysia is about twenty-three million. The main idea of the research is to provide a basic understanding of the Batek behavioral and cultural lifestyle. In this paper, you will see how this culture shares their kinship, the role of gender relation,†¦show more content†¦If someone in the group did not want to follow, the headman does not have the power to force anyone to follow his ideas, to move the camp, or were to hunt. The Batek people are a very simply people who rely on the forest to provide their needs to sustain life. These indigenous people have very little need for an economic system. They do not own anything nor do they want to. They will produce items from the forest know as rattan. These good often traded for other rattan that is not native to them. The Batek might do some light agriculture work, but mostly, they are foragers that live off the land and enjoy the peace that comes with common wealth. The Batek have â€Å"no concept of land ownership – the idea is absurd to them – and natural resources in the forest cannot be owned until someone harvests them† (Peaceful n.d). Without ownership and money, there is no greed or lust of what another person has. Simplicity is that of the Batik; they are peaceful, helpful and encouraging. They are able to form a band that is looking out for each other, they are economically peaceful, and believe in a higher power that gets them through life. Normally, the Batek people live in domestic groups of not less than three together forming a camp. These groups mainly reside in tents, each housing approximately ten per tent. The preferred

Monday, December 16, 2019

Is Hamlet Mad Free Essays

Is Hamlet Mad (His Indecisive Soliloquies)? A controversy occurs over whether Hamlet’s behaviour displays craziness or planned insightfulness when deciding on his revenge on King Claudius. Prince Hamlet’s life unfortunately spirals out of hand when his father mysteriously dies. Suspicion of the possible murder of the king rises when his mother immediately marries King Claudius. We will write a custom essay sample on Is Hamlet Mad or any similar topic only for you Order Now Hamlet becomes extremely skeptical believing that his father did not die of murder and concludes that King Claudius could be held as a suspect. He contemplates his plans on revenge on many occasions alone, in literature, known as soliloquies. major purpose f Shakespeare’s use of Soliloquies in Hamlet is to provide views of the prince at crucial moments in the course of his experience†(Newell 134) His pursuit to find out officially causes Hamlet’s change of behaviour, a crazy behaviour in which he claims he acts on purpose. Yet many in the story claim Hamlet’s rash decisions, sudden hatred towards Ophelia, and the killing of Polonius, emerge out of a mental disease he developed naturally after his father’s death. The reader makes their own opinions when observing how he acts by himself reflecting on his journey towards revenge. Hamlet progresses from indecisiveness and confusion when handling the matters of revenge towards King Claudius observed in Act 2, Scene 2; Act 3, Scene 1 and Act 4 Scene 2. This is due to his religious morals sometimes, and other times he’s so blinded by revenge that he wants to i the king when he’s in a position of unholiness. Firstly, in act 2, scene 2, Hamlet shows vengeful confusion demonstrating himself as an avenger. The scene begins with Gertrude inviting Guildenstern and Rosencrantz to Elsinore in hopes to help Hamlet recover from his sudden change of behaviour. Since they have grown up with him, they know his personality the best, thus Hamlet, Gertrude’s â€Å"too much changed son† (2. 2. 36) contains fondness solely for his comrades, opening the gates for Rosencrantz and Guildenstern to investigate secretly. Hamlet seems pleased about the arrival of his best friends, yet becomes skeptical over their reason for the sudden appearance. When they claim they came merely to revisit Hamlet, he strictly declares that he knows the king and the queen sent for them. After the players perform, giving an enlightening speech regarding the fall of Troy, Hamlet leaves his comrades, standing alone. Here, he formulates a plan to find out whether Claudius indeed killed his father. Forcing Claudius to watch The Murder of Gonzaga, a play which may r may not resemble Claudius’s own very life, Hamlet will scout his reaction of potential guilt written on his face- proof that Claudius did indeed murder the king. â€Å"Hamlet’s fourth soliloquy may be seen as a link between the emotional turmoil f his previous soliloquy, after his encounter with the ghost and the level of intellectuality of the â€Å"to be or not to be soliloquy† shortly after it. (Newell 56) In other words, this soliloquy could be considered as a bond connecting with chaos, his previous soliloquy, and intuitiveness, his subsequent soliloquy. Unfortunately, Hamlet displays illogicalness throughout his soliloquy. He uses contradicting analogies showing lack of commitment and certainty to act n revenge. line reads that he prevails â€Å"with eyes like carbuncles, the Hellish Pyrrhus old grandsire Priam seeks. So proceed you. †(2. 2. 466-468) Hamlet relates himself to Pyrrhus. Therefore, if â€Å"Hamlet is like Pyrrhus, then Priam is in avoidably an analogue for Claudius against whom Hamlet seeks revenge. (Newell 59) If Hamlet committed to his quest for revenge, he would further his commitment by similar analogies supporting his classification as the avenger. Instead, he then propels himself in the opposite direction, by using words â€Å"peasant slave† for himself and â€Å"kindles villain† in the rhetoric way† (Newell k). This also creates a controversy f prospective. First he calls himself a revenger like Pyrrhus. â€Å"But it comes from Aeneas pint f view creating sympathy f Hamlet† (Ne well 58) In addition, Hamlets scheme he reveals in his soliloquy subsists as a flawed plan. Firstly, Hamlet claims â€Å"The rugged Pyrrhus, like the Hyrcanian beast† (2. 2. 453). â€Å"He compares Pyrrhus as a â€Å"Hyrcanian beast† a mistake because it reveals Hamlets subconscious views of Pyrrhus as an avenger acting mindlessly with bestial ferocity† (Newman 57) Secondly, Hamlet’s plan to â€Å"catch the conscience of the king† (2. 2. 610) is t trap the king by bringing out an emotional response. he plans to catch Claudius connecting emotionally with an actor who plays killer, therefore revealing Claudius as the killer. However, this idea starts to become unsound because Claudius’ feeling about the play could never have become a reliable source f truth t killing Hamlet’s father. Many connect with movies because of the engaging actors and actresses, the angle of lights, and the overall atmosphere the director creates without actually going through the same situation the character did in the movie. Emotional responses should not be one’s ticket to killing. Obviously, Hamlet’s declaration â€Å"I am but mad north-north-west: when the wind is southerly I know a hawk from a handsaw† (2. 2. 81-382) could prove itself at such a crucial moment, questioning the truthfulness or reliability in this quote. If Hamlet chose to act â€Å"mad† at nerve-wrecking times in his life, then he would have turned off his â€Å"performance† and demonstrated sanity and intrusiveness when alone, developing a significant plan that may alter his life. Consequently, Hamlet’ s soliloquy reveals carelessness and illogicalness, pushing his reflections n a negative note upon his act towards revenge. Secondly, Act 3 of Hamlet opens with Guildenstern and Rosencrantz meeting with Gertrude and Claudius, discussing Hamlet’s behavior. The trio has come to the conclusion that no one can explain his bizarre change, so Claudius dismisses the other three, saying that he and Polonius intend to spy on Hamlet’s confrontation with Ophelia. While Polonius and the king walk a1round the lobby, they hear Hamlet coming and decide to hide behind the tapestry. Not detecting their presence, Hamlet wrestles with the decision to commit suicide. â€Å"To be or not to be, that is the ques2tion† (3. 1. 56) He believes suicide will end the pain of his existence for good. â€Å"Between the sick soul and the knowledge and of love here are interstellar spaces that divide Hell from Heaven. (Bloom 56) This means to the ordinary eye, Heaven and Hell stand tremendously far away from each other. However, when considering into account a question like this, one can make the gap seem much smaller. Although the consideration of suicide from any character is daunting at the very least, Hamlet still approaches the question with eloque nce and logical thinking. Initially, Hamlet attempts to pose one such a question in a rational, logical way. He ponders why or how the â€Å"slings and arrows of outrageous fortune† (3. 1. 58) can be borne out since life after death is so uncertain. Ha1mlet considers that suicide would not seem as big of a deal if one knows his death or her afterlife. because Ha1mlet believes one does not know what happens after death, he or she would rather â€Å"bear those ill we have, then fly to others that we know not of† (3. 1. 81-82) Many struggle with this issue of what happens after people die, and even base many decisions upon it. For Hamlet to recognize this uncertainty as a significant fact in the idea of suicide rather than ending some sort of â€Å"everlasting† pain, shows complete logical reasoning. In fact, by the time most conclude that their life must end, they too senile have become already mentally unstable and crazy to even formulate why suicide remains a controversial issue. Hamlet explains that if everyone knew about his or her afterlife, most suicides will indeed occur and the issue would not seem contentious. Furthermore, Hamlet shows his intelligence in depicting his decision about suicide in his â€Å"to be or not to be† soliloquy. Although at this moment, Hamlet realizes that many choose life over death because of the inability to know one’s afterlife, the speech remains a deep contemplation about the nature and reason for death. After posing this complex question and wondering about the nature of the great sleep, Hamlet goes on to list many sufferings which men are prone to in the midst of life’s rough course of life, which makes it seem as though he is moving toward death yet, again. By the end of this soliloquy, however, he finally realizes â€Å"But the dread of something after death, the undiscovered country form whose bourn to no traveler returns, puzzles the will, and makes us rather bear those ills we have†. (3. 1. 78-81) Additionally, the way Hamlet even poses the question of suicide as a matter of Philosophical debate shows intuition. He does not express himself at all during the soliloquy, never uses the words â€Å"I† or â€Å"me† in the entire speech, setting it up as a controversial question upon which people can voice their opinions. â€Å"When we shuffled off this mortal coil must give us pause† (3. 1. 67) †¦ â€Å"when he himself might his quietus make† (3. 1. 75)†¦Soft you now! † (3. 1. 88) Instead, Hamlet purposely uses words such as we, us, you, he, and his to disguise what he is really thinking about, acting cautiously but very smartly. His words at the end of the scene are indeed ‘wild and whirling’† (Bloom 87) towards Ophelia. As a result, Hamlet shows confusion to end his life or not, yet in a very intellectual manner, presenting his saneness to the audience. Lastly, act 4 scenes 4, focuses back to Hamlet’s pursuit to revenge Claudius officially. Hamlet encounters with the Norwegian captain who shows forcefulness and courage in tak ing action. This discourages Hamlet and his commitment to revenge. Hamlet stands awestruck by the willingness of Fortinbras’ devotion and energy towards his entire army. When left alone, Hamlet the moral doubt of Fortinbras’ deed, but his dynamism impress him to a point of a firm decision on one last attempt. Here he analyzes his patience yet forcefulness like Fortinbras’ and his patch of land, toward King Claudius. Actually, â€Å"His previous two soliloquies provide clarifying context for the defective working of his mind in the present one, for his reason is in fact, no less subjected by passion here than in the other two. (Newell 134) Here, Hamlet utters great emotion towards his stagnant plans on revenge and expresses them in this soliloquy. To begin with, Hamlet’s logical reasoning becomes apparent in his last soliloquy because he develops dramatically indeed in the play-â€Å"The subjugation of Hamlet’s reason by his passion for revenge† (Newell 133) For one, Shakespeare reestablishes Hamlet’s preoccupation with revenge as tragic. It subsists as a â€Å"Necessary soliloquy after accidentally killing Polonius by mistake in pursuit of revenge; unlike the last two, people sympathize with him and view him tragically. (Newell 134) Sympathizing with Hamlet’s confusion and distress compels the reader to classify him as a logical person, not as a mad man, who needs support when going through a very upsetting time in his life. In relation to this, it helps that Hamlet uses â€Å"the language of Elizabethan spirituality of the mind, the engaging of thought and unlike before, finding him repulsive by the close scene with Gertrude, hide and seek with school fellows and the interview with Claudius. (Newell 135) Next, the audience believes he displays logical reasoning because his thinking and reasoning correspond. He reveals jealous rage while simultaneously, finally planning his overdue act of revenge on Claudius. â€Å"My thoughts be blood, or be nothing worth! † (4. 4. 66). In other words, Hamlet exclaim s my thoughts be bloody, my deeds be bloody also, giving some consistency with his preparation. His logical thinking steer him onto the right path of revenge. Moreover, Hamlet exposes his brilliance through his soliloquy of â€Å"discursive reasoning, in a way that heightens one’s tragic view of the character before he leaves† (Newell 133) Firstly, his â€Å"soliloquy makes him less vengeful and more patient for an opportunity for revenge† (Newell 135) showing personal growth in the matter. He knows revenge lies as his only option, yet instead of rushing it with a quick spontaneous plan like before; he takes a different approach and develops patience revolving around the issue. â€Å"Of thinking too precisely on the event- A thought which, quartered hath but one part wisdom and even three parts coward. (4. 4. 41-43) This means, if he thinks too long and critically, he will become anxious and a coward, but if he waits patiently and stop the rash aggressiveness clouding his mind, revenge will fall into place. Secondly, â€Å"the reoccurrence of â€Å"beast† and â€Å"discourse† and â€Å"reason† in a cluster brings to mind the forceful phrase â€Å"a beast that wants discourse of reason† from the first soliloquy† (Newell 133) This presents Hamlet intelligence, relating his last soliloquy with his first because a confused madman could not possibly remember what he reflected upon by himself, many times ago, this gives Hamlet some credit of existing as normal. Therefore, Hamlet shows logical thinking and intuitiveness in his last soliloquy, ending his reflections on a positive note on his pursuit towards revenge, also presenting himself as not a completely crazy man. Hamlet progresses from indecisiveness and confusion to logic when handling the matters of revenge towards King Claudius observes in Act 2, Scene 2; Act 3, scene 1; and Act 4, Scene 2 soliloquies. The opinions on where he really developed a mental disorder if he played it off towards only his friends, remains debatable; for in three main soliloquies he acts either wise or cultivated. An act or not, nobody should judge someone after going through a loss like Hamlets’. Even if one’s behaviour changed for the worse after a parent’s death, many should sympathize and support him or her through his or her loss. A loss of a close family member is one of the most difficult situations one goes through. One must remember that everyone is a unique individual. Therefore, many cope with the tragedy of death differently. Works Cited Bloom, Harold. The Embassy of Death: An Essay on Hamlet. Hamlet. 1990 ed. Print. Lamb, Sidney ed. Shakespeare’s Hamlet. Hoboken: Wiley Publishing, Inc. 2000. Print. Levin, Harry. Interrogation, Doubt, Irony: Thesis, Antithesis, Synthesis. Modern Critical View William Shakespeare: The Tragedies. 1959 ed. Print. Newell, Alex. Passion and Reason. The Soliloquies in Hamlet 1935 ed. Print. Newell, Alex. The mind O’erthrown: Reason Pandering Will. The Soliloquies in Hamlet. 1927 ed. Print. How to cite Is Hamlet Mad, Papers

Sunday, December 8, 2019

Service Marketing and Relationship Competition Marketing

Question: Discuss about the Service Marketing and Relationship Competition Marketing. Answer: Introduction In this cutthroat competition market the importance of the service marketing along with the relationship marketing is increasingly growing. In this competition market the customers are more aware of their needs and they have several choices thus, in order to achieve customers loyalty the service marketing as well as relation marketing play vital role, which connected the customers with the company. In this context, there are most cotemporary companies, which are providing most effort to their customers services so that can provide adequate services to their customer (Renberg, T., Wichman Trnqvist, K., Klvemark Sporrong, S., Kettis Lindblad, . and Tully, M.P., 2011). In this way the customer are satisfied with company thus essential customers satisfaction can be achieved; besides this, by giving adequate services the company can make sound relationship with the customers, which improve the loyalty of the customers. The Priceline Pharmacy is one of the leading health and beauty retaile rs of Australia, which provide utmost emphasis on their service marketing along with the relationship marketing in order to achieve competitive advantages for the company. Main body Flowchart of back stage and front stage Front stage of the Priceline Pharmacy Hurstville carries out the activities that help them to face the client and thereby it depicts the marketing, sales and the services with the delivery of the product. It helps in defining the operational part that helps in explaining the client experiences (Chou, S.Y., Hwang, K.Y. and Shieh, S.C., 2013). The motive comes here the appropriate management of the clients and the customers as per the basic needs required. It also helps in defining the activities that signifies the enhancement of the business regarding the services provided by Priceline Pharmacy Hurstville. Back stage of the Priceline Pharmacy Hurstville carriers out all the support process and the managerial activities that are focused for the enhancement of the business and thereby it is carried out behind the closed doors. The significance that is depicted in case of Priceline Pharmacy Hurstville of the back stage depicts all the administration process with appropriate managing of the activities for the staffs and thereby the process of keeping the tracks on the products are also kept wit thereby enhancing the facilities for the front stage process (Kumar, S. and Steinebach, M., 2008). It also helps in carrying out the planning process for the Priceline Pharmacy Hurstville with the consideration of the facts followed by the appropriate accounting process. Significance of services encounter The significance of the service encounter helps in defining the cultural beliefs and the expectations created by the organization Priceline Pharmacy Hurstville. The expectations are seemed to be shared to the members of the organization Priceline Pharmacy Hurstville with sharing the orientations that unit them together. It also helps in the creation of distinctive culture that holds them together as a team and thereby the culture of the organization is seemed to be distinguished (Panvelkar, P.N., Saini, B. and Armour, C., 2009). It includes the process of empowerment with the creation of investment in the people, usage of the IT in the infrastructure in order to enable the personnel, recruitment and the training of the personnels are done critically in order to create fluency in the workplace and the paying is made on the basis of their performance. The organizational control system is created in order to differentiate the beliefs system, boundary systems, diagnostic control system and the interactive control system. These four pillars helps in the appropriate construction and the maintenance of the organization Priceline Pharmacy Hurstville (Barnett, M., Frank, J., Wehring, H., Newland, B., VonMuenster, S., Kumbera, P., Halterman, T. and Perry, P.J., 2009). It helps in the creation of the core values and the beliefs for the organization with the creation of specification for the enforcing the rules. It also helps in building clear targets and also encourages the learning systems for the organization. The enhancements are made in order to encourage the learning with determining the strategic uncertainties and thereby the critical performance variables are identified for making the avoidance of the risk factors. Managerial implication The implication of the managers determines the activities performed by the managers for the organization Priceline Pharmacy Hurstville. It depicts the activities that are [performed in the day to day life with the appropriate management of the organization with the roles played are also depicted in this part of the essay. The roles played also depicts the price listing of the drugs and the medicines, management of the records of the drugs and the medicines, focusing on the customer maintenance and also consolidating the offering seats for the doctors (Kumar, S., Dieveney, E. and Dieveney, A., 2009). The management also helps in depicting the enhancement of the store with thereby focusing on the patterns with the identification of the prices of the drug stores. The allocation of the task to the workers with making the division of the groups is seemed to be part of the managerial implication. It thereby helps in enhancement of the organization Priceline Pharmacy Hurstville with focusin g on the quality of the services that are seemed to be provided. It thereby also helps in the enhancement of the strategies that seems to be part of the managerial implication. The identification of the competitors with the enhancement of the organization is seemed to be part of the managerial implication with thereby focusing on the sales of its products and the services for the future focus (Oparah, A.C. and Kikanme, L.C., 2006). The managerial implications also includes the advices that are seemed to be provided with the creation of the better management system and henceforth the clear and concise idea is developed with the task carried out by the manager in the organization of Priceline Pharmacy Hurstville. The implications also depict the quality of the risk management that helps in the creation of the appropriate management system and thereby the capacity is also seemed to be increased with the consideration of the multidisciplinary functions. It also focuses on the enhancemen t of the actions that helps in the distribution, procurement and thereby also enhances the medical administrations (Gura, K.M., Duggan, C.P., Collier, S.B., Jennings, R.W., Folkman, J., Bistrian, B.R. and Puder, M., 2006). The control structures are also focused with the preparation and dispensing the medicines as the management and henceforth the maintenance of the policies and the procedures must be focused. Conclusion The overall essay depicts service marketing and the relationship marketing followed by the Priceline Pharmacy Hurstville. The focus is created on the flow diagram of the front store and the back store of the Priceline Pharmacy Hurstville, managerial implications carried out by Priceline Pharmacy Hurstville and the Significance of services encountered by the Priceline Pharmacy Hurstville (Bond, C.A. and Raehl, C.L., 2006). Therefore the focues is also explained with providing each and every point of view and thereby it also helps in the creation of appropriate management system with the provision of the policies and the procedures to the staffs. The diagram is also provided with keeping in view the prospects of the Priceline Pharmacy Hurstville and thereby the enhancements are seemed to be made with creating the management of the risk with the increment of the competition in the market. References Gura, K.M., Duggan, C.P., Collier, S.B., Jennings, R.W., Folkman, J., Bistrian, B.R. and Puder, M., 2006. Reversal of parenteral nutritionassociated liver disease in two infants with short bowel syndrome using parenteral fish oil: implications for future management.Pediatrics,118(1), pp.e197-e201. Bond, C.A. and Raehl, C.L., 2006. Clinical pharmacy services, pharmacy staffing, and adverse drug reactions in United States hospitals.Pharmacotherapy: The Journal of Human Pharmacology and Drug Therapy,26(6), pp.735-747. Kumar, S., Dieveney, E. and Dieveney, A., 2009. Reverse logistic process control measures for the pharmaceutical industry supply chain.International Journal of Productivity and Performance Management,58(2), pp.188-204. Chou, S.Y., Hwang, K.Y. and Shieh, S.C., 2013. Design of an Intelligent System to Improve Traditional Chinese Medicine Dispensing Practice. InConcurrent Engineering Approaches for Sustainable Product Development in a Multi-Disciplinary Environment(pp. 657-666). Springer London. Kumar, S. and Steinebach, M., 2008. Eliminating US hospital medical errors.International Journal of Health Care Quality Assurance,21(5), pp.444-471. Panvelkar, P.N., Saini, B. and Armour, C., 2009. Measurement of patient satisfaction with community pharmacy services: a review.Pharmacy world science,31(5), pp.525-537. Barnett, M., Frank, J., Wehring, H., Newland, B., VonMuenster, S., Kumbera, P., Halterman, T. and Perry, P.J., 2009. Analysis of pharmacist-provided medication therapy management (MTM) services in community pharmacies over 7 years.Journal of Managed Care Pharmacy,15(1), pp.18-31. Oparah, A.C. and Kikanme, L.C., 2006. Consumer satisfaction with community pharmacies in Warri, Nigeria.Research in Social and Administrative Pharmacy,2(4), pp.499-511. Renberg, T., Wichman Trnqvist, K., Klvemark Sporrong, S., Kettis Lindblad, . and Tully, M.P., 2011. Pharmacy users expectations of pharmacy encounters: a Qà ¢Ã¢â€š ¬Ã‚ methodological study.Health Expectations,14(4), pp.361-373. Bastos, R., Augusto, J. and Muoz Gallego, P.A., 2008. Pharmacies customer satisfaction and loyaltyA framework analysis.

Sunday, December 1, 2019

Use of Technology for GE

Outline Introduction – Under this section, the importance of technology in the efficient running of an organization is exploredAdvertising We will write a custom essay sample on Use of Technology for GE specifically for you for only $16.05 $11/page Learn More Discussion -This section examines the use of information technology by GE and how some of the policies on use of internet from various countries could impact on the expansion program of GE. In addition, the section also employees’ issues related to use of technology and the consequences of failing to comply with the established guidelines. Conclusion -Here, the importance of information technology for an organization with a global reach as GE is recaptured for purposes of enhancing the company’s efficient operation. Introduction For any organization that wishes to maintain a competitive edge in the market, there is need to embrace technology. This is because the proper harnessin g of technology helps an organization to become more efficient in its operations. There are many benefits that come about when an organization embraces technology. To further explore some of these benefits, this research paper shall explore the use of technology by General Electric (GE). Discussion Many countries have embraced the use of the internet albeit with some questions being raised (Abbate, 1999, p. 12).GE has been involved in a massive expansion program to enhance its global presence. As a matter of fact, some of the policies implemented by various countries that deals with the use of information technology may affect GE’s ability to expand further globally. There are many issues that come about once an organization with a global presence as GE decides to expand. With the use of internet, employee’s issues related to use of information technology often crops up. It is important for an organization to address such issues as they cannot be ignored. Because there are many opportunities for expansion, issues relating to work have posed a big challenge as a result of the need to implement them in line with the established guidelines (Abbate, 1999, p. 15).Advertising Looking for essay on other technology? Let's see if we can help you! Get your first paper with 15% OFF Learn More On certain occasions, the issue of global supply chain control arises. As a result, we could end up with restricted the flow of business (just because they have to be adhered to). In addition to these, there have also been issues that relate to international tax compliance and structuring. This have in most occasions eroded the vast opportunities that are available due to the extremes in this scenario. New technology has always presented a lot of opportunities for adoption by businesses. However, this has on certain occasions been overshadowed by certain issues that need to be explored further (Castells, 1996, p.4). The internet has been viewed as a great way of doing business by consumers in many countries and this explains its wide use all over the globe. Consumers in many countries have embraced the internet and therefore see it as a very efficient way of advancing their lives. However, the internet has been used suspiciously due to privacy issues where some customers have feared that whatever they are doing might not be private at all (Castells, 1996. P.7). Consumers will be less concerned about internet privacy if they are convinced that they are secure in whatever they are doing online in all occasions. Because of some complains and the exposure that the internet puts to many customers some governments have come up with consumer protection laws to ensure that indeed they are protected. The presence of such laws though in some instances has redefined business they have also been critical. In spite of all these shortcomings, consumers still view the internet as an avenue for accessing numerous business opportunities that would o therwise have remained impossible to achieve. Since GE has a global presence in its business operations, there is need for the organization to adjust its operational procedures. The first thing to do is to ensure that its operations are well coordinated to avoid any leaks that might end up being used to its disadvantage in other countries. Since GE is involved in global business, it has to abide by the various laws and business guidelines that have been put in place by those countries (Castells, 1996, p. 9). Its operations might have to be too involving (that is; by involving all the stakeholders) for them to succeed. Personal and organizational responsibilities for moral and ethical use of technology Despite the need to adopt technology in order to compete in today’s world, an organization must determine, develop and implement methods of anticipating and responding to issues that may arise from technological activities.Advertising We will write a custom essay sample on Use of Technology for GE specifically for you for only $16.05 $11/page Learn More Any industrial corporation worldwide that is utilizing technology must be able to respond to social needs. Proactive philosophy is a responsive approach that companies using technology must adhere to. It is important to anticipate problems before they occur and develop approaches of dealing with those problems. This is one of the key issues that an organization can extend to its internal and external stakeholders as well as to the general community. The other key issue is adapting to accommodation philosophy. This means doing more that the minimum expectation from the public policy. Related to this is the need to avoid any illegal act that will affect the society at large. Such include having harmful emissions from the adopted technology. Technological advancements like steam engines and electricity can be used for not only good but also to commit social crime hence threatening social values. With this in mind, it is important to have ethical considerations in the use of technology. Some of the moral responsibilities associated with technology include: The information rights and obligations This includes the information rights that individual and organizations have on the technology as well as to themselves. System quality This explains about the standards of system and data quality and whether it protects individual’s rights as well as the society’s safety. Property rights and obligations This dictates the protection that traditional intellectual rights have in relation to the digital society. This is because accounting for their ownership may be difficult and hence easily forgotten. Quality of life This explains about the values that must be retained in the knowledge-based society.Advertising Looking for essay on other technology? Let's see if we can help you! Get your first paper with 15% OFF Learn More Accountability and control This questions about who will be held accountable and liable for the harms caused on individuals and the organization, the information therein as well as the rights of the property Conclusion If at all General Elects aspires to have a competitive edge in the market, it is important for the company to fully embrace information technology in all its operations. In addition, there is need for the organizations to ensure that its workforce fully comply with the established guidelines regarding the use of the internet. Reference List Abbate, J. (1999). Inventing the Internet. Cambridge: MIT Press, Castells, M. (1996). Rise of the Network Society. Cambridge, MA: Blackwell Publishers This essay on Use of Technology for GE was written and submitted by user Zackery M. to help you with your own studies. You are free to use it for research and reference purposes in order to write your own paper; however, you must cite it accordingly. You can donate your paper here.

Tuesday, November 26, 2019

Benefits of an empire

Benefits of an empire Benefits of an empire.An unified empire provide stability to the people. This could be traced back to 221 BC where China was unified into empire called the Qin dynasty.The main reason is that chances of potential wars to be fought will be lesser and not that it implies there is no war whatsoever. Qin Shi Huang helped to remove this potential wars by unifying many states into one, by having an established centralized empire. Therefore, eliminate these states attacking one another.The second reason is establishes a centralized system of government. This will enable a stable economy and highly structured political system. This will mean that the country will function like a large free trade zone within the empire. Where people can import and export without the worry of taxes being imposed on them, when entering city-states. Implementation of rules and laws will be simpler as it will be standardized throughout the land.English: Qin Shi Huang tours Ð  Ã'Æ'Ã' Ã' Ã ºÃ ¸Ã ¹: КÐ °Ã¯ ¿ ½...By having an empire, means having a common identity. Hence, war can be avoided; laws will be standardized and form a free trade zone.Potential wars to be fought will be lesser meaning no chance or war occurringQin Shi Huang helped to remove this potential wars by unifying many states into one,Eliminate these states attacking one another.Centralized system of government.This will enable a stable economy and highly structured political system.Free trade zoneImport and export without the worry of taxes being imposed on them, when entering city-states.Implementation of rules and laws will be simpler as it will be standardized throughout the land.

Friday, November 22, 2019

What to Do If You Miss Your Pet in College

What to Do If You Miss Your Pet in College When you thought of your life in college, you likely thought of all the great things youd experience: interesting classes, engaging people, exciting social life, your first real taste of freedom from your parents. You may not, however, have thought about all the things youd miss from your pre-college days: homecooked meals, the feel of your own bed, the constant presence of your beloved pet. While it may not be a frequent topic of conversation, its surprisingly common for students to seriously miss their pets back at home. After all, your pet was a steadfast companion who, while possibly sometimes annoying, was also incredibly endearing. You may even be feeling guilty about leaving your pet behind, knowing that they dont understand why you left or where you went or when youll be back. Dont worry, though; there are a few things you can do to make the transition easier for both of you. Dont Be Embarrassed There are many things you probably miss about the life you left behind; the things that mattered most to you are likely the things that tug most at your heartstrings while youre away at school. Youd have to be pretty stone-cold to not miss a pet who has been a big part of your family, and your life in particular, for quite some time. Wouldnt it be strange, after all, if you didnt miss your pet and could just leave them one day without feeling a little sad or guilty about it? Dont sell yourself short by feeling embarrassed or ridiculous. Your pet very well may have been a big part of your life and its perfectly reasonable to miss him or her. Video Chat See if you can say hello! during a Skype or video chat session. Will it freak your pet out? Probably, but it might also make them ridiculously excited. Just like phone calls home can be recharging and comforting during challenging times, seeing your pet might just give you the little boost youve been needing. You can see their silly face and know that theyre just fine. Get Updates Ask your parents or other family members to update you about your pet when you talk. Its not unreasonable to ask that your mom, dad, siblings, or anyone else let you know how your pet back home is doing. After all, if another family member were ill or, conversely, had something hilarious happen to them, youd want to know, right? So ask your parents to keep you updated about all the ridiculous thing your pet has been doing in your absence. Its not dorky to ask about someone or something you care about and it will do your heart and mind some good. Bring Your Pet to Campus See if you can bring your pet to campus for a day. If, for example, your campus allows dogs on leashes, see if your parents can bring your dog up the next time they come for a visit. As long as you follow the rules, you should be able to enjoy some time with your pet while also getting to see them explore and experience your new home-away-from-home. Additionally, your pet will likely get a lot of love from your fellow students. Pets on campus are usually pretty rare, so everyone seems to flock to friendly dogs whenever they happen to be around. If youre really struggling, look into how you can make your pet a part of your college life. For some people, having animal companionship is an important factor in their emotional and mental health. For others, its just something that they truly enjoy and that makes them happy. If not having your pet around is a seemingly overwhelming challenge, consider exploring your options: Can you transfer to a pet-friendly college?Can you live off-campus in a place where pets are allowed?Can you do some volunteer work at a pet shelter or rescue program where you can get interaction with animals on a consistent basis? Keep your options open so that not having a pet during your time in school becomes an easy problem to fix instead of an insurmountable issue to overcome.

Thursday, November 21, 2019

Film Review - The Young and Restless in China Movie

Film - The Young and Restless in China - Movie Review Example The film touches on social issues that form the basis of this study aiming at reviewing the social issues represented in the film. Cultural beliefs and the need for personal independence is one of the social issues depicted in the film, Young and the Restless in China. Changes in the economic conditions in China from Maoism and socialism that advocated the respect of the Communist Party, serve people, and the country. However, these conditions resulted in the dissolution resulting in changes at a very fast rate affecting the young Chinese. Miranda Hong finds herself at crossroads between living in the reformed country and the guidelines from her parents from the Maoist period. She is forced to apply for college outside Beijing owing to the oppressive environment at her home since her parents were very strict. She is tone between following cultural guidelines on how to live her life, meet her husband’s demands, and be herself in the face of changes in the economic system. The other change evident in the social and cultural condition of China is the cutthroat competition of businesses resulting in widespre ad corruption by government officials for success. There is a large contrast between the situation and the Maoist system that existed before as explained through the life of Ben Wu in the course of his setting up his business and the need for trust and knowing people to be successful in China. Divorce and changing the belief system represent the culture changes in China since they were no divorce in earlier times but through the lives of Lu Dong. The other cultural changes in China are related to family and the need for education of the girl child that is slowly catching up. Marriage for a girl child was the norm with responsibilities including caring for the in-laws and field labour. However, through Yang Haiyan a number of changes including working away from her family and earning money to assist herself and not married her by her parents. Wei Zhanyan

Tuesday, November 19, 2019

Federalism As a System of Government Essay Example | Topics and Well Written Essays - 1000 words

Federalism As a System of Government - Essay Example The present research has identified that federalism promotes diversity in the system by allowing states and provinces to devise their own policies in matters related to public welfare such as education, health, and agriculture whereas at the same time it also ensures the unity among the various units of the states by giving the national responsibilities like currency, foreign affairs and defense to the central government. Federalism creates a very healthy political environment in the country which ensures political activity at the grass root level as well because the system of provincial and the system of local governments directly involve people in political activity. In this way people get to know about correct policy making and various policies can be tested in the country at the same time; better political grooming ensures better political leaders as well. Due to the disintegration of powers to various systems of governments reaching the grass root level through local and provinc ial governments, federalism provides a system in which good governance can be ensured. Each government has its own responsibility, federal government is responsible for the security of the country, provincial governments are responsible for the welfare of the public whereas local governments are responsible for providing services to the public; in this way the duties are divided and governments can work with greater efficiency and their performance is greatly enhanced. ... Federalism has turned out to be a very successful system of government however it has certain disadvantages as well. It allows certain disorderly members of the society to manipulate laws of taxation on various different commodities by purchasing and using them in different states because the government cannot impose tax or duty on interprovincial transfer of goods. The diversity in other laws which include laws related to criminal offense also allows the wrongdoers to escape punishment by moving to another state where the offense is not punishable under law. The laws related to social contract like marriage and inheritance are also exploited by people due to diversity among them in provinces and states. In certain situations the system of federal government allows interstate conflict to occur because certain projects related to natural resources and infrastructure which are beneficial for one state can affect people and the interests of any other state, in such a situation a riv alry between the states is promoted and thus the spirit of nationalism is greatly damaged. Federalism very often leads to disputes between states over the division of resources and responsibilities among the states. The federal system of government with its all system of governments is economically very costly to support because there is a large number of elected representatives and officials in the government which are salaried by tax money (Freely and Rubin). The presence of three parallel systems of government also creates complexity in the governance. The federal government is always biased towards one or another province because of the inherent attachment with a political party and thus in certain areas of governance where the provinces and

Saturday, November 16, 2019

The Wall in Robert Frosts Mending Wall As A Symbol of Division Essay Example for Free

The Wall in Robert Frosts Mending Wall As A Symbol of Division Essay The ordinarily mundane takes a thought arousing spin in one of Robert Frost’s earlier works, â€Å"Mending Wall†. This poem is a striking take on an otherwise commonplace ritual between two farmers in the spring. Because the poem is in blank verse, it carries a casual folksy feel throughout, contradictory to its deeper message and paradoxical tone. â€Å"Good fences make good neighbors. † This line is a paradox when compared with the previous statement, â€Å"Something there is that doesn’t love a wall. † Fences equate to walls, and what are walls but provisional boundaries? The boundary in this story is a fence made of stone that separates the properties of two neighboring farmers. This wall is the focal point of the poem, the subject that brings to attention the divide between individuals. The speaker one day finds the wall broken from what appears to be the after effects of winter. He calls his neighbor to meet with him to fix the wall and does so annually. The wall is ironic in that although it separates the two individuals, it brings them together once a year. The two live united, but separated. The wall is a metaphor for the separation between the speaker and the neighbor and perhaps even a greater analogy for the division of people as a society. These divisions could include a division of thought, which we see is different for the two characters. The speaker believes that the wall is unnecessary when he asks his neighbor, â€Å"Why do they make good fences? Isn’t it where there are cows? But here there are no cows. † His neighbor replies with the same old adage he stated before. It is apparent that the neighbor and speaker are of differing opinions and backgrounds. We might even assume that the neighbor and speaker are of different ages, meaning there may be a generational gap between the two that creates this difference of opinion. â€Å"Something there is, that doesn’t love a wall That sends the frozen ground swell underneath it. † A reversal of syntax in the first line paints the narrative in a decidedly ambiguous manor and leaves it up to the reader to interpret what â€Å"something† could be. We find out later that that something likely is nature, or the natural forces of winter. The wall is portrayed as an unnatural thing, something that is not a part of nature, something that does not fit in with the natural environment. This notion is supported when he later states, â€Å"To each the boulders have fallen to each. And some are loaves and some are so nearly balls we have to use a spell to make them balance†. Frost suggests that there is a natural force tearing down the walls because the walls are not natural. The narrator stresses that the rocks that make up the wall fit together so unnaturally and so imperfectly that they need a â€Å"spell† to help them balance. Spells are unnatural and are magical, so it is as if the wall is held up by spells. We can garner from the text that this particular wall has many forces out to destroy it(eg. natural tolls, animals, hunters, etc. ) and its destruction is an annual occurrence. Even its reoccurring destruction implies its unnaturalness and that nature does not agree with it. Perhaps nature itself is intent on destroying the wall, as it is an unnatural extension of man and all unnatural extensions of man(eg. skyscrapers, buildings, cities) are meant to fall down to nature at some point. The paradox again is that the wall is made of stone, or natural elements, and this wall is destroyed each year. Perhaps the destruction is a reflection of the speaker’s desire to break down the physical and imaginary boundary between the two neighbors that the wall represents.

Thursday, November 14, 2019

Night :: essays research papers

Night 4 Books related to Night 4 Night by Elie Wiesel showed me the true horrors that took place during World War II. After reading this book, I really took time to think about and reflect upon the travesties that took place during that time. Throughout my paper, I will discuss Elie Wiesel’s life, his style, the cultural information and historical content of the book. I will also evaluate this book according to its quality interest it provided me. I hope you find this book review to be informative and entertaining. Elie Wiesel was born in 1928 in Romania. He grew up experiencing the first-hand horrors of the holocaust. At age 15, Elie was sent to Auschwitz camp by the Nazis. Auschwitz is known to be one of the worst camps during the Holocaust. This book is a biography, about his life in camp. This book is extremely detailed and it is meant for teenagers. I think that it is important for people to have the information as to what went on in the holocaust. It is a perfect resource for people my age, since it is a short book, and doesn’t go into too much detail. There is also a lot of action, which would catch most people’s attention. This book takes place during World War II. Elie Wiesel and his family are taken to Auschwitz, one of the worst -2- camps during the holocaust. His family and him are persecuted for really no reason, as were the rest of the Jews at this time. All of the information presented were the many things I have learnt in classes, about World War II. An example is when the Nazis would tell people that they were taking them to the shower room. The people would all be stripped of their clothes and thrown in. The next moment, a lethal gas would start coming out of the walls, and kill them. The term â€Å"genocide† was also used in this book. I learnt about genocide and the definition is the mass killing of a whole group or race. I think it is remarkable how a whole race could be destroyed, like the Jews were during this time. None of the information conflicts with what I have learnt in class. There is no way that anyone could possibly find it in their heart to defend or forgive the Nazis for what they did.

Monday, November 11, 2019

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 it’s a well learned lessons of market and talented employees. The history of Nintendo it’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 – all gaming cards was hand made painted and covered with varnish. In recognition of card-playing roots, the name â€Å"Nintendo† (Nin ten do means â€Å"leave luck to heaven†). In 1902 Nintendo became very lucky – 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 – to Yamauchi Nintendo & Company and in 1949 – 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 â€Å"big N† was 1956. Exactly then 3rd president of Nintendo and grandson of Nintendo founder Hiroshi Yamauchi arrived to USA to establish business relations with Southern America’s first-rate playing cards firm – 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 â€Å"love hotel† 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 – Nintendo Games. Modest engineer Gunpei Yokoi offers to sale some of his inventions as baby toys. Along with experimental models were the future bestsellers – 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 don’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 – Beam Gun and undertake development of high growth sector of entertainment – 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 â€Å"Color TV Game 6†³ and â€Å"Color TV Game 15† (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 doesn’t has a big success, unless the console sold by million copies. In 1980 Gunpei Yokoi releases the real bomb of free time annihilation – 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 â€Å"Electronica† 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 – 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 – 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 – 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 — 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 – 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 â€Å"Seal of Quality† to be sold for the Famicom, using a chip called 10NES to â€Å"lockout† or prevent unlicensed games from working. In 1985, Nintendo announced that they were releasing the Famicom worldwide — except under a different name — the Nintendo Entertainment System (NES) — 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 – for 199 dollars the gamers receive the console and the new megahit – Super Mario Bros. Total sales from Japan and US was approximately the same – in Japan – a little more than 32 million, and in US – 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 – 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 – for self-repayment and profit earning it is enough to sell the console for silly 75 dollars. Not the last role keeps the cartridge – 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 – 1986 and Zelda II: The Adventure of Link – 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 – 1986, Castelvania II: Simon’s Quest – 1987, Castelvania III: Dracula’s Curse – 1989). The ninja Ru also three times goes versus demons and monsters (Ninja Gaiden – 1989; Ninja Gaiden II: The Dark Sword of Chaos – 1990; Ninja Gaiden III: The Ancient Ship of Doom – 1991). Almost all games sold with fantastic numbers of copies. Absolute record has Mario (recognized as one of the best games in all times) – 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) – 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 â€Å"modest† 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 – 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 – 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 don’t remain behind as well. Very successfully was vested interests on Tetris – the Russian casual game of all times and nations easy sold over 33 million copies. However, soon the tastes of auditorium changed – 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 – over 35 million copies sold on the first two models of Game Boy and another 32 millions – 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 â€Å"only† 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 â€Å"Super Nintendo Entertainment System† (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 – 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 â€Å"Pokemon†) 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 â€Å"next-generation† 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 â€Å"Casual Friday†. 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 Wii’s social responsibilities: We see a responsibility to have our players up and moving around, because sitting in place can cause health problems – every body needs to move to be healthy. That’s how Wii Sports was born, and the next idea in pushing that forward is Wii Fit. It even more than a game – creating an experience that gives back to the player in ways that are physically beneficial and emotionally beneficial. It’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 â€Å"Sony computer entertainment Inc. â€Å" ? XBox â€Å"Microsoft Corporation† Market share Nintendo is a Japan’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 — 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 – 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 – 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 Director– Yoshihiro Mori: Senior Managing Director, General Manager – Corporate Analysis & Administration Division and Representative Director Shinji Hatano: Senior Managing Director – Licensing Division, General Manager – Licensing Division and Representative Director Shigeru Miyamoto: Senior Managing Director – Entertainment Analysis & Development Division, General Manager – 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 – Integrated Research & Development Division and Representative Director Strategic planning and competetive advanteges Much of Nintendo’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. Nintendo’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. Nintendo’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 today’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, â€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. † Nintendo’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 industry’s average of 11. 9%. This not only shows that they are able to efficiently finance its’ operations but also enjoys a lot of financial flexibility. Weaknesses: Nintendo’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 company’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%. † 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 Nintendo’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 â€Å"lose their flavor† 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 user’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 â€Å"Nintendo of Europe GmbHâ€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. – Health and other insurances. – Creative multinational environment. – 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: â€Å"This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product. † This seal was later altered in 1988; â€Å"approved and guaranteed† was changed to â€Å"evaluated and approved†. In 1989, the seal became gold and white, like it currently appears, with a shortened phrase, â€Å"Official NINTENDO Seal of Quality†. The symbol remained unchanged until 2003 when â€Å"of Quality† 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 everyone’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 â€Å"flavor of the month† 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 doesn’t mean to control over all processes and it doesn’t mean, that they must not taking into consideration their colleagues ideas and opinion. They even don’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 managers’ ideas and decisions, which can be very creative and useful and can solve many problems and make new ideas. And the fact that Japanese don’t take into consideration of their foreign colleague’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 company’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: â€Å"Keeping it simple, stupid, is winning†¦ Both Wii and the DS don't require big instruction books and that's expanded the audience†¦ Sony and Microsoft took a different path, producing consoles of stunning power and complexity †¦ and price. † â€Å"They've gotten complicated and both companies are following a core gamer audience †¦ whereas Wii and DS are working for both young and old (newcomers to gaming)†¦ 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 – it is global thing, combining with internet technologies, photo and video cameras, games, complex prog rams and much more – it’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 – 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, doesn’t even know that Nintendo exist now days and that it’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 â€Å"See, I already have this device that is on TV – it is great!! † 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 Nintendo’s main strategy, but they just can make 50 more quality games and it will works. And it’s time for thinking about new megahit personages. There is already many games and ideas, but they are not mega popular – 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 doesn’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 generation’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, it’s not bad for the company who started with two little shops, is it not? References 1. David Sheff â€Å"Game Over: How Nintendo Conquered The Worldâ€Å", 1993 2. www. nintendo. com 3. http://en. wikipedia. org/wiki/Nintendo 4. http://boomson. blogspot. com/2008/02/nintendo-swot-analysis. html