Sunday, May 17, 2020

Violent Video Games Cause Violence Cause Of Violence And...

Carlos Gadson Mr. Sidney Honors British Lit. 27 November 2017 The Blame Game Statistically, 2017 has become the year with second lowest crimes rates since 1990, assuming there isn’t a big resurgence in violent crime between now and the end of the year (Bump). However, violent crimes continue to be a problem in modern-day America. Many have sought out to find out the root of these crimes and what causes them, and as a result, many different things have been cited as a cause for violence. Violent video games are said to be a possible source of aggression in teens and can allegedly influence teens and young adults to commit acts of assault, brutality, and terrorism. With zero evidence supporting this allegation and no concrete evidence to†¦show more content†¦In an article by Kotaku, it is stated that â€Å"The National Safety Council said Death Race was sick and morbid. These concerns and the first ever protest over the content of a video game, prompted further coverage in outlets like the National Enquirer and the NBCs Weekend S how.† (Plunkett, Web). Death Race opened the door for many more controversies surrounding video games, in later decades more violent video games would be released such as Mortal Kombat which urged Congress to hold hearings on regulating video games. â€Å"Attorney General Dan Lungren testified that violent video games have a desensitizing impact on young, impressionable minds.† (Violent Video Games - ProCon.org). As a result, the video game industry created the Entertainment Software Rating Board (ESRB). This new rating system would notify consumers of anything that could be labeled as violent or mature on the label of the game when going to buy it. Though many actions have been taken against violent video games, as time passes video games both violent and nonviolent have still seen an increase in popularity and sales. In fact, the video game industry has seen a 204% increase in sales since 1994 (Violent Video Games - ProCon.org). In fact, Call of Duty a series notoriou s for being on video game ban list, set records for entertainment sales when it sold 5.6 million copies of Call of Duty: Black Ops inShow MoreRelatedVideo Game Violence : The Cause Of Violent Video Games1000 Words   |  4 Pagesmentioned that the cause of violent video games became an issue for public debate after teenagers and the main cause of this is the parallel effect. Based on the Studies done for violent video games correspond with individuals having violent acts. Also, young adolescents reveal that those who play a lot of violent video games become more aggressive and see the world as more hostile. The article also revealed that this acts would be a coincidence or a cause from playing violent videos. Additionally, researchersRead MoreViolent Video Games Cause Violence843 Words   |  4 PagesVideo games have been around for half a century when, the first simple tennis game was designed by William Higinbotham in 1958. Since then, video games have gotten more in depth, with better graphics and more options which include violent video games. Violent videos have gotten more popular with a better amount of variety including the franchise of Call of Duty, Battlefield, and Grand Theft Auto. These are the most common and popular video games and because of the violence in them debate has startedRead MoreViolent Video Games Cause Violence1906 Words   |  8 PagesEver since he started playing video games, like Call of Duty. Violent video games have been a battle that my family has been fighting for a few years now. My brother, started out small, playing Nintendo games and simple games like Crash. However, my brother has always had a slight anger management problem and even with easygoing games, he became furious when he lost. Because he has lofty dreams of winning every game possible, he will not stop. Now, with video games, like Call of Duty and God of WarRead MoreEssay on Violent Video Games Cause Violence? 1170 Words   |  5 Pagesand aggression is eve rywhere; in magazines, in the shops, on the TV, on websites like YouTube as well as in video games. Yet, why is it that those video games are assumed to be the biggest media source responsible for the violent outbursts of different individuals? Is this really the case? Every eight out of ten homes in the United Kingdom own a existing generation games console and video games have become a extraordinary source of education when helping kids to learn, such websites like educationcityRead MoreViolent Video Games Cause Youth Violence2030 Words   |  9 PagesVideo games have become increasingly popular among people of various ages. The more technology advances the more appealing video games seem to get with high definition graphics and better storylines. The first video game ever made was back in 1958, it was played on a Brookhaven National Laboratory oscilloscope, and it doesn’t hold a candle to the video games of today (Bellis par. 2). Video games have gone from big-chunky comp licated systems to little-compact systems of entertainment. After the firstRead MoreViolent Video Games Do Not Cause Violence And Aggression1527 Words   |  7 PagesViolent Video Games Over the past few years, the United States has seen violence that has come from the inside of the country. Various high schools, have had shootings inside of them from some of the high school students that go to that specific school. Some experts blame the shootings by categorizing the students as someone who has been tormented and bullied basically most of life, while other experts believe the shootings were caused by the violence in video games. There has been a lot of nation-wideRead More Violent Video Games Do Not Cause Violence Essay3060 Words   |  13 Pages Do violent video games increase aggression in the people who play them? If so then video games could be responsible for much of the bad news we hear on television. Are video games responsible for school shootings? Do producers of video games need to tone down the violence? What will happen if video games become more and more violent and realistic? On the other hand, are video games to blame at all for the increase of violence in kids? When violence in video games started to increase, peopleRead MoreViolent Video Games Do NOT Cause Violence Essay1827 Words   |  8 Pagesblame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyistsRead MoreViolent Video Games Cause Increased Violence Essay1855 Words   |  8 Pagesobjective of video games is to entertain people by surprising them with new experiences.† (Shigeru Miyamoto) Shigeru Miyamoto is the creator of some of gaming’s most iconic video game characters, Mario Jumpman Mario, Link and Donkey Kong; while also, serving as co-Representative Director of the game company, Nintendo and is highly respected. Miyamoto, based on the quote provided, feels that video games are meant to entertain people and nothing more. However, many people feel as though video games only causeRead MoreViolent Video games cause violence? I Think Not.1056 Words   |  5 PagesViolence is everywhere, in magazines in the shops, on the TV, on websites like YouTube as well as in video games. Yet, why is it that those video games are said to be the biggest media source responsible for the violent outbursts of different individuals? Is this really the case? Every eight out of ten homes in the United Kingdom own a current generation games console and video games have become a fantastic source of education when helping kids to learn, such websites like educationcity.com or the

Wednesday, May 6, 2020

The Drone Age Is Coming Per Galeotti - 2013 Words

Executive Summary The drone age is coming per Galeotti . It has been estimated that annual spending on drones around the world will almost double to $11.4 billion by 2022. New technology has been driven by the military, and drones are critical to military operations. Due to changing times, drone use is rapidly adjusting to commercial use by civilians. This drone revolution has massive implications, ranging from legal and moral to economic and geopolitical. It will be a deeply disruptive technology, able on the one hand to provide undreamt-of capacities to impoverished people and countries, and on the other to widen the gap between haves and have-nots. It may prove a creative, empowering experience, but also has the potential to be destructive, destabilizing and divisive. Drone one day will fight our wars and be a huge asset on the battlefield as well as controlling hostile or volatile situations. Currently, drone technology is being driven by military applications, and this will continue as they become increasingly varied in their roles. Drones will do our work. Drones will carry out tasks humans cannot, or do not want to do themselves. From remotely piloted ambulances to leading SWAT raids in hostile situations, from collecting garbage to moving goods, they become ubiquitous, even making their way into the media, gathering news footage and becoming entertainment tools. Their ability to linger for long periods of time allows this real-time intelligence to be

Behavioral Brand Loyalty And Consumer Brand-Myassignmenthelp.Com

Question: Discuss About The Behavioral Brand Loyalty And Consumer Brand? Answer: Introduction The world is based on fully-fledged economy that helps in thriving on different markets that is based on the different consumer tastes and preferences. The assignment is motivated in order to answer the question that is relating to the different factors that has to be considered while analyzing the meaning of the marketing realities. In the next section, different concepts and theories has been identified in such a manner that helps in mapping different considerations in an effective manner. Marketing Reality A marketing reality is the changes and this governs the road of marketing with the hope of different endeavors. The different kind of businesses is leaving different provisions of change in order to evolve the different realities of marketing. The different electronic giants like EBay, Alibaba that have flexible structure of business to go with the continuous flow of ease of nation. In the next section, it will discuss the different major forces that affect the realities of marketing to date and time. The new realities are losing sheen and it includes both online along with offline platforms. The different offline platforms are witnessing the different change in the business of the sellers attitude towards analyzing the tastes of the customers with use of technology. The reality is the usage of technology by different businesses and in the next section; different sellers use the number of different technologies to reachability in the market (Kim et al. 2014). Three Major Forces and effect of change in future Prediction of the behavior of consumers is essential factor previously, presently and it will be important in future as well. Before the era of the internet, there were no e-commerce and base of customers existed. In the present stage, this is the e-commerce stage wherein there is fully explored stage. The customers are treated in an effective manner and online retailers gain competitive advantage. The combined power of analytics, big data and technology serves a revolution in platforms of e-commerce (Baker and Saren 2016). However, it is difficult for the retailers to gain competitive advantage in the market for 91.6%. Budgets in marketing are essential factor and this takes huge chunk that is spent in the business. There has been different studies that has been demonstrated as the rule of budget rules in the marketing strategy of different businesses. It is governed by different factors that include size of business, changing technology and economic balance of nation. According to the research, average budget of global marketing is increasing and it changes from 1% to 15% with the help of different campaigns. Triggered campaigns are believed in order to cross more than 58% to total revenues of retailers. The spending of the budget is determined with different aspects from size of company and size of economy along with regulations and this will help in analyzing budget in an effective manner (Buckley 2016) Evergreen challenge of competition and technology will not fade the elements as major factor affecting the line of business. The competitive environment is boon for the pocket of customers and this is bane for the sellers (Lamberton and Stephen 2016). This kind of challenge of competition is huge in decision-making approach and this cannot be avoided in nature. This is recent quest to clinch title in war among businesses and the competition takes a toll on the marketplace that will limit and this will overlapping the campaigning the strategies of electronics along with different other sectors. Other Potential Forces There are different potential forces that affect the marketing realities: Channels of marketing: This is a business along with allocation of budget that has to be wise in selection of channels of marketing Information Technology: This is generic term, it has total power to topple sentiments of market Globalization: This helps in questing to clear different limitations that is territorial and this is motivation to different emerging businesses Deregulation: Ease of performing the business is essential that goes in hand with globalization Loyalty: The different loyalty programmes of brand is essential in retaining the customers and for major and small businesses Delivery: The delivery system is essential in nature as this will help in making the different things easier in nature (Woodside 2016) Convergence: When there are more than two industries join hands, it creates huge impact on existing future and realities The ability of the brand to speak to a customer goes a long way in determining the success of a brand. A brand should possess the capability to communicate its value to its customers and persuade them to purchase the given product (Laroche, Habibi and Richard 2013). In the given section , certain examples of particular brands will be presented to illustrate the success stories of certain brands who were effective in communicating their importance to the target market group which can be described as the college crowd and student with age groups around 18-25. Apple- Apple is an electronic and software company, which produces phones, tablets and laptops. It has various softwares such as iTunes also which are very successful amongst the users. The power point of the given brand is its sleek design and powerful capacity. When a user associates itself with the given brand, they consider themselves to be fashionable and technologically advanced (Romaniuk and Nenycz-Thiel 2013). It is often a craze amongst the youngsters to use these products, which matches with their status, and hence, the given brand is successful to speak to the young crowd. Nike- With the recent popularity of fitness as an attraction factor, the brand offers the customers with a huge variety in their sportswear. The brand offers affordable and latest trend s in its offerings. With association of various globally popular sports stars, the brand has the ability to convince the consumer. The consumers would want to purchase the product because of the celebrity association and fashion factor. Amazon- The online e-commerce website has become hugely popular for its affordable pricing and good quality products. Amazon offers a large variety of product to its consumers, which makes it a favorite among the users. The young crowd is specifically attracted to the consumer because of its ease of use. The application is available on all platforms, which helps the young crowd to shop at their convenience. Pepsi- The brand offers drinks and snacks to the customers. The reason behind its popularity among the young college crowd is that, it is easily available and extremely affordable. The young crowd generally prefers to eat out and this provides it with a perfect option (Nysveen and Pedersen 2014). The brand itself tries to associate itself with the college crowd by using emoticons of various messaging applications, which people use. This makes it apt for the users. However, there are certain brands that fail to associate it with the young crowd. The examples of such brands are given below: Honda- Honda is a automobile brand, which produces automobiles like cars and bikes. The brand has failed to attract the millennial crowd because of its association with the high end and heavy products. The young crowd was unable to associate with the brand and this is the reason, they could not be successful in marketing their products to this crowd (He and Lai 2014). The young crowd has always been associated itself with products that are fashionable and trendy. Though Honda tried to attract the younger crowd, it failed in changing the design, which made the brand hugely unpopular. Microsoft- Microsoft is the computer brand, which sells software as well as hardware. Through over the years Microsoft has been faced with a huge competition from brands like Apple, recently it has failed to communicate its message to the customers. The perception of the young crowd has also changed for the company. They no longer view the product as stylish or a fashionable one with which they can associate (Krystallis and Chrysochou 2014). Had the brand, adopted new ways to adapt to the satisfaction level of the consumers, they would not have failed in the mindset of the young minds. Coca-Cola- Though coca cola has been an extremely popular brand since the past few decades, recently its popularity with the young crowd has dropped considerably. The young crowd has started to perceive the brand as someone who only offers junk food and drinks. The popularity of Coca-Cola has fallen tremendously in the past few years with other health drinks coming up. The college crowd generally prefers health to junk today and this has led to the failure of the brand to attract the young crowd. Therefore, it can be stated that the brand positioning plays a key role in the mind of the consumer. The way a brand presents itself in the eyes of the consumer is extremely crucial in deciding its fate. The younger generation is extremely particular about their image and hence they prefer to associate themselves only with brands that will uplift their image in their social group. References Baker, M.J. and Saren, M. eds., 2016.Marketing theory: a student text. Sage. Buckley, P.J., 2016. The contribution of internalisation theory to international business: New realities and unanswered questions.Journal of World Business,51(1), pp.74-82. He, Y. and Lai, K.K., 2014. The effect of corporate social responsibility on brand loyalty: the mediating role of brand image.Total Quality Management Business Excellence,25(3-4), pp.249-263. Kim, K., Hayes, J.L., Avant, J.A. and Reid, L.N., 2014. Trends in advertising research: A longitudinal analysis of leading advertising, marketing, and communication journals, 1980 to 2010.Journal of advertising,43(3), pp.296-316. Krystallis, A. and Chrysochou, P., 2014. The effects of service brand dimensions on brand loyalty.Journal of Retailing and Consumer Services,21(2), pp.139-147. Lamberton, C. and Stephen, A.T., 2016. A thematic exploration of digital, social media, and mobile marketing: research evolution from 2000 to 2015 and an agenda for future inquiry.Journal of Marketing,80(6), pp.146-172. Laroche, M., Habibi, M.R. and Richard, M.O., 2013. To be or not to be in social media: How brand loyalty is affected by social media?.International Journal of Information Management,33(1), pp.76-82. Nysveen, H. and Pedersen, P.E., 2014. Influences of cocreation on brand experience.International Journal of Market Research,56(6), pp.807-832. Romaniuk, J. and Nenycz-Thiel, M., 2013. Behavioral brand loyalty and consumer brand associations.Journal of Business Research,66(1), pp.67 Woodside, A.G., 2016. Embrace complexity theory, perform contrarian case analysis, and model multiple realities. InBad to Good: Achieving High Quality and Impact in Your Research(pp. 57-81). Emerald Group Publishing Limited.