Thursday, October 31, 2019

Mission, Vision, and Stakeholders Essay Example | Topics and Well Written Essays - 750 words

Mission, Vision, and Stakeholders - Essay Example This same view was earlier aired by Raynor (1988) where the researcher refers to mission and vision statement as an organisation cornerstone that guide and provide actions, directions and aspirations for the future. Vision statement refers to the desirable (O'Brien & Meadows 2001). In other words, a vision is the articulated goal for the organisation. Unlike mission statement, vision statement is a core goal. Once this is achieved, a direction will be set for the next vision (Soyer & Asan 2007, O'Brien & Meadows 2001, Thomas et.al., 1993). Forman & Camponovo (2004:1) referred to mission statement "as the most basic embodiment of business strategy.. for mission statement is often at the heart of strategy formulation for successful organisation. Raynor (1998) further outlined the role of vision and mission statement which include In addition, Mission and vision statement by defining an organisations' boundaries draw demarcation between one organisation and the other by exhibiting the organisations salient features (Soyer & Asan 2007, O'Brien & Meadows 2001, Forman & Componova 2004). In all, in an organisation the creation of its mission and vision is an important first step in the development of modern, strategic management (Forman & Componova 2004). ... t some carefully crafted and publicly promulgated statement of an organization' s mission, purpose, values, goals, and vision" (Forman & Componova 2004:10) In Wal-mart, the mission and vision statements are defined within five core business principles which include, outstanding customer service, effective and efficient operations, strong capital and liquidity, prudent lending policy and strict expense discipline. However, vision and mission statement are frequently abused by the people trusted to implement it. According to Fama & Jensen (1983) managers of organisations will always act at the expense of the institution because of their personal interest. This is true because bonuses have become a thing of the past (Forman & Componova 2004). Mission and vision statements message must be communicated in precise simple and clear language supported through out the organisation. In today's organisation, this is not often the case due to misalignments; the mission and vision were overstated. Forman & Componova (2004) argued that misuse of this statement is so common and over time hard work is necessary for revival. They caution that, "Unless mission and vision reflect the core values, capabilities, and goals of individual organisations, they cannot shape current and future operations and therefore soon become clichs" (Forman & Componova 2004:7) References Fama, F.E., & Jensen, C.M. (1983). Separation of Ownership and Control. Forman, P.H., & Componovo, J. E. (2004). The business Radiology and the Mission Statement. Journal of American college of Radiology. Volume1, Issue 2, Feb. 2004 Pp.108-112 O'Brien, F., & Meadows, M. (2001). How to develop visions: A literature review, and a revised CHOICES approach for an uncertain world, Journal

Tuesday, October 29, 2019

Cafe Case Study Example | Topics and Well Written Essays - 750 words

Cafe - Case Study Example The roles and responsibilities of Louis Chen include: Ensuring the continuous running of the Levendary Cafe in China; making strategic decisions that would enable the company to stay competitive and in business against market trends. The company expanded from the USA to China due to the reason that its domestic growth was slowing down progressively from 2008. The company chose to expand by setting up a strategy team that would be used to research on available opportunities in China. More to that was the fact that China had a high potential for investment since their GDP was 14.5% for the past decade and they had a high population of approximately 1.4 billion people. Out of this, the urban population had risen from 36.2% to 46.6% between 2000 and 2009. This was an issue that was discovered and brought about by Mia Foster to the Levendary Cafe CEO in China - Louis Chen. The issue was that Louis Chen was not willing to ensure and implement global standardization of procedures. This was an issue that was projected by Mia Foster to Louis Chen. According to Mia Foster, the CEO of Levendary Cafe in China – Louis Chen was not up to the task of implementing changes that would boost future operations of the organisation. Louis Chen did not follow the standard GAAP Accounts and reporting procedures for Levendary Cafe in China. Apparently, the financial and management reports that were being sent to Denver were in a format that had been â€Å"massaged†. This was an issue where Mia Foster implied that the way Louis Chen managed the China operations would not sustain the company in future. For example: his refusal to follow a standardized global operating procedure; not adhering to GAAP accounting standards. In order to address the challenges being faced in China operations, Mia Foster has to follow the following actions: Raise the questions about the China operations to Louis Chen; confront Louis Chen on the issues

Sunday, October 27, 2019

Power Of Advergaming And Its Impacts On Consumers Marketing Essay

Power Of Advergaming And Its Impacts On Consumers Marketing Essay Within the concept of social media, the mass media marketing strategy is one of the crucial tools of product placement on the commercial persuasion and entertainment. Thesis: Assessment of advergaming with respect to its development process, impacts and usage; how usage of advergaming changes as product type differs and; what are the advantages/strengths and disadvantages/weaknesses of advergaming. INTRODUCTION TABLE OF CONTENTS CHAPTERS 1. ADVERAGAMING AS MASS MEDIA MARKETING STRATEGY 1.1. DEFINITION OF ADVERGAMING 1.2. DEVELOPING AN ADVERGAME /ADVERGAMING AS A FUTURE TOOL 2. USAGE OF ADVERGAMING BY BRANDS 2.1. THE INTERNET EFFECT 2.2. IN GAME ADVEISING VIRAL MARKETING 3. THE IMPACT OF ADVERGAMING 3.1. INFLUENCE ON PLAYER 3.2. RESEARCH ON CUSTOMER BEHAVIOR 4. DIFFERENCE THAN OTHER ADVERTISING TOOLS 4.1. ADVANTAGES/STRENGTHS 4.2. DISADVANTAGES/WEAKNESSES 5. USAGE OF ADVERGAMING IN TURKEY ***EXAMPLES 6. HOW USAGE OF ADVERGAMING CHANGES AS PRODUCT TYPE DIFFERS CONCLUSION REFERENCES ADVERAGAMING AS MASS MEDIA MARKETING STRATEGY Definition of Advergaming The question of what advergaming is can be approximated in diffrent ways. In the manner of linguistic portmanteau it is of advertising and gaming. Techniquely, it is the practice of using video games to advertise a product, organization or viewpoint. [2] As a term, it was coined in January 2000 by Anthony Giallourakis. Later on it was mentioned by Wireds Jargon Watch column in 2001. [2] An advergame is an online video game that has brand related images and/or themes embedded within it. As marketers have begun to catch on to the idea, Websites containing advergames have been published by a diverse variety of corporations and non-profit organizations. [1] Besides the usages of product placement within a game, a more effective and innovative way of designing a game only for the purpose of advertising a brand or a product is recently being used by advertiser in order to reach to targets on an online platform. Advergames are such video games which are funded directly by an advertiser. Also, they usually are distributed free of charge to the consumers. The differences between the product placement and advergaming was clearly determined in the book Changing the Game, by David Edery and Ethan Mollic like highly integrated product placement, well-designed advergames have the power to entertain consumers in an engaging and informative way. On the other hand, unlike product placement advergames offer business more control over the context in which the brand is experienced by consumers and saves them the possible hassle of operating within the constraints imposed by game developers. [3] To sum up, advergaming is an interactive game-product created for being more well known by the customers and increasing brand equity. The core idea of advergame is receiving information while entertaining the game. The other facilities of advergames will be examined in the following sections. Developing an Advergame / Advergaming as a future tool Advergames are still a very new research area. With the usage of simulations, advergames aims to inform the customers about what they will experience after trying the product in real life. Advergames also have the ability to create curiosity in the minds of targets which would lead a high selling rate. One o the greatest example of advergaming is the Americans Army. [8] The actual aim behind developing such a game was first by tempting the gamers being a solider, increasing the army population. Today, the game has more than 100.000 gamers. Similarly, in order to take attention to the hunger and starvation problem in the world, United Nations also developed an advergame called Food Force. These two huge projects show us how much an advergame would be powerful and influential in the log run. The benefits of advergames such as; the brand image reinforcement, databases created from the advergame can be used for demographics research, targeted markets can be reached by your advertising (when the game link is emailed), visitors may spend more time on your site, increased traffic due to viral marketing. [5] USAGE OF ADVERGAMING While the usage of advergaming being explained, firstly the question of why advergames should be used has to be answered. Most of the advertisement forms cause the customers to loose their interest and patience. So therefore, advergames which has the benefits mentioned above are very welcomed as an innovative way of both advertising and advertainment. The reason is because; the high interaction attracts consumers to join the game. In the world of Advergame, the participation of game is the participation of advertisement. [9] Interactivity, uniqueness, viality, technology are the basic content for the question of how an advergame should be. [9] Secondly, the brands should care about the following points if they want to use advergames more effectively and create powerful advergames. The steps can be sorted as first, brand and target group positioning analysis (e-marketing strategy analysis) have to be done. Later, game planning and design (Market specific game planning and project plan) is needed to be completed. Third, creative design and programming (art design and art programming development) is also necessary for a strong advergame. Then, game promotion and publication (make the website promotion plan) and collection and analysis of statistics emerges. Lastly, online evaluation and suggestions are done for a complete advergame. [9] All in all, the usage of advergames has to be considered in two perspectives which are why a company should take advantage of advergames and how should it create a more powerful one in order to reach more customers and have more profit. In the following parts the internet effect in our lives will be considered to give a wider point of view that the advergames are the most influential and powerful tools of online advertising. Further, the in-game advergaming and viral marketing concepts which are the tools of advergaming process will briefly be explained. The Internet effect Since reaching the most number of customers is the main aim of brands to increase their profits, in order to be being known by a wider mass, they first have to conquer the areas used by these customers. Internet is one of these fields since it is being used by almost everyone nowadays. In his article The Ability of Branded Online Games to Build Brand Equity: An Exploratory Study, David Deal approaches the increasing usage of internet as a growing trend toward turning off the television and tuning in to the Internet is forcing many marketers to enter a relatively unexplored advertising arena where the best methods of reaching and influencing customers are as yet unknown.[1] In the article he also argues, the studies have found that many Internet users spend their online time by playing video games. This realization, with the help of the researches leads a new mass media marketing strategy that integrates games with advertisements which is advergaming: a hybrid form of branded entertai nment. [1] The growing use and acceptance of internet in our lives, forced the marketers to use new media rich forms of online entertainment ways where they are more interactive and incorporated than previous ones. This also results with spending less time with traditional media, especially television. The rest of the leisure time is being preferred to be spent on internet. [1] Therefore, one of the best ways to include a marketing message which is needed to be reallocated by the companies, become internet. Furthermore, a greater portion of the internet population is getting used to the new forms of entertainment, especially with the available video games. [1] That is actually where advergaming takes its power from. Within the last ten years, the aim of reaching these online consumers was very crucial for advertisers. In order to discover that how much an average individual looks at a Website page, there have been several studies done. The results show less than half of all banner ads to which people were exposed, are being perceived. [5, 9] As a result, advertisements that people purposely avoid viewing simply do not have an opportunity to make an impression. [1] Then the idea of forcing the consumers to look at these online ads became a new trend. The pop-ups, interstitials, and pop-unders which were very intrusive, were found to be even more disliked than banner ads. [1] One of the imported points of this type of advertising is the amount of time that the gamers spend not only by playing the game but also by interacting with an advergame and as a result being exposed to the marketing message. There are several factors determine the time interval such as age, gender, type of game, and involvem ent with brand or product. The duration can range from 5-7 minutes (for a typical scenario) to 35 minutes (such as for Coca-Colas Live the Madness game) or longer [13, 16]. [1] In game advertising Viral Marketing Advergaming can be achieved mainly by two different ways. First, the brands can prepare thir own games and present to the customers. Second, they can also place the ad in to the games that already exist and have many players. The Sims or Second Life would be given as examples. The second is also named as in-game advertising. Moreover, beyond in-game advertising, Internet also encourages the gamers (users) to invite their friends to participate the games which could favor promotion form mouth to mouth, or viral marketing [2] where it can be defined as a marketing technique whereby information about a companys goods or services is passed electronically from one Internet user to another. In game advertising is being used very commonly since it is easier and less costly for a company than building their own online game. Also, by placing their logos, brand images, or the products as a simulation into a game, which is widely being played all around the world, companies can increase the probability to reach more and more customers. It is a huge arena so that impacts will also be quite large. THE IMPACT OF ADVERGAMING Influence on children Nutritious vs. Obesity Advergames are one of the most used marketing strategies to attract children and teenagers, creating in them an emotional link with the brand. This strategy can modify attitudes, in many occasions without applying responsible consumption, because the processes by which children purchases decisions are made are not as structured as adult decisions. [7] Its Childs Play: Advergaming and the Online Marketing of Food to Children [10] how advergames, which are online computer games developed to market a product, affect consumption of healthier and less healthy snacks by lowincome African American children.[6] Playing With Food: Content Analysis of Food Advergames [11] iyi anlamda Games with an Agenda: Entertainment for Consciousness Building [12] Researchs on customer and advergame relation Since the advergaming concept is a new format of advertising, even though it appears as promising, there have been a very little number of researches on it that scientifically prove its effectiveness. Also the adoption of the customers all around the world has not been justified yet and still unknown. [1] However, its potential cannot be underestimated. Before considering some of the researches and their results, it is necessary to mention that, since the advergaming is an internet based online advertisement form and most of the user or gamer population is composed of children and teenagers, the advergames target these two groups at most. However, the recent researches demonstrate that not only kids and teens but also many other surfers play advergames. 59% of the boys ages 13 to 17, 62% of the men ages 18 to 24 who go online, the largest group of women game players is between the ages of 45 and 54. [5] So therefore, according to that statistics it can be claimed that the advergaming is not only for kids any more. Here are some of the research examples and it will be examined that how there researches resulted in the means of advergaming. These types of researches are trying to measure the effects of online advertising on customers, by comparing interactive and non-interactive ads in order to determine their relative efficiencies across brand equity. At the end, it is concluded that visually stimulating and interactive forms of advertising are more effective at brand building in the sense of components of brand equity (aided brand awareness, online ad awareness, message association, brand favorability, and purchase intent). Indeed, highly interactive and animated advertising format could be expected to have a greater impact on brand equity than a traditional banner advertisement.[1] Some other studies are trying to figure out the emotional attachment of users to the brand. They claim that this emotional arousal generated by a brand with an interactive format of advertising increases an individuals attitude toward the advertisement positively to which they are exposed. The results show that the greater degrees of interactivity with an advertisement produced the higher levels of appreciation for the ad itself and for the Website on which it was deployed. [1] To sum up, researches have found that the less time a person that enjoys an advertisement spends thinking about the actual marketing message itself, the more they will like the advertisement [18]. [1] These studies indicate that for the advertisement the advergames could be expected to have a high level of appreciation. DIFFERENCE THAN OTHER ADVERTISING TOOLS Advantages/strengths A 2002 study comparing different ad types [12] found that advertisements that involved animations and/or interactivity were twice as effective as ordinary banner ads at generating message association, a component of brand equity. Interactive ads were compared to non-interactive ads to determine their relative merits across five different components of brand equity (aided brand awareness, online ad awareness, message association, brand favorability, and purchase intent). Disadvantages/weaknesses USAGE OF ADVERGAMING IN TURKEY Examples Rabarba.com HOW USAGE OF ADVERGAMING CHANGES AS PRODUCT TYPE DIFFERS CONLUSION Traditional product placement has taken on new meaning and force.

Friday, October 25, 2019

Computer Changes and their Impact on Management :: essays research papers

Computer Changes and their Impact on Management The world of computers is a field that is not only very young, but is also rapidly changing. In one lifetime, computers have evolved from a multimillion dollar unit that filled entire buildings, to a few hundred dollar personal computer that fits on a desktop with more power than its predecessor. How does this change in cost, size and power affect our management decisions? To look at these areas, it should be understood that each characteristic not only makes a significant impact for management, but is enhanced by the other two changes.   Ã‚  Ã‚  Ã‚  Ã‚  The reduction in computer costs over time has the obvious implications of reduced overhead costs for a company’s management and possibly a smaller budget requirement for the information technologies department. Closer inspection of the lower computer costs shows that the reduced overhead can have a number of implications dependant on management decisions. One decision would be to show an increased profit on the end product’s margins. This makes stockholders very happy. Management could also decide to provide more computer technology for the company without an increase in budget, or provide hardware with less compromise in functionality. The additional money could be used for additional specialty computer hardware that would not normally be purchased. A company would have to research whether the increase in computer technology would be able to provide the necessary competitive advantages or productivity increases. Management might also decide to take an exhaustive look at the entire company and its business process’ to determine if other areas might use the money for upgrades as well. These upgrades can be in the manufacturing process, research and development, sales, or in manufacturing to name a few. The reduction in cost also impacts the reduction in size of the computer hardware which has been getting smaller and smaller. As the prices of computers have gone down, the manufacturers have been able to reduce the size of the computers dramatically at the same time. Management originally provided a computer that was very large with terminals provided to the user as an interface. Today we have a personal computer on almost every desk top. These units require less space allowing management the freedom to determine whether they wish to put a unit on every desktop. With the smaller space requirements and the changes in the hardware itself, management also has less impact to their facility requirements.

Thursday, October 24, 2019

Keeping Our School Clean Essay

The responsibility of keeping our school clean belongs to all of us not just the custodial staff. To facilitate this we encourage for certain steps. Cleanliness of Grounds Students are requested to use the several garbage bins that are placed by the doors and the baseball diamonds to deposit their papers or uneaten food items. This helps keep our grounds in the same high standard of cleanliness as the remainder of the community. Students who find broken glass or other strange and dangerous looking objects should not touch them but report these to the supervisor. Caring for our School To help maintain the quality of life and education at School, we ask everyone to accept responsibility for the care and maintenance of school property. We ask children to enter and leave by the back entrances if possible. Recycling We encourage parents, students and staff to use re-usable containers for lunches and to recycle juice boxes and plastics. We also encourage students to take home any left-over lunches to avoid waste. To help keep our school clean, students are asked to refrain from chewing gum and sunflower seeds at school 1.We should not throw chocolate pills or paper in the school compound.For that we should make the children do it so that they understand 2.We should not throw any kind of paper in our class room .For that thee should be dustbin in every class room 3.And for all this we should keep one class for children where the childrens will learn to keep their school clean.

Wednesday, October 23, 2019

Better to be Feared or Loved? Essay

In The Prince, Niccolà ² Machiavelli goes into depth about how it is better to be feared than loved. He states that â€Å"Well, one would like to be both; but it’s difficult for one person to be both feared and loved, and when a choice has to be made it is safer to be feared.† I disagree with Machiavelli that it is better to be feared than to be loved. Being feared eventually wears off while being loved is always a feeling that will be there. There are many reasons why I disagree with Machiavelli. First of all, it is better to be loved than feared. Sometimes being feared will help someone get what they want, but with fear, feelings of resentment and hate can be found. It will also nurture subversive thoughts of revenge and other malicious intent. Just like in the TV show Gossip Girl, the main characters Blair and Sarina go back and forth seeking revenge over each other because one has more than the other. They are always in a constant battle against each other. Fear mu st be used in a tightly controlled and insistent fashion or it will fail. To be loved, however, nurtures caring, loyalty, kindness, and other positive binding and giving emotions. It can spawn jealousy in some, but overall it is a much better relationship to have with other people. Fear can cause people to retaliate and eventually disappear. In the article, â€Å"Leadership and the Fear Factor†, the authors state â€Å"Emotions like love and fear, trust and mistrust, can play a significant role in whether a leader gains followers.† This concludes that typically leaders or anyone in the society gain followers by having trust and love. On a more of personal relationship, I would rather be loved, because to have everyone show fear towards each other, would mean you have no intimate relations with anyone and that is not true living. Franklin P. Jones once said, â€Å"Love doesn’t make the world go round. Love is what makes the ride worthwhile.† It is the most powerful feeling to feel loved. I know this by having such a supportive family. My family is always there through thick and thin and are always showing their love and compassion. I also know how it feels to be truly hated. In middle school, there was this girl named Hunter Welch and no matter how hard I tried, she always hated me. So on further note, I think love is a way more powerful feeling. It does seem noticeable however, that someone would want to be feared if they are in a high position or authority. People who are in high authority are often driven by those who rule by fear. However, in a  more personal relationship, it is best to be loved. In the article â€Å"Connect, Then Lead†, the authors gained my full attention. They question the readers, â€Å"Which is better, being loveable or being strong?† This question involves people who are on a high authority. The authors say, â€Å"Leaders who project strength before establishing trust run the risk of eliciting fear, and along with it a host of dysfunctional behaviors.† By this, they mean people ruin the leadership effectiveness. The authors then say, â€Å"The chances that a manager who is strongly disliked will be consi dered a good leader are only about one in two thousand.† Just by these statements, it is best to say that being feared rather than loved does not get people very far. Being feared can cause a mass of destruction, but being loved by people can cause a more healthy relationship between others and the society. In conclusion, people who are loved are more valued than being feared. Whether people are of a high authority or just a common citizen, it is better for people to be loved than feared. Having hatred towards others or yourself will only cause loneliness and heartache. For example, Adolf Hitler, the dictator of Nazi Germany during World War II, may have had many people support him. However, Hitler caused only hatred and brought a lot of destruction. On a further note, being loved is better than being feared. Love has a stronger connection than fear.