Thursday, September 19, 2019

The Heroes of Lord of the Flies Essay -- Lord of the Flies Essays

The Heroes of Lord of the Flies    There are many possible interpretations of the word 'hero': sometimes it simply means the main character of a story, sometimes it denotes a person with a strong character who acts decisively, and sometimes it can mean the person we most admire in a story or who is the greatest force for good. Golding's Lord of the Flies has no clear hero but there are three major characters that could be seen as the heroes of the book.    The first possible hero is Ralph. He is perhaps the most obvious candidate as, at the start of the novel at least, he is a 'golden boy'. The second possible hero is Jack. This might seem unlikely, as Jack is in some ways also a possible villain, but Jack is a better leader than Ralph and is able to act decisively in a crisis. The third possible hero is Simon, the only one totally untouched by the boys' descent into savagery.    Ralph qualifies as a hero on several counts. Firstly, of all the characters in the book, the narrator follows Ralph most closely. It is Ralph we meet at the opening of the story and a description of Ralph ends the book. Secondly, Ralph performs heroic actions. He bravely explores the unknown island, attempts to stand up to the beast, and when the going gets tough he does not give up in despair. But above all of his physical bravery, Ralph shows moral bravery when he insists that the death of Simon is 'murder'. However, despite Ralph's physical and moral bravery, he is not untouched by sin and evil. Ralph was involved in the death of Simon and failed to provide clear leadership for the boys who put their trust in him. As readers we have the most sympathy for Ralph but we also have a clear understanding of ... ... as its hero. Ralph is the closest to a hero in the literary sense of the word as the narrative follows him and it is his story. Jack, although he has heroic qualities, is perhaps too close to being the story's villain to be considered a hero but he is by no means a character with only one side. In my opinion, the only person in the book who is a true hero is Simon as he is courageous, brave and kind. He is also the only boy to remain uncorrupted by the island. In writing a novel without a clear hero, Golding emphasises its pessimistic message. Before the Second World War, Jack and Ralph, like their counterparts in Coral Island would probably have been allowed to show the stuff that made them potential heroes but, in the context of a world that had witnessed genocide and the atomic bomb, Golding suggests that the ordinary concepts of heroes are not enough.

Wednesday, September 18, 2019

The Newport Coast Structure :: Architecture Architects Building Essays

The Newport Coast Structure The Newport Coast structure that sits on the corner of Pacific Coast Highway and Newport Coast Dr. is one of many examples of Mediterranean-inspired architecture in Southern California. The building is clearly influenced by Roman architecture and stands out among the standard Spanish-looking villas and mission-type buildings. The structure lies near one of California's wealthiest neighborhoods, Newport Beach and acts as sort of a grand entrance to Newport Coast Dr. There are two of these structures which sit on opposite sides of Newport Coast Dr., framed by only a few palm trees and evergreens. Drivers passing along Southern California's coastline can catch a quick glimpse of these impressive buildings. The Newport Coast structure is constructed of concrete and painted a light beige. Eight thick columns support the extremely large entablature-like face of the structure. As architecture in a typically conservative Orange County, the Newport Coast structure dominates its surroundings. The Newport Coast structure is clearly a representation of Roman architecture in general, but more specifically, the sturdy columns and enlarged entablatures are reminiscent of the Tuscan order. Although the simplified columns may at first glance appear to be rather doric in their style, upon closer inspection they prove to be more similar to the less renowned Tuscan order. This in fact, does not diminish the influence the doric temples of Greek architecture had on the Etruscan invention of the Tuscan temple, but rather demonstrates yet again how one culture can inspire another artistically. The Tuscan order refers to "the variation that resembles the doric order, with an unfluted shaft and a simplified base, capital, and entablature" (Stokstad, 227). Like architecture of the Tuscan order, the Newport Coast structure's entablature is very plain and geometric in its form. The Tuscan order was originally used by the Etruscans around the time of 700-509 BCE and was later adopted by the Romans. Even though the Newport Coast structure and the Tuscan temple function differently in terms of public use, for the Tuscan temple was used by the Etruscans for religious purposes, their appearances prove to be strikingly similar. Not only does the Newport Coast structure resemble architecture of the Tuscan order, it makes use of the Roman round arch as well. The round arch in the Newport Coast structure has elements that are very similar to the Roman round arch. Outlined by wedge-shaped voussoirs, it looks like a simpler, more modern version of the Arch of Constantine.

Tuesday, September 17, 2019

American Well Case Writeup

American Well, a pioneer in online healthcare is at the crucial stage where the business opportunities look propitious at the same time it could make the company lose its perspective. It has the first-mover advantage with strong core competency. But still, some of the questions concerning the future of the company do needs to be addressed. Some of the main questions that American Well faces are 1. Introducing the product to new customer segments 2. Capturing the international market 3. Pushing the products beyond health care industry.American well is currently serving the connectivity between patients and physicians. The new product â€Å"Team Edition† will serve the connectivity between primary care physicians (PCPs) and the specialist. They are also considering the prospect of online health care to Hospitals, Retail clinics and Pharmacies. The adverse effect is it could be too soon for American Well to launch a new undertaking, given their core services has not yet been adop ted widely. Furthermore, this requires new hiring and additional funding. Stepping back has its own drawback of failing to capture the opportunity when there was demand.Meeting real-time excess demand with real-time excess capacity is a whole new world to be explored not only in health care but in many other industries. Also, the need for online health care has a great demand oversees too and American Well can explore its business in these new countries and can become a world leader in delivering virtual healthcare services in a many-to-many platform. Even though it is true that American Well has all the ideas and advantages – the main disadvantage is the lack of infrastructure and the awareness of an internet-based health service.There is still a lot of opportunities and work needed to be done with its present venture and stepping big foot too soon cannot be as beneficial for the company as it sounds. The â€Å"Team Edition† is an innovative product and the American W ell should concentrate on its existing customer base i. e. the payers. They should probably do extensive market research on all these new opportunities. A research team could be formed including members from American Well and personnel from top insurance companies to explore the scope of extending its services to hospitals and pharmacies.They should wait for the â€Å"spending freezes† to be over and need to analyze on how the new health reforms will affect the existing organization. Another conceivable strategy could be a hybrid of Direct-To-Customer model and Business-To-Business model. American Well can establish a DTC model where they would directly sign up patients and doctors to a nationwide system along with their existing B2B model. This will cover more customer base. The short term goal

Monday, September 16, 2019

Mandatory Drug Testing of Welfare Recipients Essay

Thesis Statement Overall, mandatory drug testing initiatives have noble intentions such as: providing medical care to the abuser, preventing lifelong dependency, and saving taxpayer dollars, however, states should choose to not implement the intrusive testing because it is unconstitutional, costly, and ultimately detrimental to the child, not the parents. Through this presentation you will.. †¢ Learn about how widespread welfare usage is, and the history behind welfare reform. †¢ Understand why some legislators advocate for mandatory drug testing †¢ Look at the facts and realize that it is not only unconstitutional but also not an efficient means of spending allocated funds. Digital image. N.p., n.d. Web. Reasons Why Supporters Believe in Mandatory Drug Testing Overall good of youth dependents Zero tolerance policy Some buy drugs with welfare Tax payers have a right to know That their funds are spent well employed people must take drug tests Overall well being of invidual All reasoning lead to their overall stance, pro-testing. Reasons Why They Don’t Believe in Mandatory Drug Testing th amemmendment) Unconstiutional (4 Cost Prohibitative Embarassing and untimely Potential false positives or false negatives This is why CPS etc. exists Kid gets punished; not the adult All reasoning lead to their overall stance, against testing. Florida Welfare Drug Testing Graphic- DO THE MATH. Digital image. N.p., n.d. Web. Conclusion Mandatory drug testing for welfare recipients is unconstitutional, because no just-cause to search and seize. We must trust that although it isn’t constitutional or affordable to drug test all people, other agencies are other there to protect the children, if abuse or neglect is occurring Correlation does not imply causation. Work Cited Amundson, Kalynn, Anna M. Zajicek, and Valerie H. Hunt. â€Å"Pathologies Of The Poor: What Do The War On Drugs And Welfare Reform Have In Common?.† Journal Of Sociology & Social Welfare 41.1 (2014): 5-28. Academic Search Premier. Web. 5 May 2014 Gupta, Vanita. â€Å"Should Welfare Recipients Be Tested For Drugs?.† U.S. News Digital Weekly 3.46 (2011): 14. Academic Search Complete. Web. 6 May 2014. Lyle, Lindsey. â€Å"Florida’s Legislation Mandating Suspicionless Drug Testing Of TANF Beneficiaries: The Constitutionality And Efficacy Of Implementing Drug Testing Requirements On The Welfare Population.† Tennessee Journal Of Law & Policy 8.(2012): 68-85. Academic Search Complete. Web. 6 May 2014. Work Cited Rhodes, Tim, Sarah Bernays, and Kathrin Houmoller. â€Å"Parents Who Use Drugs: Accounting for Damage and Its Limitation.† Social Science & Medicine 71.8 (2010): 1489-497. Web. 6 May 2014. Vitter, David. â€Å"Should Welfare Recipients Be Tested For Drugs?.† U.S. News Digital Weekly 3.46 (2011): 14. Business Source Complete. Web. 6 May 2014. Vitter, David. â€Å"Should Welfare Recipients Be Tested For Drugs?.† U.S. News Digital Weekly 3.46 (2011): 14. Business Source Complete. Web. 6 May 2014. Wurman, Ilan. â€Å"Drug Testing Welfare Recipients As A Constitutional Condition.† Stanford Law Review 65.5 (2013): 1153-1193. Academic Search Complete. Web. 6 May 2014.

Sunday, September 15, 2019

American Off-Shore Drilling: Crisis or Fortune Essay

Living within a country that thrives off of technology creates an infinite demand for power. From the extensive automobile power structure to the agricultural industry that America is reliant on, oil and natural gas are specifically necessary to make this part of the â€Å"go ‘round†. Within the gulfs, seas, and oceans that surround the United States of America lies illimitable amounts of natural oils, which are nestled in the crust of the earth. Over the years, the retrieval, refining and use of this natural resource has been controversial for a mass variety of reasons, both sides presenting substantial reasoning as to the pros and cons to off-shore oil and natural gas drilling. Each American must determine their opinion once reviewing both sides of this issue. What cost is America willing to pay to grow in power at the world’s expense, or what amount of power is America willing to do without in order save the earth? Off shore drilling is too vital to America’s economy to be done away with and due to advances in technology, it has become safer for both the environment and its inhabitants, more reliable, pragmatic, and affordable to both the manufacturers and consumers. Oil and natural gas companies such as Chevron, BP, and PennEnergy support the lives of millions upon billions of people through the natural gas and oil they drill from below the water of the oceans surrounding America. These companies are essential to let America be self-reliant in terms of power. As stated by Gingrich, the U. S. spends $700 billion dollars each year on foreign oil imports. (148) The United States are more than capable to support themselves through the amount of natural resources available within it’s territory. â€Å"America is suffering from an artificial energy crisis that is also a dangerous national security crisis- artificial, because America is gifted with enormous reserves of energy; dangerous, because it makes us vulnerable to unreliable and potentially hostile countries. † (Gingrich, XI) Statistics show that there is an estimated 18. 2 billion barrels of oil and 85. 7 trillion cubic feet of natural gas that could safely extracted from US area. (Gingrich, 139) The resources are readily available and by keeping commerce within national borders, a country will continue to support its economy. Becoming dependent on other countries for items that are readily available within the borders is a complete waste. The United States government has put an extremely severe lock on more than eighty percent of all available area to conduct off shore drilling within the federal borders. Gingrich, 14) With rising prices, off shore drilling would be an intuitive choice on congress’ part that would create more job opportunities, more products available to export, and certainly more stability in the energy crisis. The Scotsman newspaper published a statement that said that the off shore drilling industry would supplement â€Å"enormous opportunities† worldwide. With advances in technology, â€Å"Subsea processing, separating, compressing, and pumping are on the leading edge of offshore production technology, especially for deep and ultra deepwater and also harsh environments. (Kliewer, 1) The last major oil spill to occur within the Gulf of Mexico was in 1980. It is also fact that ninety-five percent of the oil that is found within the gulf is not caused by human activity at all. Being that oil is a natural resource and readily available right below the surface, the majority of all oil comes naturally from the earth’s crust on its own. (Gingrich, 99) From the late twentieth century to today, companies have made it a personal goal to make their business as environmentally safe as possible, which benefits all parties involved. There are still continuous efforts to perfect this industry. Oil and natural gas companies believe that the use of technology and innovation and incentives will make it unnecessary to raise taxes to clean up the environment. (Gingrich, 145) These companies want to work with conservationists and environmentalists to properly balance the extraction of natural resources with the wellbeing of the environment. This mindset portrays how maturely, sagaciously, and efficiently the oil and natural gas companies wish to continue their business. Conservationists and environmentalists believe that offshore drilling is nothing but detrimental to the natural occurrence of earth. Offshore oil drills are immutably harmful to both the flora and fauna of the sea, land, and air from a conservationist’s point of view. Within the northern most division of the United States, Alaska, polar bears are at serious risk that could lead to extinction if and when an oil spill was to occur. â€Å"†¦Oil covered polar bears have little chance to survive spills, because the oil the bears ingest while trying to clean themselves could cause death. † (Polar†¦) Deep offshore drilling projects have been said to lead to the emission of lethal gasses. Drilling in water depths greater than 500 feet releases methane, a greenhouse gas at least twenty times more potent than carbon dioxide in its contribution to global warming. † (Juhaz, 311) When a company goes into an area to drill for oil they must first evaluate the area with sonar machines to determine if there is any amount of oil to be obtained. â€Å"Seismic survey devices and military sonars have been implicated in numerous whale beaching and stranding incidents, including a mass stranding of sixteen whales in the Bahamas in December 2001. (Juhaz, 313) Marine animals and fish have much more sensitive hearing than humans and therefore the sonar machines can damage their ability to attract mates and fend against predators. Environmentalists also scrutinize oil companies for the number of injuries that employees suffer while working on offshore oil rigs. The HSE inspects all oil rigs throughout the gulf. Within the past few years, the number of injuries has dropped a considerable amount. It is believed though, that the only reason these numbers were lower is due to the fact that a smaller number of actual injuries were reported. Low†¦) Seaside communities can also feel the negative effects of oil spills. These communities have no choice in what washes up on their shores, where the majority of their popularity can come from. If an oil spill were to occur, it is not a guarantee that they would receive any compensation for the damages. Costal tourist communities would especially suffer. â€Å"‘If there’s one spill or one disaster, you could destroy us for a very long time. ’† (Juhaz, 314) Not only would their homes and communities be affected, but also their livelihood. Offshore oil and gas companies have exemplary motives, standards, and hopes for their business. Environmentalists constantly attack these companies with verbose denunciation that is often not valid. For instance, Juhasz wrote in his book The Tyranny of Oil that somewhere between 1,500 and 2,000 tons of waste material is released into the water annually. This is misleading and obscure considering that the â€Å"waste material† consists of rock, mud, and minerals, all of which are overly abundant in the oceans without any human interference. 312) Many environmentalists also choose to ignore the fact that oil rigs have become essential and permanent habitats for marine life. â€Å"†¦A growing debate is emerging between those who wish to see the rigs disappear entirely and the ones who believe that doing so would destroy an important habitat. † (Rothbach) Even non-intentionally, the owners of oil rigs are benefitting the environment in which they conduct business. It is very possible that they are doing more good than harm to the fish and plants that they first intruded upon. It seems that environmentalists can be somewhat hypocritical in their attempt to extol their platform. It is clear that environmentalists will fight against offshore drilling no matter what strides are made or facts are presented. The key is working to make a situation that benefits the consumers, companies, communities, and of course the environment. This is a very difficult task at hand but manageable. As mentioned before, oil and gas companies are making noticeable strides in â€Å"going green† to benefit the environment. â€Å"Through creative decision making, solutions can be present themselves in a way that all parties will find reasonable, even if not ideal. (Rothbach) In order to prevent the dispersing of dangerous drilling fluids, companies are working to develop a water based, high alkaline solution of silica-based solutions called silanes. (Nowak) Companies are also working to â€Å"set tight standards on carbon dioxide emissions, it will drive more fuel efficient vehicles, which will in effect reduce our dependence on foreign oil. † (Martin) Also, â€Å"subsea facilities are viewed as a path to bring production to market faster while extending life in the field. † (Kliewer) The country of America is most definitely reliant on energy. With each household having an average of two cars each, fuel is a considerable necessity. (Marlin) Environmentalists try to belittle the need for power that America has. This cannot be done. Power is a need that should be on the top of the list to be addressed. The process of which to obtain it is something that should be done with the environment in mind. With the steps already being taken to create an ideal balance, success is visible on the horizon. With advances in technology it is more than possible for the oil industry to be clean, efficient, and environmentally friendly. â€Å"America could rival-even exceed- the world’s biggest energy powerhouses. † (Gingrich, 39) The offshore oil industry is a gold mine just waiting to be taken advantage of. America has just scratched the surface of its potential below its oceans and seas. Considering the fact, that the advances in safety and efficiency have recently been perfected, the timing is perfect to really dive into the fortune that will take America to the top of the power chain in the world.

Saturday, September 14, 2019

Activision Blizzard

Company History and Profile Activision and Blizzard Entertainment have been longstanding brands within the gaming industry for some time. Activision started out in 1979 as the world’s first independent developer and distributor of video games for gaming consoles such as Atari, Nintendo, and Sega, in addition to developing both gaming and business applications for personal computers. One of their earliest major hit games was Pitfall, which was designed for the Atari 2600 series gaming console. This project was so successful; it resulted in the production of several clones, including stand-up arcade games. After losing a multi-million dollar judgment on damages involving a patent infringement, Activision went through Chapter 11 bankruptcy proceedings and reorganization in 1991. It was during this time when they decided to concentrate solely on a video gaming production strategy, eventually developing popular games such as Sonic, Guitar Hero and the current Call of Duty Series. From 1997 to 2007, Activision acquired multiple companies geared towards strengthening their position relative to their gaming strategy, but have also kept their foot in the door for expanding their market into other entertainment ventures. Beginning in 1998, Activision launched strategic partnerships with comic and movie producers Marvel Entertainment, Disney Interactive, and LucasArts Entertainment. In 2001, Activision acquired the rights to the Columbia Pictures’ feature film Spider-Man, and had signed a multi-year publishing agreement between DreamWorks SKG in 2003. Blizzard Entertainment began in 1991 as a company called Silicon & Synapse, also designing games for Sega-Genesis, Super Nintendo, and DOS- and Mac- compatible games for personal computers. The company established the Blizzard Entertainment label in 1994, when they became one of the most popular and well respected makers of computer games. Blizzard’s main focus is on creating well-designed, highly enjoyable entertainment experiences, and by doing so, has maintained a reputation for quality within the gaming industry. Released in 1994, Warcraft: Orcs and Humans became their first in a series of role-play strategy games to win accolades as one of the best games of that year. Multiplayer computer games were still relatively new at this time, and Blizzard began to take advantage of the opportunities that this niche had to offer. They are now the leader in the field of massively multiplayer online games (MMORPG), with more than 11. 5 million monthly subscriptions. Blizzard has additionally developed a trio of popular PC games, including the Warcraft, Starcraft, and Diablo series, creating a culture that champions both productive and experimental creativity which inspires devoted players. Jeff Green, editor-in-chief of the online gaming magazine 1Up. om notes, â€Å"[Blizzard people] are essentially design geniuses, making games easy enough for casual players and deep enough to attract and hook hard-core players. Simple to learn, difficult to master is the holy grail of game design, and Blizzard does this every single time. † In late 1998, Blizzard Entertainment became a subsidiary of the French conglomerate Vivendi, grouped into its Vivendi Universal Games division. From 2000 to 2007, Blizzard Entertainment released several games under their trilogy series, consistently exceeding sales projections and becoming the unprecedented leader within the gaming industry. On December 2, 2007, it was announced that Activision would be acquired by Vivendi, with Vivendi contributing its gaming division plus a cash investment, in exchange for a majority stake in the new group. In 2008, Vivendi Games merged with Activision, using the Blizzard brand in naming the resulting company, Activision Blizzard. SWOT Analysis Strengths Activision Blizzard’s balance sheet was initially considered to be its most valuable strength when the merger between the two companies transpired; however, this was not necessarily the case. The apparent strategy was to rely on Blizzard Entertainment as a cash cow to finance the merger. With Blizzard Entertainment having more than $3. 3 billion in cash and short term investments, and no debt at the time, it had the flexibility to obtain more intellectual property and talent, and thus further help to strengthen the new company. Reeling from a series of legal actions against them, and suffering income losses in both 2008 and 2009, Activision Blizzard has finally begun to turn around their financial status, and is beginning to gain ground relative to their balance sheet. More on this matter will be discussed in the financial section of this paper. The revenue stream should only be getting smoother with the merger of Blizzard and Activision. The combined company is not as dependent as other gaming companies on console upgrade cycles for generating the majority of its revenue and earnings. Blizzard Entertainment’s World of Warcraft, as a subscription service, helps to also keep the revenue stream smoother than normal. With a large and popular range of titles, Activision Blizzard can ask for, and receive more shelf space than competitors at retail outlets that sell their products, such as GameStop and Wal-Mart. Getting the product in front of consumers with favorable shelf placement is just as important in the gaming industry as it is in the grocery industry, and Activision Blizzard uses this strategy to their advantage. Weaknesses Activision Blizzard has had a previous history of difficult relations with developers. The recent firings and defections of product developers from Infinity Ward, producer of the hit release â€Å"Call of Duty: Modern Warfare 2† is a primary case in point. Also, legal issues have been a tremendous weakness and liability for the company. Who owns what, and what is agreed upon at times are contentious issues. The ex-Infinity Ward executives claim control of the â€Å"Modern Warfare† brand line. Additionally, the musical group No Doubt sued Activision Blizzard, claiming that their images were being used for any song in â€Å"Band Hero†, contrary to what they said had been agreed to. Opportunities At the past E3 conference for the gaming industry, current Activision-Blizzard CEO Bobby Kotick noted that â€Å"There is a $3 billion used game market that we do not participate in. The only true competition within this realm is GameStop, who would potentially suffer losing a large portion of their current market status if Activision Blizzard decided to enter this segment of the market. Activision Blizzard also has strong franchising capabilities. Even in the middle of a recession, gamers are willing to pay for the newest releases and additions related to their games. A winged horse â€Å"pet† for World of Warcraft, priced at $25, was estimated by some reports to be bringing in as much as $2. 5 Million per hour for a period last spring. Activision Blizzard has the capabilities to take advantage of this phenomenon through franchising markets. The mobile gaming medium is wide open; Activision Blizzard successfully released a mobile version of â€Å"Guitar Hero† for Apple’s iPhone. It would appear that scaled-down versions of their most popular games are on the horizon to be produced for smartphones and iPads. With Activision Blizzard’s branding, they have a tremendous repertoire of brands and licenses that can be franchised or published for various markets, including clothing, toys, collectibles, comics and books, and even syndicated movies or cartoons. Threats Mobile gaming is probably their biggest threat, due to small studios being able to reach a multitude of people through inexpensive downloads to smartphones. This will certainly create a more competitive atmosphere in the very near future. Games with long franchise lives can also be a burden on the company. A good case in point would be their â€Å"Guitar Hero† game, which is getting old, with sales beginning to drop and stall. Consumer Affairs cites a â€Å"continued decline in the music genre† as the primary reason given by the company for dropping the game. Activision Blizzard, as a quality control measure, is retiring some of their lesser grossing games to concentrate on more revenue productive and newer versions of such games as â€Å"Call of Duty†, â€Å"World of WarCraft†, and â€Å"Diablo†. SWOT Conclusion When looking at the collective elements contained within the SWOT analysis, it is apparent that Activision Blizzard began their merger rather sluggishly. This could be attributed to differences in corporate cultures or their need to address and resolve pending legal issues as quickly as possible, so that finances are readily available to fund future ventures. Opportunities abound in the realm of on-line gaming, franchising, and partnerships or joint ventures with various companies in a diverse range of markets, and it would be in their better interest to take advantage of these given opportunities in utilizing a differentiation strategy that delivers both tangible and intangible attributes. Blizzard Entertainment has been at the forefront of this type of strategy long before their merger, with such features as Battle. net forums for its customers to chat, exchange ideas and strategies, and submit feedback on given games. Each day hundreds of gamers post new ideas and petitions in Battle. net forums while there are always assigned personnel on Blizzard’s behalf to read and respond to them. By infusing a culture of having gamers as employees, coupled with the feedback it gets from its Battle. net forums, they are capable of using this data in designing or making improvements on their current games in real time as well as future games. They additionally hold several events annually for their gaming customers to interact with and launch new products. BlizzCon (in the United States) and the Blizzard Worldwide Invitational (held in various other countries) are major events that showcase their talent and customer oriented initiatives. With Activision coming on board, they have taken a major step in creating a company that is virtually one with the gaming community on both a consumer level as well as a personal level, which should be a viable recipe for success, regardless of which direction they choose to go. Five Forces Analysis Barriers to Entry †¢There are little to no barriers to entry. Popular games are being developed at a rapid pace throughout the industry. †¢Activision Blizzard posses an advantage, however, with their scale and catalog of games, in addition to third-party developer relationships. †¢Their main advantage relative to this issue lies in their manufacturing and distribution capabilities. Threat of Substitutes †¢There are currently no close substitutes for games such as â€Å"Call of Duty† and â€Å"World of WarCraft†, however, new games always have a potential of becoming popular, depending upon their format, story line, and general audience appeal. Other types of entertainment could also be classified as substitutes, such as music and movie videos, but it is unlikely that they would surpass the popularity of Activision Blizzard’s more popular games. Power of Buyers †¢With on-line distribution capabilities becoming the norm, buyer power is diminishing. †¢Activision Blizzard allows for â€Å"real time† consumer feedback through various forums, which gives them a differential advantage when developing new games due to the uniqueness of the industry. Power of Suppliers †¢Activision Blizzard relies primarily on in-house talent to design and evelop their games. †¢Supplier power is medium, primarily because developers and console game producers need Activision Blizzard as much as it needs them. Rivalry Among Sellers †¢Activi sion Blizzard is the leading MMORPG developer relative to on-line gaming, and they will continue to focus on this platform as a primary revenue stream. †¢They also lead the console gaming market, and have begun a quality control model to ensure a consistent and sustainable competitive advantage through innovation and development of quality products. Gaming is not the only business within the entertainment industry, but it serves a well-proportioned demographic, to say the least. With making a distinction between gaming and entertainment, one can see a more obvious picture developing relative to the merger between the two companies. In joining two major players with hit franchises together, Vevendi is expecting to realize a major coup within the entertainment side of this merger by taking advantage of Activision’s relationships with major motion picture production companies. And with social gaming on the rise with the launch of smart phones, there is another consideration to make within the gaming realm. With the trend towards digital distribution growing, this should continue to drive down costs, which will also open the field to potentially more on-line players. Activision Blizzard faces numerous hurdles when speaking in terms of their competitive advantage in both the gaming and entertainment industries, but to be the dominant player in both industries, one must be resourceful and innovative by nature. This is truly where both companies have dominated in the past by comparison, and will most certainly be the catalyst for a rebound performance in the future, or even a new entry into other markets as well. Key Success Factors †¢Diversified partnerships with licensing or franchising companies †¢Large inventory of product, which in turn gives them a larger portion of retail shelf space †¢New product releases (Call of Duty, World of Warcraft, Starcraft, and Diablo) †¢Leader in on-line gaming subscriptions (MMORPG) Corporate culture of gamers throughout company structure, coupled with collective talents of game designers †¢Designs and develops their own gaming platforms †¢Interactive consumer portals for input and feedback on their products (Battle. net, BlizzCon, Blizzard Worldwide Invitational) Financial Analysis Despite Activision Blizzard experiencing a couple of net losses in 2008 and 2009, the company is doing well when compared to its competitors. Its operating margin was 10. 55% in 2010, with a 5 year margin of 9%, versus its average competitor earning 9% in 2010 and average margin of 12% (according to wikiwealth. om). The 2010 net deficit in retained earnings shows that Activision Blizzard has not been profitable over its existence. While cash flow margins have been higher than its competitors at 15% over the past 5 years, versus its competitors 11% average value, there is not a large amount of cash flow for which the company can pay its operating bills, as its working capital was negative both in 2009 (at $423 million) and $1,030 million in 2010, and its liquidity ratios were less than 2. Within operations, the company has begun to manage its inventory and accounts receivable better, as its days of inventory decreased from 30 to 19 days, resulting in a better turnover from 12 in 2009 to 19 in 2010; along with the average collection period going from 63 days in 2009 to 52. 5 days in 2010. Blizzard Entertainment, one of the three segments within the company, earned approximately 35% of its total net revenues, but yielded over 60% of operating income from operations, making it the most profitable segment of the company. Keeping that in mind, it would be beneficial for them to concentrate on increased sales within this given department (on-line subscriptions) to facilitate a greater increase in revenues. As a side note, a lot is riding on Activision Blizzard’s release of their new Call of Duty console game for the holiday season. With last year’s Black Ops having sold a record $360 million in its first day, this new release could make or break their holiday season revenues. If sales do well for this holiday season, the company has the potential to enter the new year having a much greater advantage over their competition, by far. Analysis of Competitive Position Although the merger of Activision Blizzard got off to a slow start, things now appear to be on track for the current year, and their outlook seems to be in a much better financial and competitive positioning than for their three previous years. The ability to generate a sustainable and consistent revenue stream, while also keeping costs down, is one of their greatest strengths, and should continue, considering their rapidly diversifying portfolio of partners and strategic alliances. Given Activision’s partnerships and alliances prior to their merger with companies such as Marvel, Disney Interactive, LucasArts, and Dreamworks; coupled with Blizzard’s partnerships with various vendors in the apparel, toy, and collectible markets, Activision Blizzard has built a strong foundation through their broad differentiation strategy, which affords them a greater advantage of maintaining their number one position within not only the gaming industry, but opens the doors to other venues as well through licensing and franchising opportunities. The company’s diversity is a critical advantage, because it allows them room for expansion and cross-selling opportunities across various platforms or markets. Additionally, Activision Blizzard is beginning to increase their presence in China, partnering with Netease, which is considered to be one of the best eastern on-line gaming companies to date. This opportunity will allow them to distribute their StarCraft, World of WarCraft, and Call of Duty series games to an eagerly-awaiting population within that country. Activision Blizzard’s new release of Call of Duty: Modern Warfare 3 this past week resulted in the biggest launch of any console game ever, and is seen as crucial to their strategy of releasing fewer, better quality game titles each year. CEO Bobby Kotick commented that within the first 24 hours of release, 6. 5 million units were sold within North America and the U. K. , for a total of $400 million dollars. He is noted as saying, â€Å"We believe the launch of Call of Duty: Modern Warfare 3 is the biggest entertainment launch of all time in any medium, and we achieved this record with sales from only two territories†. This surpassed last month’s release of Electronic Arts’ five million units of Battlefield 3 by 1. 5 million units, which is their closest competitor to date in the console gaming industry. The above noted quality control strategy is just another addition to their value chain activities, in conjunction with the previously mentioned Battle. net and BlizzCon forums, which affords them a real-time advantage when designing and launching games or addressing consumer issues and concerns. By doing so, Activision Blizzard maintains a proficiency in performing their core competencies, and continues to build and evolve their competitive advantage in this area. This is one of the primary reasons that Activision Blizzard has consistently held the top ranking, in addition to their model MMORPG platform that grows in subscriptions monthly. Activision Blizzard’s portfolio of digital and console games usually attracts more hardcore gamers than casual gamers. This is a decisive advantage in an economic downturn particularly, because Activision Blizzard’s sales are not as profoundly affected when there is a decrease in consumer spending. When potential customers have limited disposable income, they need to be assured of the quality of what they are spending their hard-earned dollars on. The Activision Blizzard brand is quite often strong enough to convince a repeat customer of the quality of a new game. Additionally, with upgrades in digital distribution, the ability for companies to offer their products and services in digital form is becoming a necessity. Activision Blizzard is well aware of this occurrence, and has continuously been moving towards this higher-margin business model for quite some time. In fact, they already derive a good portion of their income as a percentage of revenues from this model, which is a great advantage over their competitors. They continue to broaden their subscription model, with an emphasis on direct distribution of its products to consumers. This also reduces income loss through having to pay out royalties to retailers and on-line gaming hosts. Project Beachhead, a new group formed within Activision Blizzard, will be bringing their hit series Call of Duty franchise into a subscription-based service in which consumers will pay Activision Blizzard directly to use a premium content that is included. Activision Blizzard is in a leading position to take advantage of this business model, considering that they have some of the most popular franchises in the world. As a point of reference, World of WarCraft currently has 11. 5 million subscribers paying fifteen dollars a month to play. Add to that the 7 million daily Call of Duty users, and one should be able to derive their true profit-making potential in this forum. Over the past twelve months, Activision Blizzard has generated just under $4. 8 billion in revenue and $800 million in operating profit, for an operating margin of almost 17% (according to Gurufocus. om), but this is actually an understatement of just how much money they are currently generating. Their growth through acquisitions and partnerships is likely to continue well into the future, where they continue to buy key franchises. As part of these acquisitions, they place a value on intangible assets (such as brands) that they purchase. They then expense these intangib les, which have no basis in accounting circles, but most certainly impact their cash flow. After adjusting for these â€Å"non-cash† expenses and other write-offs, Activision Blizzard has actually earned $1. 4 billion in operating profit, for an operating margin just under 30%. Relative to disadvantages, Activision Blizzard stands to lose some market ground due to new â€Å"casual† and social games coming out, such as Angry Birds and Farmville, but it is actually the ease of distribution from tablet devices such as the iPad (digitized games) that could cause their competitive advantage to erode somewhat. This is particularly why they are concentrating on their current business model. Recommendations Activision Blizzard’s marketing strategy is more a model for the industry, as they have partnered extensively, but selectively, with various companies and brands to diversify and expand their exposure and profitability. They have a proven track record with their on-line (MMORPG) gaming capabilities, and generate a large percentage of revenue from such. As a result, they should actively pursue this growing segment of the gaming industry, to which they are already the leading model. They should also continue their broad differentiation strategy relative to partnerships and strategic alliances, as this has proven to be quite successful for them since even before their merger. Our group recommends stepping out of their â€Å"comfort zone†, so to speak, and to begin looking at new ways to expand their brands and licenses. With this in mind, we recommend that they explore what we consider to be a â€Å"natural† transition for their gaming brands in particular, that of producing animated movies and syndicated cartoons. This actually aligns with a comment made by CEO Bobby Kotick not too long ago, in that he noted the potential of there being a StarCraft movie in the near future, which is based on one of their more popular MMORPG games. As of 11 November, their parent company (Vivendi SA) purchased EMI music group for $1. 9 billion dollars. Already owning a 26 percent market share of the music industry with Universal Music Group, Vivendi now owns an additional 9 percent, not to mention the rights to songs by such groups as the Beatles, Beach Boys, Rolling Stones, David Bowie, Coldplay, Lady Gaga and Katy Perry. Not only is this considered a coup within the music industry, but it could also play out relative to our recommendation, as it now gives them a solid foundation in choosing a select grouping of soundtracks for movie productions that can be targeted for various demographics ranging in ages from Baby Boomers to Gen X’ers. Our research indicates that to produce a movie, it would take an investment of approximately $200 million in revenue to do so (Negative Cost = Development Cost + Pre-Production Cost + Production Cost + Post-Production Cost). This is generally an accepted estimate of the total production cost, from the planning and development phase, to pre-production, into production or filming, and then to post-production (which includes marketing and advertising). Naturally, this estimate varies, according to several factors such as where the movie is filmed and produced, who stars in it, distribution, etc. Not only does Activision Blizzard maintain such a potential to take on a project such as this, their parent company (Vivendi) as well as several alliances and partnerships would be more than willing to share such a project cost with them, much like their current gaming model. Keeping that in mind, it would be another transition (still) to follow such companies as Pixar, Amblin, LucasFilms, and Dreamworks, which all began as production companies from one or two major film hits. Whether StarCraft would be a box office smash is anybody’s guess, but if it were, the residual revenue alone from merchandising and franchising toys, clothing, and other products sold could potentially offset the initial cost considerably, not to mention the interest it would draw from a new generation of gamers. In developing their own production company, Activision Blizzard is ensuring that their brands stay marketable well into their more mature phases, while also maintaining control of production costs and opening the door once again for profitable partnerships in future endeavors within one more market niche of the entertainment industry. References Blizzard Entertainment Inc (2010) http://blizzard. com/us/inblizz/profile. html Cavelli, Earnest (December 23, 2008). â€Å"World of Warcraft Hits 11. 5 Million Users† http://www. ired. com/gamelife/2008/12/world-of-warc-1 Coleman, Freddie (2010). Why Blizzard is a Renowned Game Developer. http://ezinarticles. com/? Why-Blizzard-is-a-Renowned-Game-Developer&id=3584114 Consumer Affairs (2 Feb 2011) The Tour is Over for â€Å"Guitar Hero† Fans. www. consumeraffairs. com/news04/2011/02/the-tour-is-over-for-guitat-hero-fans. html Morris, Chris (2008). â€Å"Blizzards Perfect Storm† http://www. forbes. com/2008/06/30/videogame s-blizzard-morris-tech-personal-cx Moser, Jason (2011). Activision Blizzard’s Edge May Be Smaller Than You Think† http://www. fool. com/investing/general/2011/01/31/activision-blizzards-edge-may-be-smaller-than-you-. aspx The Motley Fool- Activision Blizzard: Strengths, Weaknesses, Opportunities, Threats http://www. fool. com/investing/general/2010/06/15/activision-blizzard-strengths-weaknesses-opportuni. aspx The Cost of Making a Hollywood Movie (2010) www. anomalousmaterial. com/movies/2010/03/the-cost-of-making-a-movie Vivendi Will Buy EMI Recorded Music Unit for $1. Billion (Bloomberg Businessweek 11 November 2011) http://news. businessweek. com/article. asp Magic Formula Stock of the Week: Activision Blizzard (10 October 2011) http://www. gurufocus. com Universal’s $1. 9 B EMI Deal: In a Digital World, Market Share Counts for Less (Reuters. com 13 November 2011) http://www. reuters. com â€Å"Call of Duty’ Sales Hit $400 Million (The Wall Street Jour nal- Jarzemsky and Rubin, 12 November 2011) http://online. wsj. com

Friday, September 13, 2019

American Sign Language As A Language Education Essay

American Sign Language As A Language Education Essay In this chapter, a review of the literature that serves as a foundation for this study is presented. The literature review addresses the theoretical basis of considering American Sign Language as a language, issues in the administration of modern/foreign language programs that parallel the concerns of sign language program administrators, national language program standards, the history of the teaching and administration of post-secondary sign language programs including information on the academic acceptance of sign language in higher education. Concluding this chapter will be a discussion on the state of the literature. American Sign Language as a Language The discussion of ASL and its membership as a language did not occur before William Stokoe, of Gallaudet University in Washington D.C., breached the topic in 1955. Many educators believed sign language was a system of pantomime or broken English. This belief was also held by the deaf individuals themselves (Miller, 2008). Stokoe believed that ASL was indeed a naturally occurring and distinct language ustilized by deaf people and could be studied as a language (Stokoe, 1960 ). Stokoe’s research spanned from 1955 to 1965 and covered signing as a linguistic system and signs as a part of the system. The first American Sign Language Dictionary was published in 1965 at the conclusion of the first part of Stokoe’s research. The focus part of Stokeoe’s continued research focused on the syntax of the language and its importance to teaching English to deaf children. Dr Stokoe asserts he was in constant contact with the Center for Applied Linguistics, the Georgetown University School of Language and Linguistics, and the Washington Linguistics Club, laying the foundation and belief that parts of sign language grammar paralleled parts of the languages they were studying (Stokoe, 1990). Stokoe believed signs could be taken apart and analyzed into parts allowing researchers and linguists to study how the language works, how they evolved, and how they could be taught. The work of William Stokoe was not widely accepted among all professionals. Since the 1970s many have argued against the language classification for ASL and especially that of foreign language (Stokoe, 1960; Wilcox, 1990). ASL was studied and analyzed without further evidence that it was a full blown language. Questions have been raised regarding ASL’s legitimacy as a foreign language. The following are a set of questions that are common among critics of ASL. (a) Isn’t ASL indigenous to the United States and therefore not foreign? (b) Isn’t ASL a derivative of English which would disqualify it as a separate language? (c) Is ASL naturally occurring and evolving? (d) If ASL is not written, how can it have a culture? (e) Is there a body of literature to support ASL and its culture? All of these questions have been asked over the decades and have been the major road blocks to ASL being recognized a s a language. William Stokoe effectively answered these questions over several years which have been supported by several other scholars in linguistics and culture. In response to the questions regarding whether or not ASL is a language, Stokoe explains in detail with books and dictionaries the morphology, phonology, syntax, as well as semantics and pragmatics and how it differs from that of English or other spoken languages (Stokoe, 1960). Wilcox it contains structures and processes which English lacks (Wilcox, 1999; Vigoda, 1993). When comparing American Sign Language to other accepted foreign languages one must take in to account that Navajo and several other Native American languages are widely accepted as foreign languages, being even more indigenous to America than ASL. A language need not be foreign to be considered a foreign language (Wilcox, S. & Wilcox, P., 1991).