Thursday, January 30, 2020
Gun Ban in America Essay Example for Free
Gun Ban in America Essay In 2012, the most serious topics that people always talking about is Gun ban. Most of people voted for ban guns after the Connecticuts shooting incident. There are lots of children died in the elementary school, and Americans realized the bad effects about selling guns legally in many states. There are at least four shooting incidents each year. People may think it is the time to ban Americas guns now, but in fact it is not the guns fault. For my part, guns should not be banned, and people have the right to have guns ownership. Most people know that guns are one of Americas culture, just like the marijuana. People know what are illegal things, but they will still find a way to obtain them. So, banned guns cant prevent criminals. If the guns banned, criminal can still use other weapons to kill people. For example, in 1976, Washington DC is illegal to own any handguns or to keep any type of guns in home unlocked. However, Washington DC has the most criminal rates in united states. Whenever the guns is illegally, criminals can make any weapons, such as bombs, criminals can make bombs by themselves. Most of time, its the personals problems, criminals who caught by police always have mental ill or they dissatisfying about this country. Therefore, Government need strength the gun education and some safety classes about using guns. Ban guns is not a good solution, because the problem is not about guns. In addition, ban guns means remove the right to someone. In America, people are highly regard human rights. Giving up rights to bear arms would open up a world of control and unnecessary chaos. Some people have guns just for hunting, and they think guns are useful. Some of gun owner using guns in shooting range, they think it is their entertainment. Although, some cities made the announcement of gun ban, people were still reluctant to hand over their guns to Government. If the states that they live have banned guns, they can still go to another states to obtain another one. As part of Americans culture and freedom, it is impossible to ban guns exhaustive because of the different constitutions between states. Finally, the last reason that guns should not be banned, because guns can protect people. Except this criminals, most of people know how to use handguns, and they are using guns to protect their families. What if someone invade their house and pointing a gun at them, they can not wait until the police come. If that happens, no one will be safe. If a person wants to kill people, he will think all the way to hurt people even he did not have guns. However, what if the normal people does not have the guns to protect them when they meet some incidents. Guns always give people a sense of security, even they just locked them at their house. In conclusion, ban guns is not a big deal in America. According to Washington DCs criminal rates, it did not decrease the criminal rates at all. In some cities of America, restricted legislation could not restraint people to crime. Gun ban is only for temporary and it is not a permanent solution to this problem.
Wednesday, January 22, 2020
Comparing Company Website Design :: Internet
Microsoft I have been to this site fairly recently, and it has been updated since then. It is pretty colorful, and is easy to navigate. All of the different Products and Downloads are listed on the sidebar of the page. This reflects the company well, because they are a computer company, so I would hope that their website would be the best that I went to. And it was. There was a lot on the website but it was very organized. At the bottom there is a link to contact them, and even a link for Journalists. This page had a lot of product news and consumer news. This was a great site. World Health Organization The WHO website could have been a little more organized, but it was fairly easy to navigate. The picture on the home page made you very sympathetic to the cause. It also made you want to learn more. There were links for 6 different languages, and that was easy to find. There was also a search tool at the bottom just in case something was hard to find. It was hard to find a Contact Us link. I liked that the home page had news releases and other featured sites involving World health. Intel The Intel site was very animated and 3-D looking. While it wasnââ¬â¢t as organized as Microsoft, it was still easy to navigate. It had resources for businesses and personal separate, and also news was readily available. The also had a Site Map link at the bottom, which was very organized, just not as colorful. There was a lot of advertising on their home page, which was a great idea. There is a Contact Us and Press Room link at the very top of the page, which is great for consumers and journalists. Apple The Apple/Mac website was a little cluttered, but still easy to look around. They have very colorful ââ¬Å"hipâ⬠looking pages, that appeal to younger people. You had to log in for some stuff, but most things were accessible. It was hard to find a Contact Us, or Journalist link. They focused a lot on the store and selling accessories and iPods. (I can imagine this is more during the Christmas season) This website is updated a lot, because I visit it frequently. It looks like a lot of effort is put into this site, and it is very aesthetically pleasing. Dell Dell went a step further in separating information .
Monday, January 13, 2020
Nintendo market analysis
1. à Who is the market?Nintendo is a gaming company. The companyââ¬â¢s gaming is almost entirely concentrated on electronic games and interactive entertainment. Its main products are video games, handheld games and console games (Nintendo Corporate)2. Who is the target market?The target market of gaming companies are people in the age group of 5-34 years. However, the growth in this industry is occurring in the demographic of 18-34 years (Rye)3. à Who is the served market?The primary target market which Nintendo serves is to the 5-17 year old gamers. However, choice for buying such games lie with their parents, Nintendo also has an indirect target in them (Rye)4. What is the size of the target market?Currently the Video game market is $19 billion dollars, with about $8.4 billion dollar market in US, and $9.8 billion dollar market in the Asia Pacific region (Kolodny 2006)5. How fast is the market growing (%/yr)?PricewaterhouseCoopers predicts that by 2010 the video game market should grow to $46.5 billion. This means an average compount annual growth rate of 11.4%. The US market is likely to grow at the rate of 8.8%, to hit $13 billion in 2010, and the Asia Pacific market is likely to grow at the rate of 12.3% to hit $17.4 billion by 2010 (Kolodny 2006)6. à How far the market is penetrated (%)?Nintendo of America has achieved remarkable market penetration. It's estimated that 40 percent of American households own a Nintendo game system (Brown 2007). Worldwide Nintendoââ¬â¢s market share is 21.2% (Shim 2005)7. What are customers` current needs?Currently the video game customers need games which are aimed at adults rather than kids. The game market for kids, has reached its saturation, and the need of the hour is building games aimed for older people (Borow 2003)8. à What are customers` future needs?In future, with the wider spread in online and wireless games, customers need to have video games which will be less expensive and portable. They would a lso need to have these systems easily run in a network, which is the prime reason for the rage of PC games (Jackson)9. à What are current distribution channels?Nintendoââ¬â¢s products can be either brought off the shelf from various game shops; currently there are many games which could be played online too. In addition, Nintendo also plans to go in for digital distribution with the Wii and Virtual console distribution channels (Nintendo Corporate)10. How price-sensitive are customers?Nintendo was earlier known for price fixing, when the customers were more interested in the product than the price. The advents of wireless and online games have reversed the trend, where the customer goes for buying the least expensive of the products, if the quality is good (Molnar 2007)11. à What is the current pricing strategy?The current pricing strategy of Nintendo is by continuing their investment with the GameCube. This has allowed them to keep hardware development and manufacturing cost s down. This has made theme only current generation console that has profited from the hardware at the time of launch (Molnar 2007)12. What are some market/customer trends?Despite the great figures of growth etc, the market share for the console markets will be decrease with respect to the entire gaming market. This is due to the shifting of customer interests from console games to online and wireless games, which are seeing an explosive growth rate (Kolodny 2006).ReferencesBorow J, ââ¬Å"Why Nintendo wonââ¬â¢t grow upâ⬠, January 2003,https://www.wired.com/2003/01/nintendo-4/Brown R, ââ¬Å"Achieving a fast Return on investmentâ⬠, 2007http://www.hytrol.com/web/casestudy.cfm?id=35Jackson, ââ¬Å"Where you should competeâ⬠,http://www.lek.com/UserFiles/File/Jackson_ch01.pdfKolodny L, ââ¬Å"Global Video game market set to explodeâ⬠, 23rd June 2006, Nintendo Market Analysis Who is the market? Nintendo is a gaming company. The companyââ¬â¢s gaming is almost entirely concentrated on electronic games and interactive entertainment. Its main products are video games, handheld games and console games (Nintendo Corporate)Who is the target market? The target market of gaming companies are people in the age group of 5-34 years. However, the growth in this industry is occurring in the demographic of 18-34 years (Rye)Who is the served market? The primary target market which Nintendo serves is to the 5-17 year old gamers. However, choice for buying such games lie with their parents, Nintendo also has an indirect target in them (Rye)What is the size of the target market? Currently the Video game market is $19 billion dollars, with about $8.4 billion dollar market in US, and $9.8 billion dollar market in the Asia Pacific region (Kolodny 2006)How fast is the market growing (%/yr)? PricewaterhouseCoopers predicts that by 2010 the video game market should grow to $46 .5 billion. This means an average compount annual growth rate of 11.4%. The US market is likely to grow at the rate of 8.8%, to hit $13 billion in 2010, and the Asia Pacific market is likely to grow at the rate of 12.3% to hit $17.4 billion by 2010 (Kolodny 2006)How far the market is penetrated (%)? Nintendo of America has achieved remarkable market penetration. It's estimated that 40 percent of American households own a Nintendo game system (Brown 2007). Worldwide Nintendoââ¬â¢s market share is 21.2% (Shim 2005)What are customers` current needs? Currently the video game customers need games which are aimed at adults rather than kids. The game market for kids, has reached its saturation, and the need of the hour is building games aimed for older people (Borow 2003)What are customers` future needs? In future, with the wider spread in online and wireless games, customers need to have video games which will be less expensive and portable. They would also need to have these systems e asily run in a network, which is the prime reason for the rage of PC games (Jackson)What are current distribution channels? Nintendoââ¬â¢s products can be either brought off the shelf from various game shops; currently there are many games which could be played online too. In addition, Nintendo also plans to go in for digital distribution with the Wii and Virtual console distribution channels (Nintendo Corporate)How price-sensitive are customers? Nintendo was earlier known for price fixing, when the customers were more interested in the product than the price. The advents of wireless and online games have reversed the trend, where the customer goes for buying the least expensive of the products, if the quality is good (Molnar 2007)What is the current pricing strategy? The current pricing strategy of Nintendo is by continuing their investment with the GameCube. This has allowed them to keep hardware development and manufacturing costs down. This has made theme only current generat ion console that has profited from the hardware at the time of launch (Molnar 2007)What are some market/customer trends? Despite the great figures of growth etc, the market share for the console markets will be decrease with respect to the entire gaming market. This is due to the shifting of customer interests from console games to online and wireless games, which are seeing an explosive growth rate (Kolodny 2006).ReferencesBorow J, ââ¬Å"Why Nintendo wonââ¬â¢t grow upâ⬠, January 2003,http://www.wired.com/wired/archive/11.01/nintendo.htmlBrown R, ââ¬Å"Achieving a fast Return on investmentâ⬠, 2007http://www.hytrol.com/casestudy.cfm?id=35Jackson, ââ¬Å"Where you should competeâ⬠,http://www.lek.com/UserFiles/File/Jackson_ch01.pdfKolodny L, ââ¬Å"Global Video game market set to explodeâ⬠, 23rd June 2006,http://www.businessweek.com/innovate/content/jun2006/id20060623_163211.htmMolnar J, ââ¬Å"The Wii Played an impressive openingâ⬠, 22nd March 2007,http:/ /blogs.spouting-tech.com/thepensivegamer/2007/03/the_nintendo_wi.htmlââ¬Å"Nintendo Corporateâ⬠, http://www.nintendo.com/corp/Rye C, ââ¬Å"Market Research: Nintendo DS ââ¬â Marketing strategyâ⬠http://court.ryefamily.net/files/Nintendo-DS-Marketing.docShim R, ââ¬Å"Next-gen Consoles take front stageâ⬠, 12th May 2005,à à à à à à à à à à à http://www.zdnetindia.com/news/features/stories/121828.html
Sunday, January 5, 2020
Technology Is Helping Or Hindering People s Intelligence
There is a conspiracy as to whether or not our generation is the dumbest or not. Many are questioning if the science of technology is helping or hindering peopleââ¬â¢s intelligence. Some would argue that technology is affecting our brains in a negative manner, making us less intelligent. However kids and teens of our generation are continuing to excel in the advancement of technology, improving our society, therefore making us not the dumbest generation. People in our generation have grown up with much more advanced technology than what our parents and grandparents did. One of these advancements being the internet. ââ¬Å"For me, as for others, the net is becoming a universal medium, the conduit for most of the information that flows through my eyes and ears and into my mind,â⬠(Source 4). The internet is being used in everyone s everyday life through work, school, and for personal matters. There are many perks when using the internet, that is finding information becomes a m uch faster process. If one wants to go more into depth on a certain topic or interest that they have, they are simply a link away. However, people using the internet have to be careful as to where they are getting this information to make sure it is credible, in order to know that the information is correct use organizations or well known websites. Video games have become a major advancement that both boys and girls of all age levels use. Older adult figures are worried that these games are influencing them inShow MoreRelatedHow Technology Has Impacted Education1921 Words à |à 8 PagesThe introduction of technology in education has impacted education both for good and bad. 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