Saturday, November 9, 2019
Importance of Health and Safety in Early Childhood
Importance of Health and safety in early childhood When opening a centre one of the most important things is Health and Safety. Making sure that the children, families and teachers are in a safe and healthy environment is paramount. The centre should ensure that all teachers and management have the same expectations regarding health and safety, thatââ¬â¢s why it is important that everyone reads the Licensing Criteria for Early Childhood and Care Centres 2008 which clearly states the high standard that everyone has to abide by.Three really important practices from the Licensing Criteria are ââ¬Å"Providing a Safe Environmentâ⬠, ââ¬Å"Identifying and responding to childhood illnessâ⬠and ââ¬Å"Nutrition across the Early Yearsâ⬠. As per the regulations of the licensing criteria premises and facilities standard it is up to the management and teachers to insure the premises that are being used provide sufficient and suitable space for a range of activities, eating, sl eeping, toileting and food preparation to cater for a number and age range of children.With this in mind teachers need to be mindful when setting up the environment to make sure that they are putting out equipment that is safe and will support the childââ¬â¢s development. The environment needs to be set out in a way that is appealing to children and offers a range of activities, a space for quiet activities, room for physical play and spaces for a range of group and individual learning experiences that are age and ability appropriate for all childrenââ¬â¢s learning, also making sure that the environment does not impact on the supervision of the children.It is up to the teachers to be responsible in keeping the environment safe by doing regular safety checks and noting down any equipment that needs fixing. Being able to Identify and respond to childhood illness is an important part of the teacherââ¬â¢s role. Teachers should be knowledgeable in all illnesses, especially conta gious and infectious illness. When working at a centre all teachers should be familiar with the centres policy on illness and how to deal with it accordingly, also when new families start at the centre the parents should be shown or given a copy of the policy so they are also familiar with the centres policy on illness.It is up to the teachers to unsure that if a child becomes unwell while attending the centre they are kept either in a separate room or a safe distance from other children so as to minimise the spread of the infection. Making sure all linen used by children is hygienically cleaned is one way to stop the spread of infection. In accordance with the licensing criteria teachers must keep a written record of all serious illnesses that occur at the centre.Concentrating on the Healthy side of health and safety it is up to the teachers to promote the importance of healthy and good nutrition to the children. Some fun and interesting ways teachers can teach children about healt hy eating and good nutrition is getting the children involved in setting up and growing a vegetable garden, allowing the children to help with the preparation of meals giving the teacher the opportunity to talk about the different foods and which ones are healthy choices to eat.As teachers we are constantly being observed by the children so therefore we should be role modelling healthy eating by eating fruit with the children and making sure to only drink water around the children, no sugary drinks. By doing this we are also keeping in accordance with the licensing criteria by supervising children while eating and offering water regularly. Children often learn more by observing others then by what they are told so as teachers we need to embrace their way of learning and lead by example.To be successful in implementing the health and safety practices discussed above all teachers and management need to be are aware of the policies regarding all aspects of health and safety, then they will be knowledgeable in implementing it into the centre and will feel comfortable talking to parents about the relevant policies regarding their childââ¬â¢s well-being. With the help and guidance of the Licensing Criteria for Early Childhood Education and Care Centres 2008 there is no reason why a centre cannot set up a healthy and safe environment for children of all ages and abilities to further the childââ¬â¢s mental and physical development.Reference List Marotz, L. R. , Cross, M. Z. , & Rush, J. M. (2005). Health, safety, and nutrition for the young child (6th ed. ). Clifton Park, NY: Delmar Learning. Ministry of Education. (1996). Te Whariki: He whariki matauranga mo nga mokopuna o Aotearoa/ Early childhood curriculum. Wellington: Learning Media. Ministry of Education. (2008). Licensing Criteria for Early Childhood Education and Care Centres 2008 And Early Childhood Education Curriculum Framework. Wellington: New Zealand Government. Retrieved 20 March, 2013, from http:/ /www. lead. ece. govt. nz/ServiceTypes/CentreBasedECEServices. aspx.
Wednesday, November 6, 2019
Night Mare essays
Night Mare essays This book is called Night Mare. It is written by Piers Anthony. In this book, the nextwave of barbarian warriors invade a place called Xanth ravaging and destroying as they advanced. But a Mare named Imbrium has her own problems. She has started to mishandle her job of delivering bad dreams. Now the Night Stallion dismissed her, Piers Anthony is the pen name of Piers Anthony Dillingham Jacob. He was born on August 6th, 1934 in Oxford England. He has written over 100 novels in the genres of science fiction, fantasy, horror, and martial arts. Some of his other books include, Split In Xanth, deserving people receive nightmares. They are delivered by Night Mares from the gourd. The gourd resembles a Mundane squash with a hole on the surface. If one peeps into the hole, they become entranced into the gourd. Their body stays outside, but their soul goes into the land of the gourd. The only way to be released, is if someone blocks the victims view of the peephole. Inside the gourd there are several sections, the graveyard, the city of Brassies and all kinds of spooky stuff. When you go into the gourd and then leave, when you look at the peephole again it takes you right back to the place you left. Inside the gourd is where nightmares are made. Nightmares are each constructed for each individual who is to receive it. People must have nightmares. If they didnt, they wouldnt have any consciences. Nightmares make you a better person. The Night Stallion is in charge of the gourd. He assigns the nightmares to the Night Mares who deliver the bad dreams all over Xanth and sometimes Mundania. Night Mares are solid black and are immortal. They phase out in the darkness and travel all night delivering nightmares. You ...
Monday, November 4, 2019
Information Technology Application in Marketing Homework Essay
Information Technology Application in Marketing Homework - Essay Example There are several reasons that underpin Facebook Popularity, and a possible continued lead in the social media platform. Some of them discussed below. First, the product creator understands the value of customers and the need to be at par with their changing needs and preference. Although Facebook is a unique product that may not need much attention, it requires persistent value addition to make it lively and relevant to the existing and new users. This continually led to invention and creativity of the highest degree to keep consumers at the edge, yearning for more each day. Facebook, continue to redesign their user interface to bring a whole and fresh experience to various users who desire for a more fulfilling service even with their phones, which might lack high specification. The user interface is unrivalled. The support department, working around the clock, and takes subscribers suggestion seriously creates a true sense of belonging that any product creator will need with his customers. Evident in this light of the argument is the recent change in the Facebook user interface after many subscribers demanded for a change. Such trends also happed in the past, which have conceived the present face of the network. According to Luten (146), customer value is the epic of marketing, and a key determinant of market position and leadership. Security issues serve a major boost to Facebook compared to MySpace. Looking at individual user profiles, most people give true data and more information that is sensitive. Aware of this possible loophole that might explain the increase plummeting of MySpace popularity among users, Facebook majors on connecting people who at least know each other. People feel safe connecting with people they know as opposed to strangers. In 2008, the reality found its way down to many users who viewed the need to be secure online. This was a period of escalating cybercrimes, and users demanded a safe and
Saturday, November 2, 2019
Motivation Essay Example | Topics and Well Written Essays - 2000 words - 1
Motivation - Essay Example This piece of research work addresses motivation as an important tool that managers take in to account to get things done successfully through others. Based on Brattonââ¬â¢s (2012, p. 191) view that motivation highlights the nature of employment relationship, this paper explains different ways that managers use to motivate their employees. Motivation and Management Motivation is an important management strategy with which managers can accomplish their goals and lead the organization to a high performing and out-performing organization. Robbins and Judge (2011) defined motivation as a ââ¬Å"process that accounts for an individualââ¬â¢s intensity, direction and persistence of efforts toward attaining a goalâ⬠(p. 204). They identified basic three elements in motivation- intensity, direction and persistence. With intensity, they meant the way people try to work hard. High or low intensity may not always lead to favourable outcome unless peopleââ¬â¢s effort is channeled th rough direction. They also argued that motivation has persistence dimension because it is important to see how long a person can maintain effort. Motivation is something that influences peopleââ¬â¢s behavior and attitude towards pursuing a specific outcome. As Lussier, Achua and Lussier (2009, p. 79) noted, motivation is a quest for a personal gain and therefore managers have to consider it as an opportunity to be seized to help the organization achieve its goals such as increased productivity, competitive advantage and long term profitability. Daft and Lane (2008, p. 226) argued that motivation is a force, either internal or external to people, that stimulates enthusiasm and persistence to pursue a specific action that managers or leaders want them to do. Both Robbins and Judge (2011) and Daft and Lane (2008) have considered persistence as a very important element in motivation. Managers and leaders are required to use motivation as strategic link between people and their ways t o achieve organizational goals. In making motivation such as link, it should in turn direct peopleââ¬â¢s skills, talent, knowledge and experiences towards the accomplishment of organizationââ¬â¢s goal and managersââ¬â¢ vision. Management creates a specific environment internal to the organization in which individuals work in groups with a view to perform efficiently and effectively towards attainment of a group or common goal. As management is a process of creating, developing and affecting organizational objectives and available resources to realize organizational aspirations, managersââ¬â¢ central task is managing people and motivation is at its heart. Management is simply getting things done through others and therefore managers need to understand people in the organization and their varying requirements in order to influence them by helping them meet their needs and requirements (Msoroka, 2012, p. 2). Newstrom and Davis (2004, p. 30) found that the result of an effec tive organizational behavior is motivation and therefore when motivation is combined with employee skills and abilities, it results in the achievement of performance goals and individual satisfaction as well. Motivation thus builds two-way relationship. The two-way relationship created by motivation is mutually supportive because manager and employee are jointly influencing each other as well as jointly benefiting. It highlights the view
Thursday, October 31, 2019
Interview a woman or girl of a different generation Research Paper
Interview a woman or girl of a different generation - Research Paper Example People visit and settle in London for employment, business, health and education purposes. Keeping in view all these issues, I have conducted an interview of my colleague named Moona, a married working Egyptian Muslim lady of forty one years, who has been settled in the UK as immigrant for the last five years, and is leading a prosperous life in the vicinity of London city. The selection of the lady was made in order to compare and contrast the socio-cultural and religious beliefs as well as views and opinions on multiple issues with those followed and adopted by me. I am a young British university graduate of 23 years, and follow Christianity as my faith; I selected one of my colleagues for the interview. Since both Christianity and Islam seek inspiration from Abrahamic mythology, it was really wonderful to explore the commonalities and differences between the followers of these two religions. Being a professional social researcher, I assured confidentiality to the interviewee, whil e my communication with her. I had invited the interviewee in the restaurant at the bank of the romantic and calm Thames River in order to make the meeting remarkable and fantastic. I have named the interviewee as Moona in order to conceal her real identity. The interview was conducted in a highly friendly, amiable and pleasant environment, and the interviewee shared all her joys, sorrows and beliefs without any hesitation or hurdle. Though, I knew Moona for the last three years, yet we had never tried to explore very personal issues in past. However, during the interview, I found her as a highly sophisticated, well-mannered, well-groomed and polite lady. Here are the important findings of the interview: We had planned to meet at restaurant to give vent to our ideas and beliefs. At first, I paid my sincere thanks to her for sparing some moments from her precious time for the interview. Then I enquired her how did she feel about being a female both in the conservative Egyptian as wel l as the insecure ultra modern British society, as she belonged to the Muslim family of North Africa. She also thanked me for inviting her to dinner and discussion related to multiculturalism, which was also a topic of great interest for. She regarded being a woman as something pleasant and unpleasant equally. She admitted that Cairo was aptly regarded to be the Paris of Africa due to its modernity and being contiguous to Southern Europe, yet the girls underwent several restrictions in respect of moving freely in the male-dominating society. She informed me that there existed some proportion of conservative Christian and Muslim families in Egypt, which did not approve publically intermixing of boys and girls, and condemns and censures male-female joint sittings, studies and social interaction at large. They refuted European life style altogether, and declared it against their religious, social and cultural ideology. Hence, she had been brought up under several restrictions as soon a s she entered her teen-age, as she was not allowed to travel alone even to her school and to relatives and friends. Somehow, she also found life in London as very challenging for the woman folk, and insecurity often haunted women in all parts of England. I asked her whether ever had
Tuesday, October 29, 2019
Database Essay Example for Free
Database Essay Database systems are the spinal cord of any health care organization. It can be define as the collection of health data. The use of such systems has improve the health care system for decades helping set standards and even regulations to help the system be more efficiently productive. There are different database architectures available to meet the needs of each organization individually. There is a need for the continuum of database across the health care system. Definition A database is a structure that can store information about multiple types of entities, the attributes of those entities, and the relationships between the entities (Pratt Adamski, 2012, Chapter 1). How data is received, stored, processed, and made available to others has an effect on the success or failure of an organization. The use of different architecture is a most to fit the needs of the organization, however the value of the data still remains in been able to access and extract information from the database system, and the only way this can be reached is by organizing, storing, and analyzing it effectively. For many organizations these systems have become an essential part of their structural and operational success. The effectiveness of databases is based on the fact that from one single, inclusive database much information regarding a range of organizational principles can be obtained. In the health care industry database systems allows information to be shared and available to different users; it can provide an accurate, consistent, and up-to-date information about a patientââ¬â¢s condition and treatment, as well as provide a security measure so that the information is only viewable to those who should see it. Database Architectures A database consists of one or more tables; each containing data stored as individual records. Different database architectures determine how the tables and records are organized or related to one another. According to Penn State University (2008), ââ¬Å"There are four structural types of database management systems: 1. Hierarchical- A hierarchical database is organized in pyramid fashion, like the branches of a tree extending downwards. Related fields or records are grouped together so that there are higher-level records and lower-level records. 2. Network- is similar to hierarchical databases by also having a hierarchical structure. There are a few key differences, however. Instead of looking like an upside-down tree, a network database looks more like a cobweb or interconnected network of records. 3. Relational- connects data in different files by using common data elements or a key field. Data in relational databases is stored in different tables, each having a key field that uniquely identifies each row. Relational databases are more flexible than either the hierarchical or network database structures. 4. Object-oriented- are useful for handling small snippets of information such as names, addresses, zip codes, product numbers, and any kind of statistic or number you can think of. It can be used to store data from a variety of media sources, such as photographs and text, and produce work, as output, in a multimedia formatâ⬠(Database Fundamentals). The organization and delivery of healthcare services is an information intensive effort. Generally, the efficiency of healthcare operations is drastically affected by the level of the integration of information across all sectors (Wright, n.d.). Healthcare organizations that have not yet make the effort to integrate their data and relate information in an effective and efficient way will find it difficult to stay afloat or even compete within this part of the market. The healthcare market is undergoing changes were information technology has become essential to their every day functional activities. The need of database users across the health care continuum would increase with the demands of technology to be to focus on striving to provide a patient focus services in different entities. Recent advances in policy, practice and research are compelling health care leaders across the continuum of care to move beyond aspiring to be more patient- or person-centered to taking action to realize that vision. A growing body of evidence is linking adoption of a patient-centered approach to care to improved outcomes, including reduced lengths of stay, avoidable readmissions and emergency department visits, and increases in patient satisfaction and employee engagement (Planetree.org, 2012). Database systems serve as a connection pathway to future strategies of care. The need to keep up and try as much as possible to meet the demand is a most in the health care field. Since many changes are been made to health care, database systems would continue evolve, to improve and standardized the ability to organize, save, and share information throughout the system providing a more efficient and effective line of service for their customers and the demands of their markets for years to come.
Sunday, October 27, 2019
Nintendo Market Analysis
Nintendo Market Analysis Introduction: The purpose of this assignment is to how do marketing research through analysis data of existing product, Nintendo Wii, competitors, and environment to achieve an increased understanding of the subject matter. Variety of marketing analysis tool, such as PEST, SWOT and Porter Five Force is illustrated in this report that evaluates marketing trend and future potential. Recommendation about Nintendo is given in the last chapter after identification key issue which includes customers, competitors and market place. Company background: Throughout its history in the home entertainment arena, Nintendo has created unique hardware and software as one integrated entertainment product, with software being the primary driver. Nowadays, Nintendo intends basic strategy that extends the worldwide gaming audience. For this purpose, Nintendo offers unique hardware and software to attract as many customers as possible around the world, which brings different experience to enjoy video game entertainment, regardless of their age, gender, language, culture background or gaming experience (Company Annul report, 2008). However, Sony usurps the pioneered static console market of Nintendo, even upstaged for a brief time by Microsoft, for years. It means that the GameCube console is not companys successful hope any more. In the same times, the console of choice for causal gamers the Wii falls short of convincing hardcore gamer that it is an essential purchase but with an estimated 3.5 million units sold in the UK, Nintendo will not be too concerned. (Mintel) Market summary The definition: The video games consoles market includes all video games used in conjunction with consoles and all associated hardware including consoles, peripherals and accessories such as gamepads, memory cards and cables. During in economical downturn, the global video game market maintains growth of 23.7% in 2008 to reach $ 49.6bn and expects to climb at a CAGR of 8.9% over the period 2008-2013, while the growth is slowly compared 2007. Console game dominates video game market as largest segment, however decreases from 54.1% in 2008 to 46.3% in 2013 by forecast. In 2008, the largest consuming market, EMEA (Europe, Middle East and Africa), occupies 35.3% of market share, which will reduce their market share in the total video gaming market by 2013. According to business insight forecast, Asia-Pacific will lead the video gaming market as the largest consumer. Nintendo, headquartered in Japan, is the largest video game publisher in the world. In the present, the majority of top 15 video game publisher exists in U.S. or Japan. There are three major players in console hardware market, Nintendo, Sony and Microsoft. Nintendo is the market leader in the console hardware field, with around 50% share in global video game market in 2009. PlayStation 3 (PS3) and Xbox owns similarly market share positioning at 2nd and 3rd respectively. Marco environment Macro environment is composed of broad environment factors which are considered the most general level environment. However, when many important changes take place in the environment, the organisation will be affected. PEST is illustrated to identify Nintendo future trends and determines the key drives of change. Porter five forces analysis is also used to understand how the competitive dynamics within and around the video game industry are changing from another point of view. PEST analysis PEST stands for the political and economic, social (including legal and cultural) and technological environment respectively. PEST analysis on video game industry is implemented on the followed context. Political Political environment consists of laws, government agencies, and pressure groups that influence and limit various organizations and individual. (Kotter, 2003, P174) There are many factors impact on video game industry, such as taxation policies, foreign trade regulations and social welfare policies. Due to video game play has associated as emotion of people which introverts some people to threat peace and law, therefore, government control the contents of video game with strong attitude. Another problem is copyright, which one of the recent products launched by company, Nintendo Wii, is in a controversy involving patent infringement. The company has been sued by Maryland-based Hillcrest Laboratories, which filed a case alleging a patent infringement against Nintendo. The lawsuit that is currently placed with the US International Trade Commission in Washington D.C. alleges the company of being guilty of infringement in four patents, particularly the technology used in handheld pointing device and also regarding the display interface system that manages graphic content. This allegation, if proved right, could cause the company to pay up heavily for the damages and could also result the company refraining to use the product further. The Wii console, launched in 2006, has been a huge hit and a judgement against the company could have a material impact on the company ( ). Economic During the global economical downturn, the video game industry still continues growing, driven by expansion of software sales and installed new generation of console hardware. Some places, U.S. and Japan, video game business contributes their GDP with huge dominated market. Nintendo distributes its product globally with overseas sales accounting for approximately 80% of total sales (annual report 2008). Therefore, interest rates have less influenced the video game business as they produce their own units. However, the video game business is depended on disposable income of customer. Nintendo grasps this opportunity with low manufacturing cost that increases sales volume towards normal price. The exchange rates is another majority condition to be considered that company holds a substantial amount of assets consisting on cash deposit denominated in foreign currencies without exchange contracts. When the exchange rate fluctuates, the company revaluated for earnings while foreign currencies are converted to Japanese yen. In other hands, Japanese yen appreciation against the U.S. dollar or Euro would have negative affect Nintendos profitability. Social The social factors impact on the video game industry from population demographics, income distribution, lifestyle changes, social mobility, attributes to work, level of education, consumerism, and consumer behaviour namely. Nintendo use the World of Nintendo showroom to attract and show interest to customers in order to affect customer through satisfaction their needs. Games also have magic to influence the culture of people, especially brings violent to children. These all elements will be exercised influence over the industry. Technological Focused on technological is giving Nintendo higher competitive advantage than normal video game console. The speed of technological innovation always restricts gaming industry developing. Nintendo has attributed the success of the Wii to idea of blue ocean strategy that reflects from price, movie playing, graphics, physics, fun, game library, and magic wand. Nintendo create new technologies both in game and console. For game, brain training of Nintendo DS Lite, and Wii sport brings new experience to players which they never played before. For console, it is the most distinguishing technology, Wii Remote, which contains motion sensing capability that allows the user to interact with and manipulate items on screen via gesture recognition and point through the use of accelerometer and optical sensor technology. At last, the online capability of Nintendo Wii is a major change in the technology of the video game industry. Micro environment In this part, porter five forces and SWOT analysis are illustrated to analyze micro environment. Porter five forces Michael Porter established five forces to identify the intrinsic long-run profit attractiveness of a market or market segment (Kotler, 2003) which base on analysis supplier, customer, substitute product and potential entrants. Porter five forces model is identified source of competition in video game industry to determine competitive advantage. Supplier The Power of Suppliers is very high as there are more suppliers available to a handful of companies in the video game industry. The suppliers are companies themselves that companies are developing their own video games. There are lots of products to innovate and develop may consist of CDs disk, hard disk, electronic components, softwares, game writers, packaging of the consoles, printing of manuals and additional features like graphics and so on for marking the game more acceptable and popular. Potential entrant Although Sony and Microsoft are strong competitors to Nintendo, industry rivalry exists in the strategic alliances, for instance straggling to control market. These huge players such as Nintendo, Sony and Microsoft, are already becoming tuff battle between companies to control market. This means that the threat of entrant into the industry can be ignored with existence of player during these big players. Customer The Power of Buyers in the video game industry is low as there are very few successful companies in the video game industry, therefore a small variety of video games available to the buyers. The individuals playing video games comprise an increasingly large and definition-defying group. According to the Entertainment Software Association, the average gamer is 35 years old and has been playing for 13 years. Today video players comes from different diverse segment of students, employees, military troops, seniors, mothers and fathers who have driven the evolution of games into new territory. When these first players grow up, their family will enjoy more fun during game with their children and parents. This is so called multiplying the pool of multi-generational gamers exponentially. As volume of player increasing, the market forces push the video game developed and bring new and diverse audience. Substitute product There are too many products, such as online game, PC game and mobile game; however, no product can replace console game. They have special fun during init, such as Wii Remote. Strengths Nintendo plays the important role of console hardware which is a market leader position. It means that the primary target is video game market instead of other product portfolios. This is considered to increase aggressiveness in bolstering sales through its existing formidable product line up. Nintendo also reduces the manufactory cost due to only focuses game function. As previously chapter, the console game depends on customer disposable income, which Nintendo low price strategy will reach an extensive number of loyal users transferring to customer expectation and demands into sales. Be worth mentioning, Wiis arsenal is totally different to its competitors, which innovates motion-sensitive controllers made for game. Weakness Nintendo is market leader in the moment, however still concentrates on remaining and expanding market share instead of developing new brand or games. Nintendo maintains profitability via extensive price competition. Designing new game requires large financial investment and research which cost numerous resources. That is why it depends on more existing brands rather new game. Nintendo abuses the strong censorship and restriction implement on new software game, which bound new game developer creative and innovation. For instance, Square Enix cooperates with Sony PlayStation for its Final Fantasy VI stand of Nintendo, owning to strictly censorship. Opportunities Online video game continuously grows and many of software sales also drive a growing base on console hardware and accessories. Nintendo also launch new product known as Touch generation DS, and Wii which expands new definition of video game industry. Specially, Wii promotes lots of fun via Wii Remote and accessories, conventional operation. Threats Development of hardware is complex and time consuming. With technology growing fast today, it is possible limitation factor if company may be unable to acquire necessary technology. It leads to delay hardware launched and lost market share. Cooperation with third party is also important element because third party manufactures key components and assemble final product. If some of these businesses are failed, Nintendo procures or manufactures its products difficultly. In addition, these elements, short of key components, quality of product and high base cost, causes margin decline and impairs the relationship between Nintendo and third party. Key issue Competitor analysis The major competitors of Nintendo are Sony and Microsoft. Microsofts Xbox 360 had been in market since November 2005 and Sonys next generation system, PlayStation 3, would to launch November 17, 2006. With a combined 93% existing market share, these industry behemoths shared a winning strategy: obsessing over the hardcore male gamer who invested tons of money and time into video gaming (Source: NPD, Sept. 2006). Sony: Sony has strong competitive advantage that Playstation 1 dominates 37% of the market and Playstation 2 (PS2) is even better, which only launch in the 4th quarter of 2000, shares 8% of the console market. Now, new generation product Playstation 3 (PS3) with improved technology controlled 21% market share for the latest generations of players in the U.S. in 2007. Sony still focuses 18-34 year old as target group, sophisticated video game consumers. Microsoft Xbox Live: Microsoft forays the console game industry that Xbox 360 has sold 2.4 million in UK by mid-2008 compared to around 2.3 million original Xbox console. Position somewhere between the hardcore players console that is the PS3 and the family-friendly Wii, the 360s main strength are its Xbox Live product and its exclusive games, such as Halo (Mintel). Xbox Live owns 12 million subscribers in worldwide, but less 3 million lives in Europe. Xbox is one of major online game provider. Market issue Global economical downturn influence too many areas, Japan, North American and Europe, which dominate Video gaming market. For example, Japans real GDP growth rate dropped from -0.7% in 2008 to -6.4% in 2009. Combination of unemployment and low wage of weight, customer purchases necessary goods instead of toy and video game. Wii launches into market until now to prove two strategies correct, which is low price of console and focuses family game. According to SWOT analysis, Wii markets issue is sub-standard software which means censorship. Fish Games CEO believes the Wii markets issue that have partly been the result of poor quality games that flooded the market, leaving consumers who had bad experience to spend money only on the key franchises. Nintendo relies on third party software developer and publisher, however the strictly censorship system leads to too many valuable and interesting game miscarried. Final Fantasy VI is good example of Nintendo censorship. It directly leads to limitation of game and loss aggressive to its competitors. As we known, the majority of players are made by male that are unable to accept childish and changeless game. They prefer more exciting game, such as activity game rather than Cook Mama female game. Nintendo attempts to create new market, home video game, overseas and expand the range of its product in the toy sector. In response this objective, the company is developing new characters other than Ben 10 and collaborating with overseas TV networks on their respective promotions (business inslight). Recommendation Nintendo should not only focus market share, but also develops variety of game to increase aggressive. Only depending on low price cannot win customer loyalty. PS3 and Xbox owns over 200 titles games attractive customers mind, whereas Nintendo Wii is only famous as Wii sport. Although there are a serve of sport games, customer do not satisfy monotonous games. They demand the more exciting, interesting and variable game. Nintendo works as global company, which do not only sale its products in several specific county or area. The company should develop more region as its market, such as China and Indian. Until now, there is no product sale in China, which loss lots of opportunity and margin as well. References Dibb, K. P. (1991). Marketing..Concept and Strategies European Edition. Houghton Mifflin. Doyle, P. (2002). Marketing Management and Strategy. Prentice Hall. Gerry Johnson, K. S. (2008 1st impression). Exploring Corporate Strategy. Pearsons education. Pettitt, F. B. (2000). Principles of Marketing. Prentice Hall (2nd edition). Philip Kotler, K. L. (2009). Marketing Management A South Asia Parspective. Pearson (Prentice Hall,13th edition). Raaij, G. A. (1998). Consumer Behaviour a European Perspective. John Wiley Sons Ltd. Scholes, G. J. (2008). Exploring Corporate Strategy. Prentice Hall. Barmazel S., (1993). Video Games: Asians in Canada say they Promote Hatered. Far Eastern Economic Review. Sept 3 p. 37. Cooper, Joel, Mackie, Diane. (1986) Video Games and Aggression in Children. Journal of Applied Social Psychology. v 16, n 8, 726-744. Crawford, Chris. (1984) The Art of Computer Game Design. California: Osborne/McGraw-Hill. Dietz, Tracy L. (1998) An examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles. v 38, n 5/6, 425-443. Emes, Craig E. Is Mr. (1997) Pac Man Eating Our Children? Candadian Journal of Psychiatry. v 42, 409-414. Funk, J.B. and Buchman, D.D. (1996). Playing Violent Video and Computer Games and Adolescent Self-Concept. Journal of Communication. V 26 n 2, 19-32. Jackson, D.S., (1999) A Room Full of Doom. Time. V24 n 20, 37. Loftus, Elizabeth and Geoffrey. (1983) Mind at Play. New York: Basic Books, Inc., Publishers. Provenzo, Eugene F. Jr. (1991) Video Kids: Making Sense of Nintento. Cambridge: Harvard University Press. Quittner, J., (1999). Are Video Games Really so Bad? Time. v 153 n 18, 30-34. Ward Gailey, Christine. (1993) Mediated Messages: Gender, Class, and Cosmos in Home Video Games. Journal of popular culture. v 27, n 1, 81-97. Web references The Video Gaming Market Outlook: Evolving business models, key players, new challenges and the future outlook (2009) Business Insights http://blog.royaltyuniverse.com www.money.cnn.com www.Nintendo System History.com www.revolutionportal.com www.businessweek.com www.gamespot.com www.mevuk.com www.ninetendowiifanboy.com www.nwiizone.com www.rpsite.net www.theesa.com/gamesindailylife/health.asp www.wii.com www.wiisworld.com
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