Saturday, January 25, 2020
The Video Game Console Market Marketing Essay
The Video Game Console Market Marketing Essay The video game console market is a fast growing market. Sonys PlayStation 3 competes together with Nintendos Wii and Microsofts Xbox 360 for the market leader position. Compared with these competitors, Sonys PS3 includes the newest technologies and provides the highest variety of functionalities. Therefore, Sonys strategy is to target customers who focus on high technologies and multimedia-entertainment. However, this involves that the PS3 competes not only with console manufacturers, but also with other multimedia producers such as PC manufacturers. Due to the fact, that the Sonys PS3 will be quite expensive, the console will be available in a premium edition and in a cheaper basic edition. Considering the distribution of its PS3 games, Sony tries to change its traditional supply chain by providing an Internet platform, where users can download games. This results in saving costs and a faster distribution. Furthermore, the most important marketing tool is the Internet for promoting the PlayStation 3. Blogs, MySpace, YouTube and other kind of websites enable an area-wide promotion of the game console and especially, it is done by consumers. Another important tool is the official website, which offers among others information about the console and about available games. Additionally, Sony promotes its PlayStation 3 together with a meaningful slogan, which differs between Europe (This is living) and U.S. (Play Beyond). Finally, Sonys financing objectives are to sell 15 million exemplars in the first-year and to achieve total sales revenue of $8.25 billion. Its marketing goals are to sell more than 100 million exemplars in the long-run and to become the market leader. Table of Contents Executive Summary 1 1 Situation Analysis 2 2.1 Current marketing environment 2 2.2 Current Product Line 2 2.3 Product Analysis 3 2.4 Target Markets 3 2.5 Competitive Analysis 5 2.6 Product/Market Analysis Tools 5 2.7 SWOT Analysis 8 3 Objectives 8 4 Competition 9 4.1 Game console industry 9 4.2 Direct competitors 9 4.3 Market concept of competition 11 5 Product Unique selling proposition 12 6 Distribution 12 6.1 Supply chain 12 6.2 Next generation supply chain 14 6.3 Business Models 15 7 Marketing Strategy 16 7.1 AIDA 17 8 Marketing Mix Strategy of 4 Ps 18 8.1 Product 18 8.2 Price 18 8.3 Place 19 8.4 Promotion 19 9 Financial projections 19 10 Implementation controls 20 Situation Analysis Current marketing environment The video game console market is highly influenced from its demographic and technological environment. The worldwide population is growing and more and more people have a strong need for entertainment. Many people require something against boredom in their free time. Furthermore, the technology environment creates a variety of new functionalities which are almost unlimited. According to Moores Law, processor speed and memory capability reduplicate almost every 18 months by constant prices. Additionally, technologies such as High Definition TV provide a new way of entertainment consumption. Finally, another important influence in peoples behavior is enabled by the Internet. Its introduction was a milestone of the new economy. It allows finding almost any required information and enables worldwide communication as well as interaction and it simplifies doing business. Current Product Line Before we describe the features and functionalities of Sonys new video game console, the PlayStation 3, we would like to give a short overview of the companys current home video game line: PlayStation (PS1) The Sony PlayStation is the companys first video game console and was produced in the mid-1990s. It belongs to the fifth generation of video game consoles and provides a 32-bit processor. Furthermore, the PlayStation was the first game console that reached the 100 million mark. PlayStation 2 (PS2) Sonys PlayStation 2 is part of the sixth generation era and was released in 2000. Besides its 128-bit processor, it was the fist video game console that provides DVD playback functionality. It placed first in number of units sold in its sixth generation of video game consoles and it became the fastest selling and most popular game console in history, with over 110 million units shipped worldwide by November 2006.à [1]à PlayStation Portable (PSP) Sonys PlayStation Portable was the companys first handheld game console released in 2004. Besides playing games, it also provides different functionalities such as playing music, watching videos, viewing pictures and using Internet applications. Nowadays, the PSP is the main competitor of Nintendos Game Boy and Nintendo DS. Product Analysis The Sony PlayStation 3 (PS3) is the seventh generation video game console and the third in Sonys PlayStation series. The console was launched in North America and Japan in November 2006 and is yet expected to be launched in Europe by March 2007. The reason for its delay in Europe is a shortness of supplies with parts of the Blu-ray drive. The console offers high-end technology and it has been described as an engineering masterpiece because of its promising specification and use of new technology.à [2]à Furthermore, the PS3 will be available in two different editions on the one hand, a basic edition with a 20 GB hard disk drive (HDD), and on the other hand a premium edition with 60 GB HDD. Nevertheless, both editions will have key elements such the Blu-Ray Disc for High Definition movies, the Cell chip, Giga-bit Ethernet for high speed Internet-connection, and an HDMI connection for optimum output on HDTV. Compared with the basic edition, the premium edition will provide some extra features like support for multiple external memory storage devices (Memory stick, SD) and Wireless connectivity. More information about the specification can you find in the Appendix. Furthermore, Sonys newest game console provides a Linux operating system and some Internet applications such as an Opera Web browser and multiplaying functionality. Finally, another feature of the PlayStation 3 is the backward compatibility to Sonys previous video games for PS1 and PS2. Target Markets The following section should provide an overview of Sonys target market and of its targeted customers. Target market approach In our opinion, Sony should use a segmentation approach as their general strategy to reach targeted customers. Although mass-marketing would create the largest potential market, which leads to the lowest costs and results in lower prices or higher margins, we propose segment marketing because it can create a more fine-tuned product offering and price for the target segment. Moreover, this approach enables to select more easily the best distribution and communication channels, and to have a clearer picture of the main competitors.à [3]à Segmenting consumer markets Cultural distinctions, different needs and demands of individuals, and diversities in customers buying behaviours require market segmentation of companies to satisfy their customers effectively. Thereby, the market can be divided in geographic, demographic, psychographic and behavioural segmentation variables and the company can focus on target segments which it wants to attract.à [4]à According to Sony, the main geographic segments of the PlayStation 3 consist of the Northern America market, the Japanese market and the European market. When Sony released his first video game console PlayStation in 1994, the companys main focus was on the marketplace from 12- to 17-year-old boys. But nowadays, Sonys demographic segmentation divides the market of the PS3 in male and female, old and young players and expands its business vastly to a mainstream entertainment.à [5]à The PS3 offers a multifaceted repertoire of video games which includes something for everybody. Theres not merely one game to ultimately define the PS3 platform, but rather different must-have games for different segments of consumers. Additionally, an important and profitable demographic segment could be the college market because according to a study by Anderson Analytics GenX2Z only 26 percent of students report not playing video games.à [6]à Furthermore, Sony concentrates on a strong customer loyalty status in the behavioural segment. Besides its popular brand and the high reputation of its products, the company tries to win over its former consumers by the implementation of a backward compatibility which enables to play video games from its previous video game consoles (PlayStation 1, PlayStation 2). Finally, one of the important target segments of the PS3 involves consumers who require high technology. The company is convinced that its consumers desire and want to get the best out of the best. Characteristics of the targeted customers / product uses As already mentioned, Sonys targeted customers want to have the newest technologies and functionalities. Moreover, they need an entertainment system which provides functionalities such as viewing pictures, movies or listening music. The Playstation 3 can fulfil all this particular requirements and reach therewith a lot of different customers. First of all, video game players can use the console, because it provides high technology and a lot of different available games. Furthermore, movie lovers can use the PS3 because it involves a DVD drive and also allows watching movies in High Definition with its Blu-Ray drive. Moreover, customers can use the game console to see pictures from their last holidays easily by inserting their memory card in the included card-reader. Finally, customer can use the console to surf in the Internet or to use it instead of a computer, because its Linux operation system provides similar functionalities. Summarized, all members of a family can use the PlayStation 3 for different needs. For instance, children play video games during the day and when the father arrives, he uses the PlayStation to read his emails. Thereafter, the mother inserts the SD card in the PS3 and shows him the pictures from her trip to Stockholm last weekend. And at the evening, the whole family watch a movie together. This multimedia functionality provides the biggest benefit for the PS3s consumers. Purchasing process Some customers make their decision which game console they want to buy dependent from the number of available games. Not only the functionality and technology, but also the variety of games can be important for the decision-making process of customers. Therefore, the company has to offer information about the games which will be available for its game console. The primary channel for providing such information would be the official webpage. Furthermore, the final end-user of the game console is not always responsible for the purchasing process. For instance, sometimes parents purchase the game console for their children, and therewith another party is involved in the purchasing process. Market size estimations The number of consumers in the video game console industry increased continuously during the last years. Due to the fact, that game consoles of the newest generation are comparable with an entertainment system, we estimate a market size of 400 million potential users in Europe if everybody would buy the product. Considering that one product would be enough for a family, our final estimation of potential consumers will be 100 million in Europe. Furthermore, a forecast report of PricewaterhouseCoopers has shown that by 2010, the worldwide video game market will grow to $46.5 billion, at an average 11.4% compound annual rate.à [7]à Competitive Analysis Nintendo and Microsoft are the main competitors of Sony in the video game console industry. Considering the seventh generation, Sonys PlayStation 3 compete with Nintendos Wii and Microsofts Xbox 360. These two consoles were released world-wide in November 2006 and November 2005 respectively.à [8]à According to a study of the NPD Group about the best-selling video game consoles for December 2006, the Xbox 360 sold 1.1 million units, the Wii 604.2 thousand units and the PS3 490.7 thousand units. However, the PS3 sales figures include only the U.S. and Japan market, where it is released already. More details about the competition situation will be discussed in chapter 4 Competition. Product/Market Analysis Tools Product Life Cycle According to Sonys previous game consoles, the PlayStation 3 should have a 10-year product life-cycle. Its state-of-the-art technology involves that the usage of the PS3 resources and technology are just at the beginning and can fulfil all game requirements in the next years.à [9]à The product life-cycle consists of four different stages: Introduction: At this stage, the sales growth increase slowly when the product is introduced to the market. In Europe, the PS 3 is already located in the middle of this stage, because many game-console lovers and fans have ordered the PS 3 in advance to become one of the first consumers after its release in March 2007. For instance, a new PS 3 is pre-ordered almost each 20 seconds in Great Britain.à [10]à Growth: At this period, a market acceptance of the product is recognizable and the number of sales units increases. First-users report about the product positively and other consumers are becoming curious. Maturity: A slowdown in sales growth will be at this stage because the product has achieved acceptance by most of the buyers. Decline: Most of the potential buyers have already the product and therewith the number of sales declines. Figure 1: PlayStations Product Life-Cycle Different marketing strategies are necessary for each stage of the product life-cycle. We will discuss our recommended strategies in7 Marketing Strategy. Due to the fact, that the PlayStation 3 was already released in Japan and U.S., Figure 2 shows that the PlayStation 3 is located in a higher position compared with Europe. Figure 2: PS3s Product Life-Cycle in Japan and U.S. After shortness of supplies and an enormous rush demand in Japan and in the United States after the release in November 2006, a kind of stagnation is visible in these both markets today. Vendors report that a large contingent of the PlayStation 3 is still available in their shops.à [11]à Although Sony sees the reason for that in its optimized supply chain, the company has to consider new marketing strategies to increase its sales. The Boston Consulting Groups Growth-Share Matrix In the following section, we would like to analyse and classify Sonys game console product portfolio by profit potentials. Therefore, we used the Boston Consulting Group approach presented by Kotler.à [12]à Due to the fact, that the PlayStation 1 is not be sold anymore, we didnt regard it in our analysis. Figure 3: BCGs Growth-Share Matrix for Sonys game console product-line First, we placed the PlayStation Portable in the Question marks sector, because the market of game handhelds is still growing and as the strongest competitor of the market leader Nintendo DS, the relative market share of the PSP increases. Therefore, Sony has to spend a lot of money in the development and advertising of the PSP to keep up with the fast-growing market, and to overtake the market leader. Additionally, we also placed the PlayStation 3 in the Question marks sector, because the market of the seventh generation video game consoles is still increasing and it is not visible already if the PS 3 will take the position of the market leader. Finally, we located the PlayStation 2 in the Cash cow sector. The PS2 has a falling market growth rate after the release of the next generation game console. Nevertheless, it is still the market leader in its generation and it achieved higher sales units (1.4 million) as the Xbox360 (1.1 million), Nintendo Wii (604.2 thousand), and the PlayStation 3 (490.7 thousand) in December 2006.à [13]à According to the 10-year product life-cycle, the PS2 is in the decline stage and will stay in the market for the next 3 years yet. SWOT Analysis The SWOT analysis is the overall evaluation of a companys strengths, weaknesses, opportunities, and threats.à [14]à It is used as a framework to help an organization develop its marketing strategy. Thereby, strengths and weaknesses are internal factors which can be controlled by an organization, whereas opportunities and threats consist of external factors which are uncontrollable by an organization. Figure 4: SWOT analysis for Sonys PlayStation 3 Objectives Sonys financial objectives are to: Achieve first-year total sales revenue of $8.25 billion, based on an average price of $550 per unit. Sonys PlayStation 3 marketing objectives are to: Achieve a first-year unit sales volume of 15 million, which represent a projected market share of 25 percent. Increase second-year share to 40 percent and become the market leader. Sell more than 100 million units in the long-term. Arrange for distribution through the leading electric, video games and computer retailer in the top 100 and establish an Internet platform. Competition Game console industry According to the industry concept of competition presented by Kotlerà [15]à , an industry is a group of firms that offer a product or class of products that are close substitutes for another product. The structure type of the video game console industry is an oligopoly, because the Japanese Nintendo and Sony, and the U.S. Microsoft dominate the market. Particularly, the structure is a differentiated oligopoly, because only few companies producing products partially differentiated along lines of price and features. Furthermore, the console industry is characterized by large cost of barriers to entry according to Porters model of five competitive forces. It may cost up to $2 billion to develop a competitive console platform and returns on investment may take several years.à [16]à Furthermore, these three console manufacturers have a similar business model consisting of the following three income flows: Hardware sales Sales of own software/games Licences fees from other software/game developers that use the console platform Finally, Nintendo, Microsoft, and Sony compete on a global basis with core markets in Japan, Europe and in the United States. Direct competitors The following section compares the direct competitors Nintendo, Microsoft and Sony with regard to their products, prices, sales units and game range. Product differentiation First of all, the following table shows the particular specification of each game console: Nintendo Wii Microsoft Xbox 360 Sony PlayStation 3 First publication 19 November 2006 (USA) 22 November 2005 (USA) 11 November 2006 (Japan) Processor IBM Broadway PowerPC (729 MHz) Tri-Core Xenon PowerPC (3,2 GHz) PPC Cell PowerPC (3,2 GHz) Graphic chip ATI Hollywood (243 MHz) ATI Xenos (500 MHz) nvidia RSX (550 MHz) Drives Own format (Wii and GameCube) CD, DVD (external HD-DVD drive available) CD, DVD, Blu-ray Maximal video quality SDTV = 480p (NTSC) or 576p (PAL/SECAM) HDTV = 480p 720p 1080i/p HDTV = 480p 720p 1080i/p (supports HDMI) Back. compatibility yes yes yes HDD 20 GB 20 GB / 60 GB I/O USB 2.0 (x2), SD USB 2.0 (x3) USB 2.0 (x4), PE: MemoryStick, SD CompactFlash Communication IEEE 802.11b/g Ethernet Extra feature: Wlan-Adapter Ethernet, Bluetooth 2.0, Wireless Controller, IEEE 802.11b/g (only premium edition) Furthermore, both competitors of Sonys PS3 provide an internet platform: Microsoft: Xbox Live Arcade Xbox Live Arcade (XBLA) is an online service that is used to distribute video games to Xbox 360 owners. Thereby, Microsoft offers an Xbox Live Marketplace, a virtual market place, where consumers can download movie and game trailers, game demos, Xbox Live Arcade games, gamer tag images, and Xbox 360 Dashboard themes.à [17]à The consumers can pay with Microsoft Points, which can be purchased by credit cards. Nintendo: WiiConnect24 It allows distributing content such as software patches and updated game contents while the Wii is on stand-bye.à [18]à Price strategy Nintendo offers the cheapest price in the game console market. Therefore, the company dispense with some extra features such as DVD drives or HDTV quality. Contrary, Sonys PlayStation 3 offers the newest technology with a plenty of accessories, but also the highest price. The following list shows the current prices in January 2007:à [19]à Nintendo Wii Microsoft Xbox 360 Sony PlayStation 3 Ca. 250 à ¢Ã¢â¬Å¡Ã ¬ 300 400 à ¢Ã¢â¬Å¡Ã ¬ (HDD-drive costs 200 à ¢Ã¢â¬Å¡Ã ¬ extra) Basic edition: 500 à ¢Ã¢â¬Å¡Ã ¬ Premium edition: 600 à ¢Ã¢â¬Å¡Ã ¬ Market share in Japan and U.S. The following figures show how many game consoles each of the manufacturers has sold in Japan and U.S. during the last months:à [20]à 21 Whereas Nintendos Wii was the market leader during the Christmas time in Japan, Microsofts Xbox 360 could sell the most units in the United States. Games An important criterion for buyers is the volume of games which are available for each game console. At the moment, Microsofts Xbox 360 consists of 82 exclusive games and 132 cross-platform games. In contrary, Nintendo offers 55 exclusive and 96 cross-platform games for its Wii. For Sonys PlayStation 3, 43 exclusive and 77 cross-platform games are planned. Figure 5: Available games for each console (Source GAMEZONE)à [22]à Market concept of competition Due to the fact, that the PlayStation 3 is more a multimedia centre than only a game console, we have to consider more competitors as only game console manufacturers. Therefore, we used the approach of Rayport and Jaworski to identify direct and indirect competitors by mapping the buyers steps in using the product.à [23]à The following figure shows the PS3s direct and indirect competitors: Figure 6: Competitor Map Sony PlayStation 3 Summarized, Sonys PlayStation 3 competes not only with other video game console companies, but also with PC manufactures and other high technology producers. Sonys PS3 offers besides a Linux operating system a plenty of functionalities such as Internet to attract previous PC users and to expand its market. This approach is comparable with Coca-Cola which identifies milk, coffee, tea, and water products as its main competitors.à [24]à Finally, Figure 7 shows Sonys market position with regard to technology and price compared with its video game console competitors: Figure 7 Market position of the main video game consoles Product Unique selling proposition The unique selling proposition is a marketing approach to promote a products benefit and to convince customers that the company can deliver it. For Sonys PlayStation 3, the main benefit, especially compared with its competitors, is its functionality as a multimedia centre and its state-of-the-art technology. Nevertheless, Sony has to consider that its targeted consumers are located in different market segments with different demands and wishes. Therefore, the company has to develop different unique selling propositions. First considering the video game hardcore fans segment, these costumers want to have the best and newest technology. Due to the fact, that the PS3 fulfil these requirements at best compared with its competitors, Sony should promote this in its advertisements, especially in game magazines. Furthermore, Sony wants to attract also middle-age consumers and families. The most benefit for these customers is to use the PlayStation 3 as a multimedia system which offers a variety of functionalities. Therefore, the company should focus on its multimedia range. Summarized, the companys unique selling proposition should consist of newest technology and multimedia-functionality. To emphasize this, Sony uses a short slogan after every mention of its products. In the United States, Sony evokes the following slogan: Play Beyond. People should associate therewith that the PS3 is not only a game console which enables playing video games, but also a system which allows playing in High Digital quality and getting a feeling of reality. Furthermore, the PS3 offers more than playing video games, it is a multimedia system that can be used for different pleasures such as Internet surfing or watching movies that can also be interpreted as a kind of playing. However, Sony uses a different slogan for the European market. The reason is that people with few English skills will not understand the impact of Play Beyond or will be interpreted wrongly. Therefore, Sony uses the following slogan in Europe: This is living. The slogan is really simple and uses words which can be understood by not English-speakers. Consumers can associate that the PS3 delivers a kind of living standard and ensures to enjoy living. Furthermore, its a relation to PS3s multimedia functionalities which are desired for every household these days. It emphasizes that the game console is the core of living room entertainment. Distribution Supply chain With the video game industry being the fastest growing sector of the growing entertainment industry, the industrys revenue has now reached $26 billion in annual revenue and there is currently no indication of decline in the industry. So, in order to identify how the revenue is distributed, its essential to look at the supply chain of the entire PS3 business. As seen in the supply chain, there are opportunities in many aspects of the console business, coming from the actual console sales as well as extras such as games. Figure 8: Original supply chain for video games.à [25]à The customers, as identified by our segmentation analysis table, are at the end of the supply chain, and their consuming of video games are distributes across several actors. Additionally, the most known among the actors are of course the hardware manufacturers, which include Sony, Nintendo and Microsoft. Except for the revenue coming from the console sales, they also get about 20% of the market price for the games, which are mostly sold in the growth level of the product life-cycle. The additional revenue in the supply chain is split among the other actors. Looking more closely at the publishers and developers, we realize that the publishers are likely to take a large portion of the revenue. Those are the large international companies that have sufficient funds to build a distribution network and employ developers to pull off new best-selling games for the consoles. Hardware manufacturers usually try to pull off deals with these companies when they identify potential best-selling games because the top 3.3% of the games bring in 55% of the sales revenue. For this reason, some hardware manufacturers, most notable Microsoft, tend to buy top-creative publishers to secure exclusive rights of new games for their console. Because of the complexity with world-wide game launches, there are almost always distribution partners in the chain, those accounts for an estimate of 10% of the shelf price. Next are the retail channels, which include online stores as well as retail stores. However, they are becoming increasingly bypassed in the supply chain, as discussed in the next generation supply chain (described in detail below). When they do exist in the supply chain though, they take an estimate of 30% of the shelf price. Developers are a mix of artists and engineers that create the actual games played on the console. Typically, they are funded by the publishers and together they take between 40 to 60% of the shelf price. Notably, in recent years another actor have also entered the supply chain as the industry have grow
Friday, January 17, 2020
Democracy vs Dictatorship Essay
Dictatorship and democracy are two concepts with numerous views and differences. The first is not ideal for a society which seeks free press, human rights and equality. The second is, even though many facets have to be taken into account. Throughout history, scholars have laid out a range of arguments regarding the advantages and disadvantages of both systems in terms of development. Here, we will try to enumerate some of them. An authoritarian government is a form of government in which the power is centralized (single person or a group). Dictatorship have ruled in many countries and region of the world for years; Latin America, Africa, Caribbean and Asia (especially the Middle East). In all cases, it was not all evil, where genocide, assassination or corruption were common like with Saddam Hussein. Scholars agreed that some countries have seen a boost in socioeconomic development under authoritarian governments. It was the case for Dominican Republic under Trujillo, Argentina in the 60ââ¬â¢s, Chile in the 70ââ¬â¢s under Pinochet, Singapore or Turkey. For these leaders, their countries were not ready for democracy because ââ¬Å" dictatorial governments could better impose rational, long-term development plansâ⬠(Handelman, 2011, 35). The father of Singaporeââ¬â¢s authoritarian political system, Lee Kuan Yew, declared that discipline is more essential for a developed country than democracy. Lee also stated that ââ¬Å"Democracy leads to indiscipline and disorderly conduct, which are inimical to developmentâ⬠(Handelman, 2011, 35). His strong statement was somewhat carried out by many LDCââ¬â¢s around the globe, especially in Africa where ethnic issues are common. In a dictatorship, there are no riots against the government or its affiliates, a single party is more likely in power, the ruler has unlimited power, plans are executed efficiently and in a fashion manner, most efficient during emergencies, and less room for corruption. Dictatorship also promotes obedience to the ruler, strict discipline is a MUST. There are also some advantages for an authoritarian government. The negative side of a dictatorship relates to absence of freedom of speech (the people has no say in how the system works, follow the leader blindly), no fair elections, oppression of people or member of the opposition, power to a small group, no civil rights (violation of human rights), poor governance, lack social welfare, social inequalities and the gap between rich and poor is very significant. Also, when it comes to ruthless dictatorship like Syria, atrocities and spread of war prevail. In short, dictatorship does not agree with international peace and even advocates of authoritarian governments admitted that most dictatorships have caused great damage to many countries education, economy and infrastructure systems (Handelman, 2011, 35). Dictatorship can be a burden for a countryââ¬â¢s socioeconomic development. Democracy is the promotion of fairness, social equality, transparency, freedom and speech. Today, it is perceived the best form of government. A full definition from our book (Handelman, 2011, 31) pointed out that democracy is obvious when: most of the countryââ¬â¢s leading government officials are elected; there is universal or near universal suffrage; elections are largely free of fraud and outside manipulation; opposition-party candidates have a realistic chance of being elected to important national offices; and civil libertiesââ¬âincluding minority rightsââ¬âare respected, with guarantees of free speech, free assembly, free press (media), and freedom of religion. Others define it in regard to fair election and governance. A democratic government will make sure that its people grasp the importance of its policies, promote fundamental rights and support a stronger middle class (Handelman, 2011, 30). Unlike dictatorship, a democracy does not use fear or force to govern its people. It is a free society where the civil society is empowered not weakened and where the rule of law prevail, not the rule of a person or a group (Geddes, 2004, 5). History has shown that most industrialize countries are democratic, perhaps because ââ¬Å"industrialization leads to increases in wealth, education, communication and equalityâ⬠(Handelman, 2011, 30). However, like dictatorship, democracy has some shortcomings. Scholars underlined that democracy can be as bad as dictatorship; unstable, promotes party interest and it can also be a waste of time and resources (enacting laws like the ban on gun currently for example). Revolt is less likely to happen in a free society because the people elected their representatives via fair elections. Some critics emphasized that democracy will not be efficient in the LDCââ¬â¢s if these states do not have a literacy rate of at least 50% as well as a socioeconomic modernization, which would narrow the gap between rich and the middle class (Handelman 2011, 34). Other critics insisted on the fact that democracy encourage corruption, and industrialization/globalization are western strategies to better exploit Third World countries (Handelman, 2011, 30). The paragraphs above showed several advantages of having a democratic society than an authoritarian one. They also have similarities and in some circumstances, they have to work together. Democracy is ideal because it promotes an equal society where everyone has a fair shot at success. Dictatorship does not. Thus, it might be fair to say that it is better for a society to experience another type of government (like a single-party) to consolidate a democratic development.
Thursday, January 9, 2020
Descriptive Essay - Original Writing - 810 Words
It was another typical day in Washington as gray clouds drifted lazily across the blue sky, hiding the bright rays of the sun from view. A light shower sprinkled over Seattle and only increased as the clouds grew thicker and dense. Sixteen year old Jae Fault walked to school; Greenwood High. Jae paused and looked at his rippling reflection within a small puddle. He had long dark bangs that waved over his mysteriously orange right eye, and a partially shaved head where white fuzz was growing, exposing a normal light blue eye. Jaeââ¬â¢s appearance wasnââ¬â¢t normal, one side of his hair was a deep black while the other was pure white like the color of snow. Similarly, his eyes also contrasted in color. People had always made fun of him because of this, so he always shaved off the white part and covered his orange eye. To finish off his ââ¬Å"lookâ⬠, from his black hair, stems a long ponytail that folds over his left shoulder. A small sigh escaped Jaeââ¬â¢s mouth as he stepped over the puddle and continued his way to school, contemplating another bad start to the week. ââ¬Å"Hmmmâ⬠¦ maybe if I change my appearanceâ⬠¦ No I donââ¬â¢t care what anybody thinks of me, take it or leave it, I wonââ¬â¢t change because I want to be accepted. I donââ¬â¢t careâ⬠¦Ã¢â¬ Jae thinks to himself. Although he says this Jae knows a little part of him does, if he didnââ¬â¢t, he wouldnââ¬â¢t shave off his white hair and cover his different eye. Jae arrived to school and started walking to his first period class. The moment he enteredShow MoreRelatedDescriptive Essay - Original Writing1110 Words à |à 5 PagesI donââ¬â¢t know how I got to where I am, but Iââ¬â¢m here now, and I have to win if I want to live. I am in a game, and in order to live, I have to escape. Thatââ¬â¢s the thing, though: I donââ¬â¢t know how to escape. I was running for my life around this old house that looked like it came straight out of a horror movie. 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He tells me his name, and I tell him mine. I m Ester, what s your name? I enquired. My names David .,He replied. We end up talking for a while and I asked him if he had ever left this city. He tells me of all these stories of the places where he s been, the distant lakes and mountains, and in valleys oh so green. I can see it in his eyes, he really has beenRead MoreDescriptive Essay - Original Writing974 Words à |à 4 Pages I was used to moving round, having a mother who liked to travel more than making roots was something I had gotten used to. Still, I had never gotten used to the loneliness of an empty house when she was out exploring, or the feeling of leaving behind someone who could have meant something to me. Our most recent move was Oregon. It was pretty, and I didnââ¬â¢t mind it, but it was much different than Florida. Not only was it opposite sides of the country, it felt as if it were opposite worlds. InRead MoreDescriptive Essay - Original Writing1012 Words à |à 5 Pageshave plenty of time in the next month to think about my feeling in regards to Kendrick. I needed to finish up the article and get it off to my editor. I should be able to get it done by tonight and send an email in the morning. I was thinking of writing my next article about the sea life around the Scottish coast. Since our salmon dinner last evening I thought I would do a piece about the commercial salmon farming that began in Scotland in 1969. In 2002 over 145,000 metric tons of farmed AtlanticRead MoreDescriptive Essay - Original Writing1561 Words à |à 7 PagesThereââ¬â¢s something I need to say and what follows may not be something that youââ¬â¢d expect, it wonââ¬â¢t be heartening or uplifting. If you remember today, I told you about going somewhere I wanted to go toâ⬠¦ Iââ¬â¢m not sure if you believed and accepted what I now confess as untrue; it is partly. I needed to pull away emo tionallyâ⬠¦ from you. You must have had fathomed that some degree of formality had seeped between us. Born of habit, formulaic greetings had become a routine. You presume that Iââ¬â¢m a close friendRead MoreDescriptive Essay - Original Writing1387 Words à |à 6 PagesI was wearing a beautiful blue dress with sapphire gems all around the chest area as I entered the ball with Ciel and Sebastian. I took a good look around here, the hallway was lined with gold. There was a servant ready to escort us to the ball room. Hello, come this way. He said, walking forward. Wow, this place is so fancy! I exclaimed, looking around. It s fake gold. Ciel bluntly replied, bringing my hopes down. I sighed. Ciel sounded like he wasn t in a very good mood. Ciel, lightenRead MoreDescriptive Essay - Original Writing1287 Words à |à 6 Pages In the morning, Caireann woke me up. She stood above my bed, shaking my shoulder. I opened my eyes, looking at her. Then I looked across the room to her empty bed. Andy s empty bed sat in the corner. I swallowed, climbing out of bed. Sleep well? Caireann asked me, starting out the door. Yeah, I said, going over to our small dresser. I had the bottom two drawers. Andy had the middle two, and Caireann had the top. I pulled open the drawers, pulling on a colorful tank top and a grayRead MoreDescriptive Essay - Original Writing1345 Words à |à 6 PagesLater that night, I was behind the wheel of my G-Wagon with Melissa in the passenger seat. She didnââ¬â¢t feel like driving since she was on the road all day and I understood so I didnââ¬â¢t mind when she asked me to. I had been tight-lipped. She kept eyeballing me as if she detected that something was bothering me but I just kept singing to my India Arie as if I was carefree. ââ¬Å"So are you going to tell me whatââ¬â¢s going on or noâ⬠Melissa said disrupting my own personal concert. I stopped singing and tookRead MoreDescriptive Essay - Original Writing1085 Words à |à 5 PagesI WAS SITTING IN a taxi, wondering if I had overdressed for the evening, when I looked out the window and saw Mom rooting through a Dumpster. It was just after dark. A blustery March wind whipped the steam coming out of the manholes, and people hurried along the sidewalks with their collars turned up. I was stuck in traffic two blocks from the party where I was heading. Mom stood fifteen feet away. She had tied rags around her shoulders to keep out the spring chill and was picking through the trash
Wednesday, January 1, 2020
Should Schools Be Involved Social Media - 956 Words
Running head: SHOULD SCHOOLS BE INVOLVED IN SOCIAL MEDIA? 1 ââ¬Å"Position Paper 3: Should Schools Be Involved in Social Media?â⬠Connie McCartney December 2, 2014 EDT 50060 SHOULD SCHOOLS BE INVOLVED IN SOCIAL MEDIA? 2 Introduction Social media is a trending topic for school districts. Should school districts embrace social media? Most students use some form of social media daily. Students are constantly checking their accounts to see how many ââ¬Å"likesâ⬠, ââ¬Å"tweetsâ⬠, or ââ¬Å"followersâ⬠they have. Teachers are constantly checking their cell phones or computers. Our society is becoming more and more dependent on social media. I think school districts should be involved in social media. I think the advantages of using social media outweigh the disadvantages. SHOULD SCHOOLS BE INVOLVED IN SOCIAL MEDIA? 3 Should schools use social media to communicate? Most schools have a Facebook or Twitter account to communicate with parents and students. We know that social media is the quickest way to make information available to the public. Students donââ¬â¢t think they can survive without social media. Social media is very helpful for students when they are not able to attend class. Some students have prolonged illnesses or may be terminally ill. I can post assignments, set up a place for students to blog, and answer questions students may have quickly. My son hadShow MoreRelatedParents Limiting the Use of Social Media1496 Words à |à 6 Pages There has been controversy as to whether parents should limit the use of social media by teenagers. Teenagers feel that there is no need to limit the use of their social media networking, but on the other hand parents should feel the need to limit their use and also keep track of their teenââ¬â¢s social networking. Social media has allowed to be connected with their peers, teens who post positive status are more likely to be involved in extracurricular activities, and to many teens putting up ââ¬Å"selfiesâ⬠Read MoreIs Cyber Bullying Ruins Self Esteem?1531 Words à |à 7 PagesAn unknown female student at an unknown high school wakes up terrified from a nightmare. The studentââ¬â¢s nightmare was being bullied by fellow students. The female student went to school the same day. Her day was rough. All day she walked around with rumors. Whenever students walked passed her in the hallway, they laughed and snickered. The student was cross and puzzled, why were fellow students snickering when she walked down the hallway? The student logged on to her Facebook only to discover theRead MoreThe Internet And Its Effect On Society1614 Words à |à 7 Pagescontroversy. Social media can help people to communicate and to be in touch with their families and friends, but it can also disconnect people from reality. This can be seen in today s new generations, since children and adolescents tend to be more involved in their virtual life than in their actual life. The internet can be dangerous for unsupervised middle school students; for example, since they expose their information, and they have access to everything on t he internet. Parents of middle school studentsRead MoreDevelopment Of Technology And Social Media Essay1511 Words à |à 7 Pagesand social media in education pose a wide array of learning possibilities and challenges in schools. As the new principal in ABC school district, examination of the varying circumstances of these relatively new phenomena in the high school setting will be crucial to the academic success and safety of students in an increasingly digital world. Furthermore, development of digital leadership skills for teachers, administrators, parents, and students will represent a trend toward positive social changeRead MoreBullying Between School Students And Bullying901 Words à |à 4 PagesBullying Between School Students Bullying in the United States school systems has become a huge problem for police and other law enforcement agencies, since more and more students are communicating frequently through cell phones and Social Media. According to OC Human Relations (OCHR) 1 it is estimated that, American schools harbor approximately 2.1 million bullies and 2.7 million victims. The OCHR also includes statistics of how bullying is affecting schools and students. OCHR states that aboutRead MoreSocial Media And Its Impact On Education992 Words à |à 4 PagesSocial media is a crucial component in society, but should it be used in education? Critics may answer this question with a definite no, while advocates support the idea. Social media is illustrated by many social online websites that are used for communication by large groups of people. This topic is controversial in the world today because educational leaders are taking new approaches to learning. To begin with, many educational leaders struggle with the on-going debate of social media being usedRead MoreSocial Medi Not So Ideal? Essay929 Words à |à 4 PagesSocial Media: Not So Ideal Anymore What once was the way to communicate with family, post pictures, and stay in touch with the world has now become the worldââ¬â¢s easiest way to attack others. According to the article Bullying Statistics, ââ¬Å"19.6% of high school students in the US report being bullied at school and 14.8% report being bullied onlineâ⬠(ââ¬Å"Bullying Statisticsâ⬠). Children of all ages are now involved with so much technology and social media that it has become a problem in society. InsteadRead MoreThe Effects Of Media On Young Children, Teenagers, And Adults1297 Words à |à 6 Pages As far back as at least the 50s, there have been people outraged by violence in the media. Whether in video games, books, radio, music, or television, there is always someone or something to blame for the violence. Violence is everywhere in the media , there is no disagreeing with that. Whether it be movies, television, video games, or music, there will always be violence, but blaming it on movies, television, video games, or music is not the answer. If blame needs to be placed why are the parentRead MoreIs Social Media Running Our Lives?1733 Words à |à 7 PagesIs social media running our lives? Maybe, running our youthââ¬â¢s lives? Social media has become an important part of todayââ¬â¢s society, with the power of social media sites such as Facebook, Twitter, Instagram and many more. How powerful is it? Powerful enough to become a huge part of how we communicate with each other. As handy and easily accessible as social media is, it is also a dangerous place with the risks of abductions from communicating with strangers and becoming victims of cyberbullying. InRead MoreUnderstanding Social Media As A Student Of Nursing1478 Words à |à 6 PagesNursing Priscilla Patuto Student Number: n9698973 Tutor: Jo Foster Assessment Number: 1 Understanding Social Media as a Student of Nursing Step 1 When you observe a personââ¬â¢s line of work, social media will always be involved, regardless whether it plays a large or small part in their career. In the field of nursing, social media has always had great value. The use of blogs, online chat rooms, personalised pages, and discussion forums to communicate both
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