Monday, September 30, 2019

Cover Page Format Essay

Bangalore Aditya Kumar Jha 10RNSB5030 THE OXFORD COLLEGE OF SCIENCE (Affiliated to Bangalore University) BANGALORE – 560102 DEPARTMENT OF COMPUTER SCIENCE & APPLICATIONS CERTIFICATE The forgoing software entitled â€Å"Car Showroom Management System† is presented in manner satisfactory to warrant its acceptance prerequisite to the award of Bachelor of Computer Applications degree, for which it has been submitted. It is understood by this approval that the undersigned do not  endorse or approve any statements made, opinion expressed or conclusion shown therein but approve the software for the purpose it has been submitted. Signature of faculty in charge Signature of Head of the Department Mrs. Vinita Tapaskar, MCA Dr. J Sebastian Nixon PHD, MCSE Name of ExaminerSignature of Examiner 1. 2: Acknowledgment We are extremely grateful and remain indebted to Mrs. Vinita Tapaskar (Project Coordinator) for being a source of inspiration and for her constant support in the De sign, Implementation and Evaluation of the project. We are thankful to her for her constant constructive criticism and invaluable suggestions, which benefited us a lot while developing the project on â€Å"CAR SHOWROOM MANAGEMENT SYSTEM†. She has been a constant source of inspiration and motivation for hard work. She has been very cooperative throughout this project work. Through this column, it would be our utmost pleasure to express our warm thanks to her for her encouragement, cooperation and consent without which we might not be able to accomplish this project. She has given us constructive suggestions and encouragements in developing the â€Å"Car Showroom Management System†. Thanks are also due to Dr. Prof. Elsamma Thomas Varicatt, Principal, The Oxford College of Science, our H. O. D Mr. J. S Nixon and all my teachers for their valuable guidance and their tireless effort in supporting us throughout the course of our study here in the institute. Without their kind support and inspiration, this project would not have resulted the way it is now. We also express sincere thanks to our friends and classmates who were always there for us to help in every possible way. Above all we would like to thank The Almighty God for all the blessings that he had bestowed upon us for giving us the courage and wisdom to face challenges. Thanking you, Aditya Kumar Jha Reg. No: 10RNSB5030 The Oxford College of Science (Affiliated to Bangalore University) Bangalore – 560102 Preface This project â€Å"Car Showroom Management System † gives us the complete information about the Car Showroom. We can enter the record of new cars and retrieve the details of cars available in the showroom. This project is a software application that aims to automate and minimize the traditional way of record keeping, tabulating in particular to Car Showroom’s and hence named as â€Å"CAR SHOWROOM MANAGEMENT SYSTEM†. Well this project incorporates the idea of automation and tries to reduce the man power involved in a showroom. With the help of this software one can easily retrieve all the information regarding a particular car or a particular member that has been registered in the system. It is also possible to retrieve the records of cars that are available or not. The software also enables a user to monitor and access information with just a click of a mouse. Throughout the project the focus has been on presenting information and comments in an easy and intelligible manner. The project is very useful for those who want to know about Car Showroom Management System.

Sunday, September 29, 2019

Nintendo Marketing Plan

| Marketing Plan Nintendo Encore| | | | | | | | | | | | | TABLE OF CONTENT 1. Executive Summary4 2. Problem Statement4 3. External Analysis5 3. 1 Macro Analysis5 3. 1. 1 Demographic5 3. 1. 2 Economic5 3. 1. 3 Social-Cultural6 3. 1. 4 Technological6 3. 2 Meso Analysis7 3. 2. 1 Global Video Game Industry Sales7 3. 2. 2 New Trend in Video Game Industry8 3. 2. 3 Porter’s Five Forces9 3. 3 Competitors Analysis10 3. 3. 1 Sony10 3. 3. 2 Microsoft11 3. 3. 3 Apple12 4. Internal analysis13 4. 1 The Company13 4. 2 Current Marketing Strategy13 5. SWOT Analysis16 5. 1 Strengths16 5. 2 Weaknesses16 . 3 Opportunities16 5. 4 Threats16 5. 5 Confrontation Matrix17 6. STP17 6. 1 Segmentation17 6. 2 Target Market22 6. 3 Positioning22 Strategy23 7. 1 Market Share Strategy23 We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc. )23 7. 2 Product Strategy23 We e nter mobile gaming sector as the mobile gaming industry is booming. People are buying games and applications on every available device including iOS devices, smartphones, tablet PCs and more.Our main competitors, Sony and Microsoft are also jumping into the mobile gaming industry, in order to compete with them, we need to focus on the mobile industry. 23 We should continue to Improve our current consoles. Some of the ways that we can do this is by letting the consumer play DVD and MP3s, giving the Wii remote a rechargeable battery, and allow the consumer to save games on an SD card. 23 Product improvement will enable consumers to play social network games on Wii consoles, 3D games on Wii consoles. 23 7. 3 Pricing Strategy23 8. Objectives23 8. 1 Long Term Goals23 8. 2 Short Term Goals25 8. 2. Operational Goals25 8. 2. 2 Financial Goals25 ?To increase a 3% of growth rate in UK operation by the end of 201225 ?To reduce costs of goods sold by 10% in the end of 201225 ?To increase profit margin by 5% from UK operation by in the end of 201225 ?To invest 5% more on promotional cost by the end of 201225 9. Marketing Mix25 9. 1 Product25 9. 2 Price25 9. 3 Place25 9. 4 Promotion26 10. Budget26 11. Recommendations26 12. References27 13. Appendix28 1. Executive Summary At the moment, Nintendo is facing some serious problems regarding to its decreasing sales revenue, less productive and less innovative.It is important that in the coming three until five years that the company can gain back or even increase its sales and thus to reach higher annual growth rate. To overcome those problems mentioned above, Nintendo needs to focus on their competitive advantage and also entering new segment in the mobile gaming as well as social media gaming. From the external analysis we can see that UK is one of Nintendo’s most potential markets since it holds 12% of market share in video game industry. Furthermore, the increase use of mobile devices and internet connections have also been new opportunities for the company.Meanwhile, strong competitors (e. g. Sony and Microsoft )and the existence of substitute products (e. g. mobile gaming and social network gaming )have also caused serious threats to our company to lose more market share . Our company offers various product lines for its Nintendo Wii, namely â€Å"Wii Fit† which is a fitness game,† Wii Balance† Board which enables players to â€Å"head† virtual soccer balls and to experience ski jumping on a TV screen. Besides, handheld console like Nintendo DS is also our second best product. However, all these current product lines are apparently not sufficient in strengthening our sales revenue.Therefore new strategies formulated, they include improving our current Nintendo Encore consoles, inventing new 3D game consoles, and also switching handheld gaming to mobile devices and social network gaming. In short, we will mainly use line extension in our strategy. In addition to that, h igher investment on our Research and Development Department and stronger promotion activities will also be implemented in the coming 3 horizontal years. We will use our current distribution channels including retailers and outlets.Online selling through company websites and another webshops are also included. Some promotion activities include advertisement through TV commercials, newspapers, posters, billboards, social media pages and special display spaces in retailers and outlets. Finally, the budget highlights some key financial figures such as an 10% decrease in COGS by the end of 2012 2. Problem Statement For many years Nintendo had been number one console manufacturer in the video games industry. However, the company is losing sales as well as market share to its competitors for some reasons.First, some competitors have become more innovative because they have improved the technology discovered initially by Nintendo in creating their Wii. It is very important to remain innovat ive in this highly competitive industry and we could say that the company might stayed too long on their ‘comfort zone’ with the launch of the Wii which was a massive success. It did not take long before the competitors created imitations of the similar technology and, even more they developed further making other game consoles (Xbox360 and Play Station) which are more appealing due to the new features.As a consequence at the moment Nintendo has been a step behind them. Furthermore the needs of the gamers are changing in the day by day basis. Nowadays more and more people do not play video games in front of the TV like they did before since the development technology has made the TV unnecessary. The introduction of smart phones and tablets have change the gamers’ way on playing video games. These new gadgets allow people to be 24-7 connected on the internet and the amount of games available online that can be play on a telephone or a tablet is huge.Therefore, mob ile device gaming is a segment with a fast growth rate at the moment, though the world is in a recession. All these developments have created a new type of market. The video games industry has changed dramatically, from a teenage boy playing in front of the TV to a business man or woman playing on a smart phone, blackberry or tablet. Video games are socially accepted as an entertainment tool and has being viewed positively. Finally new online companies are creating new games that do not need a console so they can be played easily, anytime and anywhere.This factor affects our sales dramatically because our product might be seen as old fashion. Nintendo however is not present in this new market and therefore it is very important to take in consideration to enter this new area because at the moment the company does not have products that satisfy those new needs resulting in the loose of sales and consequently revenues. 3. External Analysis 3. 1 Macro Analysis 3. 1. 1 Demographic The cu rrent population in the United Kingdom (UK) has reached 62. 3 million based on mid-2010 estimation and this puts UK on the 22nd position worldwide based on total population point of view.This number has increased by an average of 0. 6 percent each year since 2001. Furthermore, natural change which is the difference between births and deaths has accounted for an increasing proportion of the total population change in this country. In 2011 there are 17. 9 million families in the UK and of these 12 million consisted of a married couple with or without children. There are also 26. 3 million households of which 29% consisted of only one person while almost 20% consisted of four or more people. The density in this country is around 255. 6/km2. 3. 1. 2 EconomicUK’s economy has been the sixth-largest national economy measured by nominal GDP and seventh-largest measured by purchasing power parity (PPP). The total GDP has accumulated to $2. 253 trillion in 2011 and $35,646 per capita w ith 0. 8% of annual growth and 1. 2% projected for 2012. The main sectors include agriculture, manufacturing, construction and services industries. The number of real GDP fell slightly in the last few years due to the recession that hits EU region. Meanwhile the current unemployment rate in UK is 8. 4% compared to its employment rate of 70. %. According to the report from the Office for National Statistics, the inflation (CPI) in UK stands around 4. 2% in December 2011 with the largest downward pressures of change in CPI came from petrol, gas and clothing 3. 1. 3 Social-Cultural British people show high appreciation on certain cultural issue for example literature, education, sports and another sociological aspects. Over 75% of UK citizens consider themselves to belong to a religion while only 27% of them who regularly attend religious services according to a report from Gallup International.Weekends are considered important occasion for families in the British society because paren ts are free after working for five days during the week and therefore the chance when families can spend time together. An Euro statistic survey showed that UK citizens spend about 45% of their free time watching television, 24% on socializing, 22% on sport and hobbies and 10% on other activities. Some popular sports in UK are rugby, tennis, cricket and football. Meanwhile, average of only 15 minutes a day are spent on doing sports by the either young or old British people. 3. 1. 4 TechnologicalThe technology sector has shown big changes through the years. The use of mobile phones as well as internet services has increased dramatically in the last ten years. For example in the UK there is a significant growth in the use of mobile internet in the previous 12 months with an extra 6 million people using their mobile phone to access the internet from 44% to 71% in one year. The graph below shows us some information about the use of internet from 2009 until 2011 divided in 6 groups of ag e categories. Graph 1. Mobile Phone Internet Connections 2009-2011 Source: Office for National Statistics, 2011We can see that the most active internet browsing are the first 3 groups which range from 16 until 44. Moreover, the usage of mobile internet has doubled from 2009 to 2011. This will be a perfect chance for companies that are related or engaged to this field to strengthen their position in the market. 3. 2 Meso Analysis 3. 2. 1 Global Video Game Industry Sales The gaming industry is one of the most dynamic growing sectors in the last century. The projected total sales of video game industry in 2011 was around $65 billion compared to the revenue in 2007 which was $41. billion as shown in the next graph. This number will keep growing in the future. According to the Price WaterhouseCooper’s report â€Å"Global Entertainment and Media Outlook: 2008-2012†, the console games category is growing by 6. 9 per cent annually. Meanwhile the global video game industry is g rowing at the annual rate of 10. 3 per cent. By looking at the graph we might conclude that this particular industry is currently still growing at relative high speed. This means great opportunity for companies whose main focus are on this field. Graph 3. Global Video Game Revenue Source: PriceWaterhouseCooperFurthermore, the table below shows us the top ten markets for global video game business. It reveals the average amount of money spent on game consoles, revenues and percentage of market share of each country. The USA has the biggest market share about 40% with the revenue around $22 billion, while the UK is on the second position with 12. 57% of market share and total revenue $6. 825 billion. After that Japan follows with 11. 87% of market share and revenue of $6. 443 billion. Table 4. Major Markets of Video Game Industry Source: VGsales 3. 2. 2 New Trend in Video Game IndustryAs stated in the introduction part, the video gaming on mobile devices is the current trend worldwide . People feel the need of playing game everywhere and anytime when they are not at home. Another supporting factor is the availability of internet access to mobile devices. By referring to the Graph 1. Mobile Phone Internet Connections 2009-2011, the numbers of people who use the internet connection through their mobile devices has doubled in the last three years. It has created more options for the consumers on the video games they wish to play and how or when they want to play. 3. 2. 3 Porter’s Five Forces . 2. 3. 1 Threat of New Competition In UK video game industry, the threat of new competitors will be unlikely occurred due to many barriers in this sector. These barriers prevent new entrance to the industry and this means that company like Nintendo do not need to worry about the possible new competitors in a certain length of period. 3. 2. 3. 2 Threat of Substitute Products Nowadays people travel more often that includes longer time and distance than few decades ago. The needs of having mobile devices or portable electronic devices such as tablets during their travel time become significant.This segment creates the threat of substitute product to Nintendo with their mobile video gaming. Another substitute product for Nintendo is social network gaming, in which consumer can play games through their social network pages or account. 3. 2. 3. 3 Bargaining Power of Customers Heavy gamers might have formed strong attitude towards their favorite game consoles. However, for majority of casual gamers, most video game consoles deliver more or less the same value that is to entertain during their leisure time.Therefore, choosing another video game consoles when the first choice is not available can be easily done and this means that our consumers have high bargaining power 3. 2. 3. 4 Bargaining Power of Suppliers In manufacturing video game consoles, Nintendo’s suppliers might have high bargaining power since the company depends highly on suppliers in producing specific custom-made computer chips which are used in the consoles. Moreover, our suppliers might also decide to enter the same market where Nintendo is currently serving by producing their own consoles.Therefore, the possibility of our suppliers becoming our competitors is always a concern in this business. Moreover, the decision of switching from one supplier to another can also be very difficult due to time, costs and energy consumption. 3. 2. 3. 5 Intensity of Competitive Rivalry Big market players in UK video game industry are always at the edge of inventing and producing the newest innovation in the shortest period as possible. When one company starts to introduce a new product in the market, then the competitors will also do the same or even develop a higher level roduct. This means that in video game industry Nintendo is facing a high intensity of competitive rivalry. 3. 3 Competitors Analysis 3. 3. 1 Sony Profile of competitor: ‘’Sony is committed to developing a wide range of innovative products and multimedia services that challenge the way consumers access and enjoy digital entertainment. By ensuring synergy between businesses within the organization, Sony is constantly striving to create exciting new worlds of entertainment that can be experienced on a variety of different products’’, says Sony about their company.The 8 major product categories Sony is active in are: Audio, Video, Photography, Home Cinema, Computers, Communication, Semiconductors, Electronic components . Threats they can pose: Sony has recently registered for a patent on incorporating real-life with video-games in the form of a â€Å"depth sensing device†; â€Å"a three-dimensional camera† that uses â€Å"controlled infrared lighting† to scan an area. This is proof that they are thinking ahead to a new console already, which means we need to make haste in our development. Objectives of competitor:Sony’s areas which t hey are focusing on to expand can be divided into four parts: Networked Products and Services, 3D World, Competitive advantages through differentiated technologies and Emerging markets. Strategies they are pursuing and how successful are they: They are introducing the Sony tablets S1 and S2 to enter the media entertainment on tablets market, and while this could very well be successful it is not a market we are currently aspiring to enter so the effect on our sales needs to be researched further.Another broad strategy they are incorporating is to lower their prices since sales of certain products have been low due to high prices. They have consistently been cutting the prices of their products, including their games and game consoles, so meeting these prices is imperative. Strengths and weaknesses: An example of Sony’s strengths is the fact that they have a strong brand image, as people who have had their most successful console, the PlayStation 2, will have positioned them f avorably in their minds as ‘the company who produced the PlayStation 2’.This means that they do have meanly loyal consumers. One of Sony’s weaknesses is that while they are present in many markets (ex. Gaming, photography, home cinema’s, computers, etc. ), they are not the leading company in any of them. Their product lines are too broad and they have to focus on too much to be able to be the market leader in specific markets, where Nintendo focuses on the gaming industry alone and Apple mainly focuses on its own software on computers, cellphones and IPods. This gives them an advantage and Sony a disadvantage.Another weakness is that the pricing of their latest PlayStation 3 has been relatively high compared to the other newer consoles on the market, and many consumers found this price to be too steep. Sales of the PlayStation 3 have therefore been slow, and Sony was not able to make the PlayStation 3 the success it should have been. Their new product pric ing strategy is something for us to focus on and to use to our advantage by pricing our products lower than theirs if possible and using market penetration as a pricing strategy. 3. 3. 2 Microsoft Profile of competitor: ’We are committed long term to the mission of helping our customers realize their full potential. Just as we constantly update and improve our products, we want to continually evolve our company to be in the best position to accelerate new technologies as they emerge and to better serve our customers’’ says Microsoft about their own company. They have 8 business divisions they focus on, namely: Interactive Entertainment Business, Windows Phone, Windows & Windows Live, Online Services, Server and Tools, Microsoft Business Solutions, Microsoft Office and Skype.Threats they can pose: The fact that they already have new products planned for release is a disadvantage as they will hit the market before our new product will, and they could benefit from that with their sales. Objectives of competitors: The objectives of Microsoft or 2012 are; to make the Windows Phone weather the strong competiton they expect to get from other mobile companies, to engage in media partnerships to make the Xbox a connected TV and media device and to make their PC Windows 8 program work on every platform (tablets, PC, etc. ).Strategies they are pursuing and how successful are they: One strategy of Microsoft to compete with the Nintendo Wii is the Xbox Kinect System, which allows users to play controller free (a feature the Nintendo Wii does not have) and has a similar motion detection play which Nintendo used for the Wii. This has enables them to fiercely compete with the Wii and gave the them an advantage that made many consumers consider buying the Xbox Kinect System over the Wii. Another thing they are focusing on is the incorporation of Xbox Live into the Windows phone platform. ’ Mobile phones as handheld gaming consoles are very challengi ng markets as phones have got better design and technology, and we’ve chosen to make our bet around the phone instead and add Xbox Live services to Windows Phone 7 instead’’, stated by Microsoft in their press release . The big hit for the future will be the release of the Xbox 720 late in 2013, and it is said that it will have 6 times the graphic capability of the current Xbox 360. This new Xbox will also be accompanied by a new version of the Kinect system which will have an on-board processor to be able to detect user motion better.Strengths and weaknesses: A major advantageous factor of Microsoft is that they already have some new developments and products coming out in the future. They are already one step ahead of us, both in terms of the phone as a handheld gaming-device as the new version of their Xbox 360 (with an even better version of their very competitive Kinect system)23/24. The sales of the Xbox 360 and Kinect have been good since they introduced the products, as they sold 66 million consoles and 18 million Kinect systems so far. A newer version of the Xbox would have many followers who were satisfied with the Xbox 360.A weakness is that, compared to Nintendo’s prices, the Xbox series has been priced relatively high. Even the games themselves rate $20 to $40 dollar more per game compared to Nintendo Wii games. 3. 3. 3 Apple Although Apple is not aiming for a top spot in the gaming industry, the convenience of the Iphone as a handheld gaming device has risen through the roof as many consumers download apps and games on their mobile to entertain them during their day. Why should consumers buy a separate Nintendo DS or other handheld device when they always carry around their mobile phone?This is a threat to us on the mobile phone platform, yet is it also a threat to our competitors who also have plans of integrating mobiles with handheld gaming. 4. Internal analysis 4. 1 The Company Nintendo is a company that manufactur es and distributes interactive entertainment products. It was founded and located in Japan with its main focus on the home entertainment and portable game devices. Nintendo also provides hardware and software for its video consoles. The company operates primarily in Japan, however its business has expanded globally.The main factory is located in Japan with subsidiaries in the UK, Spain, Germany, France, Italy, and Australia. Moreover this firm is also involved in the manufacturing and distribution of poker cards (Pokemon). 4. 2 Current Marketing Strategy Nintendo’s products include home video game consoles and handheld video game systems, such as Game Boy and Nintendo DS. The company also offers various product lines for its Nintendo Wii, namely â€Å"Wii Fit† which is a fitness game,† Wii Balance† Board which enables players to â€Å"head† virtual soccer balls and to experience ski jumping on a TV screen.The basic strategy that Nintendo has been usi ng is the expansion of the world wide gaming population. The company is encouraging people from all over the world, regardless of age, gender, language, cultural background or gaming experience, to embrace and enjoy video games as a way of entertainment. The firm wants to expand his market, by creating Nintendo DS which is a portable game system that has the goal of attracting the new gamers that demand a portable gaming device and, with a Wii console that targets the families because it put smiles in the people around the gamer.If we look at video games we can see that nowadays they are more accepted in society than before. Video games are used as a learning and entertaining tool for the youngest, a way of staying fit for the house wife and finally and more importantly playing a video game is something that the whole family can do together in the living room of the house so the family can have some quality time together. At the moment Nintendo wants to further the penetration of Wi i by encouraging communication in the living room of each user through continuous software launches which will positively surprise consumers with brand new game play.In addition, Nintendo will release Nintendo 3DS that allows people to play video games in 3-D without the need for any special glasses, and will strive to satisfy more people by offering innovative game-play with Nintendo 3DS. The brand Nintendo is one of the most recognized brands in the video games industry. The company has been operating since 1977 with color television games, and is consider being the oldest in firm in the market. It is one of the largest console manufactures in the world, and is a leader in the handheld console market.The company has released four generation of gaming console devices in the past 20 years; (Nintendo entertainment system, ; Super Nintendo Entertainment System; Nintendo 64; GameCube; Nintendo DS, Nintendo DSi and Wii). In the handheld device segment, Nintendo DS hardware sold 27. 11 m illion units in 2010, Nintendo DSi which was lunch in 2008 sold more than 100 million units, faster than any console in the history of video games. In the console area Wii hardware achieved world sales of 70. 93 million units and Wii software achieved 16. 4 million units, Wii fit plus use to help people to be fit, sold 12. 65 million units globally, The new Super Mario Bros which allows four players to interact at the same time sold 14. 7 million units in 2010 . Due to all the previously mention Nintendo is well established Brand name in the Video game industry with 47. 2 percent of the market. Graph 5 & 6 Console Sales Market Share by Company & Positioning Key Consoles Source: The Video Gaming Industry Outlook, Business Insight, May 2011 The company can be found in countries such as in Japan, US , South and North America and Europe.The manufacturing premises are located in Japan and it operates throughout subsidiaries in US, Canada, the UK, Spain, Germany, France, Italy, and Austra lia. Moreover his global presence allows Nintendo to sell his products to most of the world. The company get his revenues as follows: 44% from America,33% from Europe,16. 1% from Japan and the rest from other countries . However not everything is good news for Nintendo, the company has been experiencing a decline of sales in 2010, The earthquake in Japan affected sales in that country. The operating profit in 2009 was 30. 9% going down to 24. 85% by 2010. Moreover declining operating profits affected the making profit capacity of the company affecting the confidence of the shareholders of the firm. In 2011 sales are declining as well falling below predictions. Heavy completion and the appreciation to the Yen against the Dollar, and the low price of the Wii consoles are affecting the profit were affecting the operating profits of the company Nintendo have only one source of income which is selling video consoles and video games. However, Sony and Microsoft have more sources or income .For instance Sony is a leader in the production of electro domestics, phones, computers, smart phones, tablets, audio systems among others. This gives to this company more resources that can be invest in R&D without taking a big risk. Microsoft is the world lieder computer manufacturer and this products are known globally. These two competitors improved the technology created by Nintendo with the Wii. Play Station and Xbox 360 have lunched better game consoles base on the revolutionary technology of the Nintendo Wii. Graph 7 Comparison between key video game consolesSource: The Video Gaming Industry Outlook, Business Insight, May 2011 The company depends heavily on outside manufactures for some of the parts of his products, moreover most of this suppliers are located in other countries. This could become a problem if any of the suppliers interrupt production, this could have a devastating effect in the company business performance. Also de possibility of any disagreement with these producers can create a problem for Nintendo 5. SWOT Analysis 5. 1 Strengths * Nintendo’s well-known brand * Existence in global market * Specialized in-house R&D department 5. Weaknesses * Limited source of income * Declining profit margins * Dependency on suppliers * Low investment in R&D compared to main competitors Sony and Microsoft * Low brand loyalty 5. 3 Opportunities * Dynamic growth of video game industry * The increasing use of mobile devices (iPhones, iPads, Smartphones, etc. ) * The easy access to internet connections * UK as the second biggest country holding video games market share * The high amount of average money spent on video consoles by UK consumers 5. 4 Threats * Strong competitive markets * Cheaper by-products (softwares) from competitors High varieties of competitors’ softwares (types of games) * Competitors’ better technological improvements 5. 5 Confrontation Matrix Graph 8 Confrontation Matrix 6. STP 6. 1 Segmentation Geographic in UK : | | Country | Unite Kingdom – is the largest video games market in Europe with the sales of $6 billion in 2008, however, the market has been fallen by 13% in 2011. | Major Cities | Birmingham EdinburghGlasgowLeedsLiverpoolLondonManchesterIn the major cities, there is a limited space and choices for children to play outside or adults to interact with each other. Climate| Rainy, cloudy and foggy. People prefer to stay at home rather than going out in such weather. | Density| Urban, suburban, rural | Population| The UK population is 62. 3 million by mid 2010. 16 – 59 year-old people are 43. 3 million; they are the major working people. ? The average gaming age is now 23+. ? 38. 2% of the UK population is an active computer gamer.? 51. 2% of British men and 25. 1% of British women aged 10-35 play games regularly. ? The average computer gamer has been playing for over 10 years. On average, gamers play for 11 hours per week. ? 27. 2% of all active gamers in the UK are wome n. ? The average age of the UK female gamer is 30-35 years old. | | | | | Demographic in UK: | | Age: 6 – 55 year-old| Consumer needs and wants change with ages. As we offer game players to not only 12-16 years old boys, but also to mature generation. â€Å"Heavy† (At least once a week and up to daily: the younger the gamer, the more likely they are to play daily)48% of UK 6-65 year olds (21. 6m) – 27% male (12m), 21% female (9. m)â€Å"Medium† (1-3 times a month)7% of UK 6-65 year olds (3m) – 3% male (1. 4m), 4% female (1. 6m)â€Å"Light† (Less than once a month) 4% of UK 6-65 year olds (1. 9m) – 2% male (0. 7m), 3% female (1. 2m)Age 6 – 10: Light users. They like to play games with their friends and classmates either by internet or individually. Age 11 – 15: Medium users. Most of people from this group are still at school; they play games via mobile and internet with friends and classmates. Age 16 – 24: Heavy us ers.These people are very busy with establishing a career, starting a family, getting started in their home and have a bit of fun as well. Age 25 – 35: Heavy users. Age 36 – 50: Medium users. As for this group, besides males, the females who plays games, most of them are housewives and have several children at home. The purpose they play it because their children are at school or they want to keep fit. They are not heavy users. Age 51 – 65: Light users, most of them are either housewives or retired people.Some of them are still very active and play Nintendo with their grandchildren. | Gender: male, female| We are offering a game machine to both males and females. As we know, boys like soccer and fighting games better, but girls like sports and dancing games more. To make sure that we will fulfill the wants, we have to develop games, which fit for both genders at the same time. | Family size: 2-4| Most families nowadays have 2-4 people, but we have to say there a re some over 20 year-old young adults are living by themselves. | Income: | Average income is 1200 pounds. Generation: Baby blooming generation,Generation X, generation Y| For the baby blooming generation, we say that most of them are over 40 years old. They could use our product because they are either housewives or have children, in that case they are light users and just want to keep in fit. With the younger generation, we should realize that smart phone are their â€Å"best toy† for people under 18 years old, and for people over 18 years old, mobile phones are their â€Å"best mate† which could help them to find friends, places, read a book and etc.If we want to develop a new product, we need to relate our games with their so-called â€Å"toys† or â€Å"mate†. | | | Behavior: | | Benefits:| Fun, entertaining, keep fit, increase self-esteem, improve social skills, stress relief, improve eyes and hands coordination and learning. | User status:| We defin ed a â€Å"gamer† as someone who had played a game on a mobile, handheld, console, PC, Internet or interactive TV at least once in the last 6 months: a broad definition designed to capture any â€Å"light† gamers as well as medium or heavier gamers. Loyalty status:| No brand loyalty, since consumes are easier to switch to a new and better quality and technology game machine. | Usage rate:| – â€Å"Heavy† (At least once a week and up to daily: the younger the gamer, the more likely they are to play daily)48% of UK 6-65 year olds (21. 6m) – 27% male (12m), 21% female (9. 6m)- â€Å"Medium† (1-3 times a month)7% of UK 6-65 year olds (3m) – 3% male (1. 4m), 4% female (1. 6m)- â€Å"Light† (Less than once a month) 4% of UK 6-65 year olds (1. 9m) – 2% male (0. 7m), 3% female (1. m) | Attitude toward product:| 6 – 25 years old: Enthusiastic26 – 36 years old: Positive neutral37 – 65 years old: Neutral There are certain amount of people in the above groups are Negative about our products. | | | Psychographic in UK Social Class| The Upper ClassOften people with inherited wealth. Includes some of the oldest families, with many of them being titled aristocratsThe Middle ClassThe majority of the population of Britain. They include industrialists, professionals, and business people and shop owners. Lower or Working ClassPeople who are agricultural, factory workers.The British Class System todayAlthough some people in the UK still refer to themselves as â€Å"working-class†, â€Å"lower-middle† or â€Å"upper-middle† (and of course there are those who think of themselves as the â€Å"elite† class), to the majority of the British the meanings don't seem to matter much these days. | Lifestyle| Teenagers: They use mobile phones a lot for gaming, communicating and Facebook. (Mobile heavy users)Adults: They use mobile phones also quite often for communication, agendas a nd few of them use that for on-line gaming.Retired people: Most of them who have a mobile phone are used as just a phone, to communicate with people for emergency. | Occupation| Kindergarten children Primary school studentsMiddle school students High school students College studentsHousewivesWorkers Retired people| 6. 2 Target Market After analyzing the segmentations, we are targeting the groups of people as follow: – All the 7 major cities in UK. | -16 – 59 years old people are 43. 3 million, they are the major working people . (But however we also target the people from 6-16 years old)| – Occupation: Children, teenagers, workers, housewives, retired people. To make these targeting groups, we based our brand image and our products functions. The main point is to entertain people, it doesn’t certainly mean that we have to fulfill only young boys’ needs and wants, but we are targeting more variety groups of people. For example, as in one family, if there are 4 members who are a housewife (43 years old), husband- businessman (45 years old) and a son (16 years old), a daughter (10 years old). They just have to buy one gamer to entertain the whole family. For housewife, she could keep herself still in shape by doing some yoga while the kids are at school. * For husband, he could play some games as darts or golf during the weekend. * For the little son, he can play super Mario or online game with his classmates after school. * For the daughter, she can invite her friends over to play the †just dance† game. 6. 3 Positioning Nintendo has been a major contender in the video industry for past several decades, and has faced the challenge of developing and maintaining the competitive advantage over the years.With the introduction of Nintendo Wii console, the company gained a stronghold as a leader in the video game industry. However, Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing t he company to monitor to reevaluate its strategies. To maintain the competitive advantage, Nintendo must looking forward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of the social networking and mobile devices on the gaming industry.Nintendo is delivering the fun gaming experience to customers. Since it has a unique advantage to its competitors. They do not providing the violence games as shooting for teenage boys which are the common gamer user in the society. That’s the reason Nintendo could target a wide age and occupation range customers. Strategy 7. 1 Market Share Strategy We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc. ) 7. 2 Product StrategyWe enter mobile gaming sector as the mobile gaming industry is booming. People are buying games and applicati ons on every available device including iOS devices, smartphones, tablet PCs and more. Our main competitors, Sony and Microsoft are also jumping into the mobile gaming industry, in order to compete with them, we need to focus on the mobile industry. We should continue to Improve our current consoles. Some of the ways that we can do this is by letting the consumer play DVD and MP3s, giving the Wii remote a rechargeable battery, and allow the consumer to save games on an SD card.Product improvement will enable consumers to play social network games on Wii consoles, 3D games on Wii consoles. 7. 3 Pricing Strategy We are focusing on keeping the existing product, however we should be not expanding ; improving current product that we have in order to attract more consumers and keep developing product till it meets consumer’s needs. Since there is strong competition in a market from Sony and Microsoft, often customers are faced with a wide choice of who to buy from. They may buy fro m the cheapest provider or perhaps from the one which offers the best customer service.Nintendo, being the cost leader therefore can offer prices lower than the competitors. 8. Objectives 8. 1 Long Term Goals * To be the biggest video game manufacturer in terms of market share in UK in the coming five years (2013-2017) * To realize a total 15% of annual growth rate of the UK operation in the first five years starting from January 2013 * To make the Nintendo Encore brand the most preferred video game brand of 6 – 65 years old of family and casual gamers in UK by January 2017 8. 2 Short Term Goals 8. 2. 1 Operational Goals To realize a total sales of 6 million units Nintendo consoles in UK market by December 2013 * To increase UK customers’ brand awareness by December 2012 through intensive advertising programs * To invest 10% of UK’s annual revenue in Research ; Development Department starting by beginning of 2012 * To put the Wii encore on the market by July 201 2 in the UK market * To train * To maintain good relationship with customers through social media pages by updating newest product information starting from June 2012 8. 2. Financial Goals * To increase a 3% of growth rate in UK operation by the end of 2012 * To reduce costs of goods sold by 10% in the end of 2012 * To increase profit margin by 5% from UK operation by in the end of 2012 * To invest 5% more on promotional cost by the end of 2012 9. Marketing Mix 9. 1 Product For the UK market our main focus on the product will be Nintendo Encore consoles. Meanwhile our handheld consoles such as Nintendo DS and its product lines will still be manufactured and sold as they are at the current moment.However, new improvements will be created to fulfill consumer’s needs in mobile gaming sector. This can be in the form of mobile games applications (Apps) and it will allowed consumers to play Nintendo’s games through their mobile devices. Below are more options on our product development: * Development of more varieties of new games * Concentration on 3D consoles * Reintroducing old famous games in new Nintendo consoles and mobile gaming application with better quality and features. 9. 2 Price * Using the current consoles price as the basic price reference * More for less strategy will be implemented Bundle price(Wii+ Super Mario New Limited Edition, buy 2 get 1 free, Wii Encore+ accessories) 9. 3 Place * Current distribution channels ; outlets (big retailers, smaller digital shops, toy stores) * Online selling through company websites and another online stores such as Amazon, eBay, etc. 9. 4 Promotion * Advertisement through television commercials, posters, billboards, social medias. * Buy some display space in outlets * Training and distributing the specialized sales team in outlets and retailers that sell our consoles 10. BudgetOur budget is based on the 3-year forecast starting from 2012 and can be found in the appendix. Some important points are: * Cost of goods sold is expected to decrease 10% in 2012. * Advertising/ promotional costs are increasing * Income tax is 10% 11. Recommendations If Nintendo want to recover sales and become number one in the video games industry is necessary to take some actions: One way to accomplish this is to extend or expand its video game genres to attract more gamers than the family-friendly games. If we look at our competitor we can see that they ocus on intricate fantasy role-playing games (RPGs) for mature audiences. When we develop games for this groups the company will be in better position to compete with Sony and Microsoft, however, this could risk damaging Nintendo’s brand and to move from one public to another can have possibly more negative effects than positive. Another option is for Nintendo to continue developing innovative games and technology. As an example we can mention Nintendo’s recent introduction in Japan of the 3DS, a hand-held console that allows users to pl ay games in three-dimension.Because of this we can say that the company is a leader in handheld consoles, and this new console definitely helps the company maintain its competitive industry in that field, moreover Nintendo could start to develop a similar 3D capability for the Wii to further revolutionize the gaming experience. Lastly Nintendo should consider to expand to social networking and mobile devices, which is growing rapidly. More than one third of mobile phones owners play video games whit their telephone. To enter this market Nintendo could consider develop simple, puzzle-type games for Facebook and mobile devices.As a consequence the company would align with the current focus on simple and casual gamers and more importantly it can open a brand new market with enormous potential given the popularity of smart phones and tablets at the moment. The company can further develop its capabilities to allow users to play social networking games on the Wii console. As a conclusion Nintendo must continue with the development of innovative technology and new game concepts. It is necessary to be realistic and in to take in consideration that the company has very strong competitors in this market.Moreover it is necessary to pay attention to the change in needs of our current and not customers so the company can deliver customer satisfaction if we want to remain profitable. 12. References Bob Holt, freelance writer – http://www. newjerseynewsroom. com/science-updates/xbox-720-release-may-compete-with-nintendo-wii-u Consumer Price Indices, December 2011. http://www. ons. gov. uk/ons/rel/cpi/consumer-price-indices/december-2011/index. html, accessed by March 2012 Daniel Eran Dilger, magazine writer – http://www. roughlydrafted. om/2006/11/22/playstation-3-vs-xbox-360-vs-nintendo-wii/ Howard Stringer, CEO Sony – http://www. sony. net/SonyInfo/IR/info/strategy/message. html Leisure activities in the UK, http://guides. wikinut. com/Leisure-activiti es-in-the-UK, accessed by March 2012 Microsoft, http://www. microsoft. com/about/companyinformation/ourbusinesses/en/us/business. aspx Most Britons, Canadians â€Å"Unchurched†, http://www. gallup. com/poll/19267/Most-Britons-Canadians-Unchurched. aspx, accessed by March 2012 Organization for National Statistics UK, http://www. ns. gov. uk/ons/rel/family-demography/families-and-households/2011/stb-families-households. html Pascal Gobry, Senior Research Analyst at Business Insider Intelligence – http://articles. businessinsider. com/2012-01-10/research/30610635_1_windows-phone-steve-ballmer-microsoft-ceo Robert Purchese, Senior Staff Writer of Eurogamer. net – http://www. eurogamer. net/articles/2012-02-21-sonys-ps-eye-creator-patents-kinect-like-tech Sony, http://www. sony. net/SonyInfo/CorporateInfo/ United Kingdom, http://www. imf. rg/external/pubs/ft/weo/2009/02/weodata, accessed by March 2012 What do British people like doing at the weekends, http://www. woo dlandsjunior. kent. sch. uk/customs/questions/weekends. htm, accessed by March 2012 Wesley Yin-Poole, Eurogamer news editor – http://www. eurogamer. net/articles/2010-10-25-nintendo-apple-is-our-greatest-threat Zach Honig, Senior associate editor – http://www. engadget. com/2011/08/16/sony-drops-ps3-price-to-250-in-us-250-in-europe/ 13. Appendix ——————————————– [ 1 ]. http://www. ons. gov. uk/ons/taxonomy/index. html? nscl=Population,

Saturday, September 28, 2019

Internationalization Strategies Questions Essay

Internationalization Strategies Questions - Essay Example The reasons why a business may seek to pursue an internationalization strategy as part of its growth and expansion plans are strongly contextual. In particular, they will reflect the economic and political features of the country or region of the investing firm, and of the country or region in which the company seeks to invest. Other factors at that will determine this decision include: the industry and the nature of the value added activity in which the firm is engaged and the characteristics of the individual investing firm, including its objectives and strategies in pursuing these objectives. Dunning (2000) identified four major types of internationalization activities: (1) market seeking or demand oriented activities that are geared towards satisfying a particular foreign market, or set of foreign markets; (2) resource seeking or supply oriented activity that targets gaining access to natural resources; (3) efficiency seeking activity which is designed to promote a more efficient division of labour; and (4) strategic asset seeking, which aims to protect or augment the existing specific advantages of the internationalising firm and/or to reduce the advantages of its competitors. These activities also mirror the advantages that organisations gain by pursuing internationalisation strategy such as greater market share, brand awareness and revenue, accessing more resources or technology for competitive advantage, efficiency and economies of scale which lowers cost of production, spreading of business risk and creation of entry barriers to one’s industry. Factor conditions refer to the inputs that are necessary for a firm to compete such as capital, infrastructure, land and labour. According to Porter (1990) the stock of factors in a country at any given time is less important than the extent to which they are upgraded and deployed. In reference to Dunning's resource seeking internationalisation objective, a company may therefore be attracted to a part icular country where its key resources are generally rapidly upgraded for example the strong government support experienced in China’s manufacturing industry. Home demand conditions refer to the level of demand of a particular product locally in comparison to its level of demand abroad. It is largely influenced by size, number of independent buyers, sophistication of local buyers, rate of demand growth, early demand and early saturation. A more demanding local market leads to national advantage and a strong, trend-setting local market helps local firms anticipate global trends. Early saturation of the local market also motivates firms to continue innovation and to reduce cost and/or pricing of products for example Japan’s TV industry saturated early and forced home players to seek new markets in Europe and North America. Finally, the home firms will be forced to enter foreign markets, Dunning’s market seeking international activity, in the search for more busine ss and sustainable growth. Porter’s third determinant, related and supporting industries reflects the importance of the link between businesses within a value chain. Related industries refers to those industries that share certain elements of their business for example the US has a vibrant information systems industry that

Friday, September 27, 2019

MANAGERIAL FINANCE Case Study Example | Topics and Well Written Essays - 2750 words

MANAGERIAL FINANCE - Case Study Example In 2000’s, the airlines inaugurated various Airbus jets and new suites of its products and made various records during this period. In 2004, it made a record of the world’s longest nonstop commercial flight from Singapore to Los Angeles. In 2008, it made a record again by operating an all Business class flight between Asia and USA (Singapore Airlines). The Singapore Airlines operate from Singapore and has 20 flight destinations in Middle East, UK, USA and South East Asia. The range of its products and services is vast starting from exceptional services at ground to different types of cuisines and forms of entertainment in flight. Their cuisine caters to needs of children, old age people and those from various religions. Their in-flight entertainment comprises of movies, TV shows, games and various other entertainment devices. Mileage credits for business and economy class passengers is another unique service provided by the airlines. KrisWorld in-flight entertainment system provides exceptional levels of comfort and entertainment to its first and business class passengers (Singapore Airlines) The operating profit, returns and earnings of the airlines saw a drastic increase in the year 2010-11. The operating profit rose with about 1911.5% and earnings per share with 402.20%. The drastic rise in the profitability of the company was due to the recovery after the slowdown of the global economic crisis in the late 2000’s. There was a rise in demand for the airlines products and services. The current trading period and the latter half of the last trading period year saw an improvement in the profitability of the company which saved it from incurring a loss (Singapore Airlines). The price earnings ratio for Singapore Airlines in the year 2010-11 is $0.15 (share price/ eps = 13.68/91.4). The price earnings ratio for Qantas in the year 2010-11 is $0.18 (1.97/11) (Qantas Airlines). The P/E ratio of Qantas Airlines is more favorable for the

Thursday, September 26, 2019

International Management Essay Example | Topics and Well Written Essays - 4250 words

International Management - Essay Example There is no care about privacy in US, people must be informed and given chance to object when their information is sent outside for direct marketing, data cannot be sent outside in Italy, and all direct mails should contain the name and address of the data owner in Spain are some of the best examples for how culture affects internet. Internet affects the culture or social systems more than how culture or social systems affect internet use. It is because; internet has caused drastic changes in society. Online communication such as chatting, emailing and webinars, and other modes of interactions such social media, online sales, advertising and e-marketing have tremendously changes culture and social systems. Traditionally, people went to work. But now, with the advent of internet, work comes to home as millions of people worldwide work from home for making money is a good example for how internet affects culture. As markets become increasingly globalized, it is very important to identify and evaluate operational conflicts between nations, religions, values and cultures. In international business contexts or other relations, there can be some operational conflicts due to differences in perceptions of time, change, individualism and material factors. Americans find time as limited and therefore they keep deadline strictly. They feel frustrated when others in a company fail to meet deadlines. For them time is to be saved and they keep specific schedules for saving time. Perspectives of time are largely affected by the religious and cultural views or values. For instance, Deresky (2011, p.104) stated that Arabs regard ‘deadline’ as a kind of insult in them while it is imposed by others to them whereas Americans take an approach of ‘firm commitment’ to meeting deadlines. Individualism is about ‘I’ consciousness. Americans give greater significance to viewing private lives

Wednesday, September 25, 2019

Frankfurt am main Article Example | Topics and Well Written Essays - 500 words

Frankfurt am main - Article Example Die deutsche Handelsmessen entwickelten sich im fr'hen Mittelalter aus einzelnen M'rkten, die von Menschen besucht wurden, um Handel zu treiben. "Die Messen standen unter dem Schutz der F'rsten. So verlieh Kaiser Friedrich II. am 11 Juli 1240 der Stadt Frankfurt am Main das Messeprivileg und stellte die zur Messe reisende Kaufleute unter seinen Schutz" (Societ'ts-Verlag 1992: 251). Deshalb ist Frankfurt am Main eine der 'ltesten Messest'dte der Welt. Frankfurt am Main ist regelm''iger Sitz zahlreicher bekannten Messen, die gr''tenteils von der Messe Frankfurt GmbH selbst veranstaltet werden. Es gibt viele Fachmessen mit den Schwerpunkten Textil, Papierwaren, Konsumg'ter, Architektur, Technik und Automobil, unter anderen. Einige Fachmessen sind die folgende: Die wichtigste Messe von Frankfurt ist vielleicht die Internationale Buchmesse, die die gr''te und bedeutendste Buchmesse der Welt ist. "Die Geschichte der Frankfurter Buchmesse reicht zur'ck bis ins Mittelalter, als Johannes Gutenberg nur wenige Kilometer von Frankfurt entfernt den Buchdruck erfand" (Frankfurter Buchmesse 2007). Die Frankfurter Buchmesse findet jedes Jahr im Oktober statt, und dauert f'nf Tage.

Tuesday, September 24, 2019

Research Paper Example | Topics and Well Written Essays - 2500 words - 4

Research Paper Example The question remains what the future holds regarding artificial intelligence that is autonomous and able to communicate other systems as well as with humans? An immense amount of research is underway about autonomous robots. The researchers are eager to predict what the future would look like as it is evident from science fiction novels and Hollywood movies. Robots and artificial intelligence are technically different terms, but they are perceived as one. Czech Writer Karel Capek invented the term ‘robot’ derived from the word ‘robota’ meaning labour (Chen, David & Gligorescu, 2011). Artificial Intelligence is a term used to describe for machines that can mimic the intelligence of humans (Chen, David & Gligorescu, 2011). At the moment, many mobile robots and their applications are serving the humans. These robots include wheeled, flying, swimming, crawling and even legged robots. Humanoid robots that copy some aspects of human experiences or behaviour appear in the news now and then. It is considered the mid-stage between human and a robot (Huang, 2011). Moreover, group robotics that understand the ways in which single robots cooperate and communicate is also part of the recent research. Sensors actuators enabling to connect the world, robot intelligence, the software architecture of these machines, methods to control them and the application issues such as localization, navigation or grouping, are now a part of the modern technological culture. It is almost a clichà © to presume that the artificial intelligence in the future would make a dramatic change and offer stunningly new developments for the humans. If the developments are gradual than probably we wont see much difference and will accept it as part of technological evolution. But this is a mystery, maybe the shift will be dramatic due to the courtesy of truly ground-breaking technology. Autonomous robots instil both hope and fear in the minds of humans. These

Monday, September 23, 2019

Human Resource Strategies Essay Example | Topics and Well Written Essays - 1250 words

Human Resource Strategies - Essay Example Organization do not operate in vacuum, hence there are interconnectivities of interrelationships. The relationship between management and workers of organization, with the focus of how organizations' productivity can be enhanced has brought about the emergence of plethora of organizational theories. Among these are , the Frederick Taylor Scientific or Machine theory, Elton Mayo's Human Relations theory, Behavioral theory, Administrative theories, System theories, motivational theories , like McGregor's; X and Y theories, Abraham Maslow Hierarchy of Need theory and Frederick Hezberg two Factors theories, inter alia. How feasible and tenable is the proposition that "human resource strategies should be underpinned by organization development theories". This write- up will focus on this, using McDonalds Corporation as a case study to show how organization's strategy helps in contributing to its success. Human Resource Management (HRM) is the management of organization's human resources in such a way that the workers personal needs are adequately met in order that they put in their best in the attainment of the organization's objectives and long term goals. According to Sims (2002), HRM is the term increasingly used to refer to the philosophy, policies, procedures, and practices related to the management of an organization's employee. In the process of HRM, there is an increasingly emphasis on the personal needs of the organization and its members. The challenge is to create an organizational environment in which each employee can grow and develop to his or her fullest extent. Strategic Human Resource Management (SHRM) is the linking up of HRM to the strategic goal and objectives of the organization. "Strategic HR means accepting the HR functions as a strategic partner in the formulation of the company's strategies through HR activities such as recruiting, selecting, training and rewarding personnel". (Chaturvedi, 2005). Theories are abstractions from the real world situations in order to give explanation to a given phenomenon or interrelating variables. Thus, organization development theories are those theories that tend to explain how efficiently the organization's resources can be adequately managed in order that the highest productivity and the attainment of set objectives are achieved by the organization. INCORPORATING ORGANIZATION DEVELOPMENT THEORIES IN HUMAN RESOURCES STARTEGIES Scholars have argued that SHRM has no thoroughly researched theories to give explanation on how HRM is linked to the organization's strategy. In the view of Wright and Haggerty (2005), SHRM research has greatly borrowed from other disciplines' meta-theories and utilized organization theories in linking up HRM to strategic management. "existing research in SHRM had predominantly utilized Resource based Theory, the Behavioral Approach, Open System theory, and Control theory with a few authors exploring Population Ecology and Critical

Sunday, September 22, 2019

GBST300 Essay Example | Topics and Well Written Essays - 250 words - 3

GBST300 - Essay Example s relevant nuclear technology in manufacturing atomic energy and fundamental information to states that are not known as Nuclear Weapon countries by the conformity on the Reduction of Nuclear Weapons, is one of the major ways in which non-nuclear powers and terrorists build nuclear weapons. The upkeep of global stability and security is an essential part of the United Nations’ mission. Weapons of mass destruction (WMD) chemical, biological, nuclear, or radiological weapons that can bring harm to large figures of people and infrastructure have been at the forefront of worldwide security concerns since the advent of the UN. The production of viable nuclear weapons means of delivery, threatens incalculable consequences for global stability and prosperity especially from countries, which part of the NPT possess important unsafeguarded nuclear activities. Countries such as India, Israel and Pakistan are normally categorize as states that are not part of the NPT. The growth of international terrorism has added a new dimension to an old problem, as global and regional tensions rise, technology improves, and security falters in critical areas, giving rise to an international black market for WMD.Dr. Khan, a metallurgist and the architect of Pakistan bomb is considered the mastermind of the largest illicit nuclear proliferation network in history who had begun selling nuclear technology to Iran in the late 1980’s. This signaled the opening of business for an enterprise that eventually spread to North Korea, Libya and beyond to

Saturday, September 21, 2019

Malware Discussion Essay Example for Free

Malware Discussion Essay The use of malware is a way for attackers to gain access to person information from a personal computer or company information from an organization. There are several types of malware which include virus, rootkits, and worms. Each malware serves different purposes to achieve the goal of an attacker. An attacker could be envious of a past lover and could send a virus to their email to shutdown the operations of their computer. A disgruntle employee could send a worm to their old company and slow down production of the company. A random person looking for a thrill could set up a rootkit on a company’s network to gain access to company secrets. Each malware is given a name specified for its cause, for example the Trojan Worm. The name is given to this virus because of the activity that happens once it is executed. Viruses are named by antivirus companies who avoid using proper names. The Melissa virus was named by its creator, David Smith, for a Miami stripper. This paper will discuss 5 different types of malware and inform the targets for these attacks. Discussion of Malware The first malware that will be discussed is the Melissa Virus. This virus was detected on the 26th of March 1999. This virus is a Microsoft Word macro virus that is delivered as an E-mail attachment. The virus is activated when an attachment named, list. doc is opened. When it is activated, the Melissa virus searches the Microsoft Outlook address book and sends a message to the first 50 names. This virus proliferates itself as users open the attachment. Melissa doesn’t work on Outlook Express, just Outlook. The message appears to come from the person just infected, which means that the message will seem to come from a recognizable email address. Melissa doesn’t destroy files or other resources, but has the possibility to immobilize corporate and other mails servers. The origin of the Melissa virus is from an Internet alt. sex newsgroup and contains a list of passwords for various Web sites that require memberships. Melissa also has the ability to disable some security safeguards. Users of Microsoft Word 97 or 2000 with Microsoft Outlook 97, 98, or 200 are most likely to be affected. When the virus attacks, it can infect the copy of Microsoft Word that is installed as well as any following Word documents that are created. It can also change the setting of Microsoft Word to make it easier for the computer to become infected by it and succeeding macro viruses. Users of Word 97 or 2000 containing any other E-mail programs can be affected also; the difference is that Melissa will not automatically redistribute itself to the contacts through other E-mail programs. It can still however infect the copy of Microsoft installed on the machine. This infected copy can still be shared with others if a document is created in the infected copy and distributed through E-mail, floppy disk, or FTP. Although the virus won’t appeal to the mailout on a Mac system, it can be stored and resent from Macs. To avoid this virus, it is suggested to not double-click any file, such as an E-mail attachment, without scanning it first with antivirus software, regardless of who it is from. The next malware to be discussed is SQL injection which is an attack where malicious code is placed in within strings that are shortly passed on to an example of SQL Server for parsing and implementation. A form of SQL injection consists of direct placing of code into user-input variables that link with SQL commands and executed. An attack that is not as direct, inserts malicious code into strings that are intended for storage in a table or as metadata. The malicious code is executed once the stored strings are linked into a dynamic SQL command. In SQL Injection, the hacker uses SQL queries and ingenuity to get to the database of susceptible corporate data through the web application. Websites with features as login pages, support and product request forms, feedback forms, search pages, shopping carts and the general delivery of dynamic content, shape modern websites and provide businesses with the means necessary to communicate with prospects and customers are all vulnerable to SQL Injection attacks. The reason behind this is because the fields available for user input allow SQL statements to pass through and query the database directly. SQL Injection flaws are introduced when software developers create dynamic database queries that include user supplied input. There have been several reports of SQL attacks, dating back to 2005. The websites that have became victim to these attacks range from Microsoft U. K. to Lady GaGa’s website. To avoid SQL injection flaws, it is suggested that developers need to either: a) stop writing dynamic queries; and/or b) prevent user supplied input which contains malicious SQL from affecting the logic of the executed query. The next malware discussed will be Stuxnet. Stuxnet is a computer worm that targets Siemens industrial software and equipment running Microsoft Windows, and was discovered in June 2010. Although Stuxnet isn’t the first attack to target industrial systems, it is however the first discovered malware that actually moles on and weakens industrial systems. Stuxnet is also the first malware to include a programmable logic controller rootkit. Stuxnet is designed to target specifically Siemens supervisory control and data acquisition systems that are configured to control and monitor specific industrial processes. The PLCs are infected by Stuxnet weakening the Step-7 software application that is used to reprogram these devices. Stuxnet is different from other malware as it only attacks computers and networks that meet a specific configuration requirement. Stuxnet contains a safeguard and if Siemens software isn’t discovered on the infected computer will prevent each infected computer from spreading the worm to more than three others, and to erase itself on June 24, 2012. Along with other things for its victims, Stuxnets contains code for a man-in-the-middle attack. Stuxnet will spread through removable devices such as an USB drive in a Windows operating system by using a four zero-day attack. After it has infected the removable drive, it uses other utilizations and techniques to infect and update other computers inside private networks. Stuxnet infects Step 7 software by infecting project files belong to Siemen’s WinCC/PCS 7 SCADA control software and weakens a key communication library of WinCC called s7otbxdx. dll. It is recommended by Siemens to contact customer support if and infection is detected and advises installing Microsoft patches for security vulnerabilities and prohibiting the use of third-party USB flash drives. Next, Zeus, also known as Zbot virus will be discussed. This virus is geared toward financial institutions such as banks. Zeus was first discovered in July 2007 after being used to steal information from the US DOT. Zeus is set up to infect a consumers PC, and wait until the log onto a list of targeted banks and financial institutions and steal their credentials and sends them to a remote server in real time. Zeus can also inject HTML into a page that is provided by the browser, this displays its own content instead of the actual page from the bank’s web server. By doing this, it is able to obtain users information such card numbers and pins. According to SecureWorks, ZeuS is sold in the criminal underground as a kit for around $3000-4000, and is likely the one malware most utilized by criminals specializing in financial fraud. According to Lucian Constantin, Zeus is one of the oldest and most popular crimeware toolkits available on the underground market. Up until this year the Trojan could only be acquired for significant sums of money from its original author. However, a few months ago the source code leaked online and now anyone with the proper knowledge can create variations of the malware. Also according to SecureWorks, The latest version of Zeus as of this date is 1. 3. 4. x and is privately sold. The author has gone to great lengths to protect this version using a Hardware-based Licensing System. The author of Zeus has created a hardware-based licensing system for the Zeus Builder kit that you can only run on one computer. Once you run it, you get a code from the specific computer, and then the author gives you a key just for that computer. This is the first time they have seen this level of control for malware. The CTU recommends that businesses and home users carry out online banking and financial transactions on isolated workstations that are not used for general Internet activities, such as web browsing and reading email which could increase the risk of infection. The last malware that will be discussed is the Blaster worm also known as Lovsan, Lovesan, or MSBlast. The Blaster worm spreads on computers that have Windows XP and Windows 2000 as an operating system and was detected in August of 2003. The creator of the B variant of the Blaster worm, Jeffrey Lee Parson was an 18 year old from Hopkins, Minnesota. He was arrested on August 29, 2003, admitted to the creation of the B variant, and was sentenced to 18-months in prison in January 2005. A Windows component known as the DCOM (Distributed Component Object Model) interface which is a known vulnerability of Windows is taken advantage of by Blaster. The DCOM handles messages sent using the RPC (Remote Procedure Call) protocol. Vulnerable systems can be compromised without any interaction from a user, according to Johannes Ullrich, chief technology officer at the SANS Internet Storm Center, which monitors threats to the Internet infrastructure. According to Mikko Hypponen, manager of antivirus research at F-Secure in Helsinki, Blaster unlike the Code Red worm, which contained code for a similar attack against the IP address of White House’s main Web server, targets the windowsupdate. microsoft. com domain, which prevents Microsoft from changing the address of the domain to sidestep the attack. Blasters code is small and can be quickly removed using free tools provided by F-Secure as well as other antivirus vendors, Hypponen said. However, customers should patch their systems before removing Blaster to prevent from getting infected again from the worm, he said.

Friday, September 20, 2019

The Technological Advancement In Communication And Society Media Essay

The Technological Advancement In Communication And Society Media Essay Human beings are social beings. Communicating and passing information and understanding one another are of vital importance if we are to survive in society. Earliest types of communications included vocal (language) communication, signals or even pigeons, in a more civilized society, before technology took its turn. Communication is not a choice, it is a necessity. And so, technological advancement in the field of communication has been achieved over time to make it more efficient. One of the earliest technology feats in the communication sector were achieved by Alexander Graham Bell by the invention of the first telephone in the 19th century. With the birth of the telephone, people can just pick up the phone and talk to anyone, from their neighbor to a person half way around the world. Distance could not stop people from getting closer anymore. Phone helped international trades and businesses by making the process of negotiation easier and even possible. (Ferderer, 2008). During the 19th and early 20th century, the radio and television were also developed and in the late 20th century, finally, the World Wide Web (WWW), internet, was developed which changed the way of communication once and for all. Internet was developed by the US government to improve their military communication methods. Today internet is public and it is the most widely used means of communication than any other means. Cyber communication gives people valued learning and independence. Communication via the internet has dramatically expanded the social circle. Online networking websites, like Facebook and Twitter have become the most popular means of instant communication. These websites allow users to communicate with friends, family and clients from moment to moment. Users can add images, update their status (telling everyone what they are doing), start a fan page for your business, send personal messages, and more. The idea behind these websites is to give users the opportunity to connect with people, even if they are thousands of miles apart. Websites like these are bringing people together irrespective of their race, culture, geographic location or their physical appearance. Young people geographically remote, disabled, or housebound due to illness may find online chat an important form of communication (Wakefield, M. A., Rice, C. J., 2008). Cyber communication has been proved to be helpful in children to overcome shyness and improving their social interaction skills by using the online interactive tools like Facebook, Twitter and other like those. Internet allows people to express themselves who otherwise would feel uncomfortable doing so in person. Internet has made communication cheaper, faster and available to everyone from an individual to businesses. Internet is being used for communication in the educational field, for example, online forums, online books etc. Websites like YouTube allows people to communicate via posting videos or music files on the platform. YouTube has eased communication in various fields. Pe ople can watch anything from educational videos to participating in political discussions. Internet is a necessity in todays world. Tourists use the internet to find direction for popular hot spots, students use it for communicating educational ideas for schoolwork, shoppers use it to stay connected to distant friend and relatives by e-mail, instant messaging or chat. Internet both expands and changes the communities in subtle ways. With the technology advancing at such a pace, phones could not stay in their current state either. Today, we have mobile phones which can be taken with us anywhere in the world. Development of smart mobile phones has made communication possible on a device merely half the size of our palm. Smartphones enable users to use normal phones functions on the go, which are calling another mobile phone or landline. But it also allows you to use internet and e-mail functions to keep up to date with your social activities. Text messaging through mobile phones is increasingly becoming the way to communicate quick thoughts to friends, family and clients. Technology is described in the dictionary as the branch of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment, drawing upon such subjects as industrial arts, engineering, and applied science. The rate at which technology is evolving, is unbelievable. Who knew that the hard-wired telephone invented by Graham Bell in the 19th century would soon transform into a device which you can keep in your pocket and take with you wherever, whenever. Technological advances in communication have changed the face and the pace of the world. But none of these benefits come without a flip side. As much as technological communication has improved our way of life and business, these advances do have their downside which may outweigh their positive effects. The state of the art communication technology poses a lot of risks and negative effects in our daily lives. For instance, whilst mobile phones have been proved to be tremendously beneficial for communication purposes, they are responsible for a lot of negative effects.. Mobile phones are quite renowned as the single biggest contributor to hazardous driving. Drivers frequently use their mobiles phones to text, call or chat while driving which poses a major threat to the oncoming traffic and pedestrians. Use of mobile phones while driving has been linked to many car crashes also. Research has clearly shown an increased risk of traffic accidents, some 3-4 times greater chance of an accident, when mobile phones (either handheld or with a hands-free kit) are used while driving (World Health Organization, 2005). Mobile phones pose a threat to our health and social environment. Behavioural scientists and researchers have pointed out that a high usage of mobile phones leads to loss of concentration on immediate tasks at hand. According to a research conducted by Gaby Badre, M.D, of Sahlgren Academy in Gothenburg, Sweden, on effects of mobile phone usage on sleep patterns. Teenagers that use excessive mobile phones experience chronic restlessness, difficulty falling asleep at night with disrupted sleep and they also experience fatigue and stress (Heath). According to a 2007 American Academy of Otolaryngology study, people using their mobile phones for more than an hour per day are at an increased risk for hearing loss. (ehow.com, 2012) Mobile phones pose greater negative effects on teenagers and pre-teenagers. Frequent use of mobile phones and chatting applications affect sleep patterns, mentioned before, but even behavioural instincts and patterns. The use of mobile phones for texting and chatting has been found to have an impact on students writing and grammar. The use of abbreviations, utilised in chatting, has been frequently used in essays and English writing in schools. Edutopia.org conducted a poll and found that 50% teachers feel texting is harming students writing and grammar (Blake, 2011). Introduction of the internet and e-mail opened new doors for communication to our society. We can now talk, chat, video chat and socialize via Facebook, Twitter, YouTube, educational forums etc. Things that once were thought to be of magic or folklore are now achieved through advancement in communication technology. But even these advances present a variety of negative impacts on society. Websites such as Facebook and Twitter are used by millions of youngsters, young adults to socialise. Teenagers waste time on these websites which is reflected in their poor grades, incompletion of schoolwork and most of all, procrastination. As easy it is to find information on the internet, is it very easy to go wrong in the internet too. Teenagers are susceptible to spam and junk mails and even pornographic material. As internet is a free tool, there is no training given to anyone on the correct procedure of using the internet and quite frankly, teenagers today are stumbling upon pop-ups and restr icted material on the internet quite frequently. While online networking promotes socialising, it also promotes online stalking and bullying, in conjunction with smartphones. It is very easy to make an anonymous account on Facebook or Twitter and change your identity to talk to someone. Research reveals that one in five youth ages 10 to 17 received unwanted sexual advances online (Wakefield, M. A., Rice, C. J., 2008). Cases of murder and rape have been reported relating to murderers and pedophiles using different identities to communicate with unknown people and then arranging to meet in person where they inflict harm on them. Also, smartphones can encourage bullying. Students who encourage and enjoy bullying want to show what they have done to students. As smartphones come equipped with video cameras, bullies upload these videos online, on websites such as YouTube for the whole world to see and ridicule their targeted person. Cyber Bullying is also done via the creation of false Facebook/Twitter accounts to inflict emotional dama ge to the targeted person and also via text messaging. The internet and phones can be used to violate our privacy. In 2006, reporters at the tabloid, News of the World, illegally hacked into the voicemail messages of phones of people of interest to the newspaper. The court hearings for the News of the World phone hacking scandal continue to this very date. Also, hundreds of viruses are sent in spam and junk mails to people. Only a click is required in order for important data and files in our computer or mobile to be visible to the hackers. Morality has changed with the technology. In earlier times, it was not moral to flaunt ones private photos and private life to the public. Today, websites like Facebook, Twitter, YouTube and various blogging sites are functioning on the basis of sharing personal information with the world in order to be social. The factors influencing decision making have shifted from moral, etiquette, conscience to materialistic forms such as profitability and aesthetics. Technological advancement in communication is being closely followed by its negative effects. Technological advancements need to be weighed in terms of their need, their benefit to society and their negative effects to the society. It is fair to say that technology helps in easing our lives. However, not all technological advancements are required; some may do more harm to society than good. It is not right to be a neutralist and say that technology is neither good nor bad; it depends on how we use it. While it can be agreed to some degree, it cannot be given a hundred percent approval. Invention of the telephone was a great benefit to humanity. It saved people from travelling long distances for personal visits and businesses. Today smartphones have become a part of our lives. But comparing it to the first invention of the phone in terms of its benefits and drawbacks, the smartphones have more drawbacks as mentioned before. Technology is surely changing the world for the faster and easier but it is not necessarily changing it for the better. The fact is that with the new technology people do not communicate on the personal level with each other as often as they once used to. Technology has made communication so easy and effective and cheap that it has created a barrier in personal, face-to-face communication amongst people. People do not feel the need to go meet someone or wish someone on their success when they can just send a text or post them a message on Facebook. This ease of communication has in turn created isolation from one another. As a result, people are becoming lazy and they do not feel the need to go outside of their home to find entertainment and activities such as team sports with friends or going out for shopping, instead, ordering stuff through the internet. As communication is getting better and better, we are becoming totally dependent and attached to the new technology. People have lost skills and confidence in themselves and theyve started trusting technology over themselves. Technology is a privilege but it is not a substitute for interaction with other people. One needs to be responsible for ones own actions and not blaming technology for it. People need to start acting more responsible. Higher values which give better moral beliefs need to be adopted. People need to start making decisions which will help the society and the environment and not the opposite. One needs to understand that not every technological advancement in communication is a beneficial one. Development of communication through technology needs to have more moralistic reasons than profitability and fiscal reasons. Only then might the society benefit from the technology.

Thursday, September 19, 2019

Zara: Information Technology For Fast Fashion :: Problem, Solution, Case Study

Problem Statement: In 2003, Zara's CIO must decide whether to upgrade the retailer's IT infrastructure and capabilities. At the time of the case, the company relies on an out-of-date operating system for its store terminals and has no full-time network in place across stores. Despite these limitations, however, Zara's parent company, Inditex, has built an extraordinarily well-performing value chain that is by far the most responsive in the industry. Therefore the major problem to the company is to decide whether it has to upgrade the present system and by doing so, risking the reliability they have with the current system or to continue with the present DOS based system which will not be compatible for future changes or improvements. Analysis & Recommendation: Zara’s main strategy is the ability to respond very quickly to the demands of target customers which called for identifying trends of the customer in advance. The company has been able to identify the trends and meet the demand with the help of its autonomously organized structure and its effective value chain systems. The present system followed by Zara has been very effective and very easy to maintain, which as a result has persuaded the company to continue without any change in the present system so far. The problem that Zara faces right now is that the system that they use, P-O-S (Point of Sale terminals), runs on DOS which Microsoft does not support anymore and any hardware change in the POS terminal will not be compatible with the current POS software. Although the sense of urgency for the change may not be that high, investing in IT infrastructure is a must as MS Dos is an obsolete technology and there is no contract or guarantee from their POS terminal vendor that they will continue supplying the same terminal with out much changes in the hardware for any specific period of time, therefore change is unavoidable. The other main issue that Zara faces is that the stores don’t share inventory information electronically and hence inventory management becomes highly difficult and manual. The decision making process is based on the judgment of employees throughout the company instead of relying on a small set of decision makers; the majority of the decisions were made by store managers and as a result they placed orders for the items rather than simply accepting and displaying what headquarters decided to send them.

Wednesday, September 18, 2019

Leonhard Euler Essay -- essays research papers

Leonhard Euler Euler made large bounds in modern analytic geometry and trigonometry. He made decisive and formative contributions to geometry, calculus and number theory. Born: 15 April 1707 in Basel, Switzerland Died: 18 Sept 1783 in St Petersburg, Russia Introduction Euler's father wanted his son to follow him into the church and sent him to the University of Basel to prepare for the ministry. However geometry soon became his favourite subject. Euler obtained his father's consent to change to mathematics after Johann Bernoulli had used his persuasion. Johann Bernoulli became his teacher. He joined the St. Petersburg Academy of Science in 1727, two years after it was founded by Catherine I the wife of Peter the Great. Euler served as a medical lieutenant in the Russian navy from 1727 to 1730. In St Petersburg he lived with Daniel Bernoulli. He became professor of physics at the academy in 1730 and professor of mathematics in 1733. He married and left Johann Bernoulli's house in 1733. He had 13 children altogether of which 5 survived their infancy. He claimed that he made some of his greatest discoveries while holding a baby on his arm with other children playing round his feet. The publication of many articles and his book Mechanica (1736-37), which extensively presented Newtonian dynamics in the form of mathematical analysis for the first time, started Euler on the way to major mathematical work. In 1741, at the invitat...

Tuesday, September 17, 2019

Globalization and the International Monetary Community Essay -- Econom

Executive Summary Our world is steadily shrinking. Technology is building bridges over the barriers of distance, language, and culture. It’s a process called globalization, and it is changing the way we live. Financial institutions haven’t been immune to the effects of this change. In fact, the international nature of financial institutions makes them particularly vulnerable to change. This paper addresses three issues caused by the globalization of the international monetary community. First this paper examines the success of the Euro, and the implications for the formation of a global currency. Then this paper looks at the issue of devaluation, and by comparing successful and unsuccessful devaluations tries to determine what factors make a devaluation work. Finally this paper will look at the trend toward dollarization, and whether or not dollarization is the best solution for struggling economies. This paper contends that the power of globalization is forcing the international monetary community to address these issues. The success of the Euro makes a global currency seem like a logical step in the evolution of currency, even though sentimental attachment to national currency would make a global currency unpopular. Devaluation of national currency is only effective for nation with substantial foreign investment and high technology exports. Dollarization solves many problems for struggling economies in the short term, but at some point these nations should consider joining a Multi-Lateral Monetary Union. These changes and more are reforming the way we think about money. While some of the solutions proposed here will only become feasible years in the future, some of the problems discussed affect us t... ...Peiers, Bettina. â€Å"Dollarization in Developing Countries: Rational Remedy or Domestic Dilemma?†. Contemporary Economic Policy. Jul96, Vol. 14 Issue 3, p30. Meyer, L.H. "The Euro in the International Financial System." Federal Reserve Bank of Minneapolis, Vol. 25-27, Issue 2, p58. O'Mara, Richard. â€Å"Argentina's deep, empty pockets†. Christian Science Monitor. 4/2/2002, Vol. 94 Issue 89, p9. â€Å"Ring in the New†. Economist. 1/5/2002 Vol. 362 Issue 8254, p22. Schulmeister, Stephan. â€Å"Globalization Without Global Money: The Double Role of the Dollar as National Currency and World Currency†. Journal of Post Keynesian Economics, Spring2000, Vol. 22 Issue 3, p365. â€Å"The Myth of Eurocreep†. Economist. 1/5/2002, Vol. 362 Issue 8254, p43. von Furstenberg, George. â€Å"A Case Against U.S. Dollarization.† Challenge. Jul/Aug2000, Vol. 43 Issue 4, p108.

Monday, September 16, 2019

Cumberland Metal Industries Essay

In its initial evaluation, the company believes that the new product, curled metal cushion pads, has a potential for increasing the company’s sales and profit and for diversifying the products it offers. Early demands for the product appear to be good, however an in-depth analysis of the marketing aspect is necessary before the company can introduce the product to the market. Situational Analysis Based on the two trials made, it is clear that the company is in possession of a product that is better than any of those currently available in the market. The question only is how much better this product is than the others already available. Based on the first trial performed, the product is 25% more efficient than its closest competitor in terms of feet of piles driven per hour. It also increases the efficiency of the operations by requiring less time for set changes of about 80%. Each set of the product also performs nineteen times better than said competitor. In the second trial, the product maintained its previous performance as far as feet driven per hour time for set changes is concerned. It surpassed its previous performance by performing forty-nine times better than its competitor. The efficiency and effectivity of the product translates to other forms of savings on the part of the user. First, the contractor or builder will decrease the cost of rental of the equipment used in the construction by at least 25%. If the workers’ compensation is computed based on the number of hours worked, the contractor or builder will incur savings amounting to 25% of the cost of labor. Aside from its efficiency the product can also decrease, on the part of the workers, the health risk usually associated with the use of asbestos and decrease employers’ expenses relating to workers’ health insurance in the long run. Actual figures of demand for the product are hard to calculate. Based on the assumptions made by Mr. Simpson that the construction industry will need to drive 290 million to 390 million feet of piles annually, the total demand for the product annually is around 174,000 (290,000,000/10,000 x 6) to 324,000 (390,000,000/10,000 x 6) pads annually. To penetrate the market, the company will need to convince the key players of the construction industry that it should use the product. The approval of the architecture/ consulting firms, engineering/construction contractors and independent contractors are a must since they are the ones that will actually use the products. Independent contractors could be targeted since they are more willing to try new products that can increase their profits. A positive review from this group can convince bigger firms to use the product. The approval of pile hammer manufacturers and pile hammer distributing/ renting companies will be good but not necessary. These two groups know that the use of the product will decrease their profits so they have motivation to not recommend the products to their customers. Pile hammer distributing/ renting companies can provide an efficient distribution channel and reduce the company’s distribution cost since the mechanism is already in place, but not having the approval of this group is not essential since other methods of distribution are available to the company. Once amount of demand for the product is large enough this group can later decide to offer the product to their customers. Recommendations Initially, the pricing used by the company should be based on the data provided by the first test since it is more conservative. It can gradually increase its prices if the performance of the second trial is confirmed by actual practice. Based on the first trial, the company should charge $167 per pad. This price is computed by multiplying the cost of each set with the number of sets required ($50 x 20 pads) and dividing the result with the no. f pads of curled metal cushion required (1000/6). By using this price, the consumer will incur the same amount of cost for cushion pads in a project whether it uses asbestos or the curled metal cushions; it is only the amount of cushion pads used that will vary. However, this price does not charge consumer for the additional benefits provided by the product, such as 25% decrease in the cost of renting equipment and wages of laborers. This will be the selling point of the product upon its introduction. It will be important for the company to concentrate on building the confidence of the key players of the industry, instead of maximizing the profits in the first few years of introducing the product. Marketing campaigns should be focused towards convincing the architecture/ consulting firms, engineering/construction contractors and independent contractors to use the products. It could try to market the products directly to these groups since renting companies may be hesitant to distribute products that will decrease the profits generated by the services they offered. Moreover, most contractors used their own pile hammers instead of renting, so distribution through these renting companies has limited reach. Independent contractors should be given particular attention, as far as efforts at direct selling is concerned, since these groups are more likely to try new methods that decreases their cost and increases their bottom line than the more established firms. When the reputation of the product is established, it can decide whether it will continue its direct approach or use the services of pile hammer distributing/ renting companies. For the reasons stated above, the demands of the Colerick Foundation Company should be accepted by the company since this would be the first of the company’s direct sales. In summary, I would like to recommend that the company sell its curled metal cushion pads for $167 each. The company should first focus in building the reputation of its product because of its innovative quality. One way of doing so is convincing the experts that it is better than anything else present in the market.