Why games are good for you
Steven Johnson writes about science and culture. His book Interface Cul- ture: How New Technology Transforms the Way We Create and Communi- cate (1997) is considered one of the most important early texts to explain the impact of cybertechnology on human perception and communication, a subject to which he frequently returns. Johnson became more widely known with the publication of his best-selling book Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter (2005), in which he defends the value of computer games, among other popular “time-wasting” pastimes. This reading is excerpted from Everything Bad Is Good for You. You will immediately grasp Johnson’s interest in sailing against the current of popular opinion. In response to those who claim the sky is falling, Johnson argues that “the weather has never been better. It just takes a new kind of barometer to tell the difference.”
The pages that follow are Johnson’s barometer. As you read his analy- sis of pop culture pastimes, consider the games you found most absorbing as a child. Do you agree with Johnson about the kinds of skills those games taught you? What about the time you spend today on technological recre- ation—are you wasting time or getting smarter? Because Johnson is writ- ing for a general audience, he does not use scholarly citations, but he does refer explicitly to the ideas of others in his main text and detailed notes. As you read, notice the many kinds of experts he refers to, and how he deploys their ideas to serve his larger purpose.
Leisure studies — which focuses on the ways we spend our free time—is a rich area of research. The question driving Johnson’s analysis here about the purposes games serve is part of this ongoing conversation. What “work” does our play accomplish? Johnson has answers that may surprise you.
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482 CHAPTER 13 MEdiA STudiES
You can’t get much more conventional than the conventional wisdom 1 that kids today would be better off spending more time reading books, and less time zoning out in front of their video games. The latest edition of Dr. Spock — “revised and fully expanded for a new century” as the cover reports — has this to say of video games: “The best that can be said of them is that they may help promote eye-hand coordination in children. The worst that can be said is that they sanction, and even promote aggression and violent responses to conflict. But what can be said with much greater certainty is this: most computer games are a colossal waste of time.” But where reading is concerned, the advice is quite different: “I suggest you begin to foster in your children a love of reading and the printed word from the start. . . . What is important is that your child be an avid reader.”1 In the middle of 2004, the National Endowment for the Arts released 2 a study that showed that reading for pleasure had declined steadily among all major American demographic groups. The writer Andre.
Critical Evaluation Essay. An Introduction To The Analysis Of Critical Evalua...Carley Kelley
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Slides from keynote address of Marj Kirkland, president of the Children's Book Council of Australia, 2009-2010, at the Hands On: Literacy in the 21st Century Classroom and Library conference, Nov. 15, 2008, Singapore
Critical Evaluation Essay. An Introduction To The Analysis Of Critical Evalua...Carley Kelley
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Slides from keynote address of Marj Kirkland, president of the Children's Book Council of Australia, 2009-2010, at the Hands On: Literacy in the 21st Century Classroom and Library conference, Nov. 15, 2008, Singapore
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Professional Essay Writers$ 10 For Page - Professional Custom Essay .... 6 Best AI Essay Writer Tools To Create Original Content In 2022 .... Essay Writing Examples - 21+ Samples in PDF | DOC | Examples. 11 Reasons Why Essay Writing Is Important In One’s Professional Life. Main Characteristics Of A Pro Essay Writer. How to Find a Cheap Essay Writer Online for Quality Papers?. Top Tips on How to Write an Essay and How to Get Your Essay Done. 10 Best AI Essay Writers In 2023 (Reviewed). How to Find the Best Essay Writers Online - The Katy News. Looking for Professional Essay Writer? - Hire Australian Expert. How to Write a Great Essay Quickly! – ESL Buzz. College Essay Format: Simple Steps to Be Followed. 7 Qualities of a Professional Essay Writer - Essay writing. 10 Reasons to Choose Essay Writers. What is the Best Essay Writer? Get the Answer Here!. Best online essay writers only at EssayHelp.io. How to Write an Essay (with Pictures) - wikiHow. Tips for Students to Ace the Art of Essay-Writing | Goalcast. Proofread my essay: Writer essay. The best way to compile a Response Essay - MakeMyAssignments Blog. Essays writers - College Homework Help and Online Tutoring.. The Qualities of an Amazing Essay Writer | Expert Essay Writers Blog. 25 Resources For Every Student to Become an Essay Writer. 24 Greatest College Essay Examples – RedlineSP.
Hard Times Essay Topics. Having a hard time with your essay? Check this socia...Brittany Simmons
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Reading notes for class March 30, 2015. Slides created as reading notes for this week's theme, "Your Brain on Books", in preparation for our documentaries/PSAs encouraging pleasure reading.
New York TimesJune 10, 2010Mind Over Mass MediaBy STEVEN PIN.docxhenrymartin15260
New York Times
June 10, 2010
Mind Over Mass Media
By STEVEN PINKER
Truro, Mass.
NEW forms of media have always caused moral panics: the printing press, newspapers, paperbacks and television were all once denounced as threats to their consumers’ brainpower and moral fiber.
So too with electronic technologies. PowerPoint, we’re told, is reducing discourse to bullet points. Search engines lower our intelligence, encouraging us to skim on the surface of knowledge rather than dive to its depths. Twitter is shrinking our attention spans.
But such panics often fail basic reality checks. When comic books were accused of turning juveniles into delinquents in the 1950s, crime was falling to record lows, just as the denunciations of video games in the 1990s coincided with the great American crime decline. The decades of television, transistor radios and rock videos were also decades in which I.Q. scores rose continuously.
For a reality check today, take the state of science, which demands high levels of brainwork and is measured by clear benchmarks of discovery. These days scientists are never far from their e-mail, rarely touch paper and cannot lecture without PowerPoint. If electronic media were hazardous to intelligence, the quality of science would be plummeting. Yet discoveries are multiplying like fruit flies, and progress is dizzying. Other activities in the life of the mind, like philosophy, history and cultural criticism, are likewise flourishing, as anyone who has lost a morning of work to the Web site Arts & Letters Daily can attest.
Critics of new media sometimes use science itself to press their case, citing research that shows how “experience can change the brain.” But cognitive neuroscientists roll their eyes at such talk. Yes, every time we learn a fact or skill the wiring of the brain changes; it’s not as if the information is stored in the pancreas. But the existence of neural plasticity does not mean the brain is a blob of clay pounded into shape by experience.
Experience does not revamp the basic information-processing capacities of the brain. Speed-reading programs have long claimed to do just that, but the verdict was rendered by Woody Allen after he read “War and Peace” in one sitting: “It was about Russia.” Genuine multitasking, too, has been exposed as a myth, not just by laboratory studies but by the familiar sight of an S.U.V. undulating between lanes as the driver cuts deals on his cellphone.
Moreover, as the psychologists Christopher Chabris and Daniel Simons show in their new book “The Invisible Gorilla: And Other Ways Our Intuitions Deceive Us,” the effects of experience are highly specific to the experiences themselves. If you train people to do one thing (recognize shapes, solve math puzzles, find hidden words), they get better at doing that thing, but almost nothing else. Music doesn’t make you better at math, conjugating Latin doesn’t make you more logical, brain-training games don’t make you smarter. Accomplished peop.
With regards to this article, I agree and disagree on certain leve.docxalanfhall8953
With regards to this article, I agree and disagree on certain levels pertaining to racism in video games. I have been playing video games since the Nintendo days and I have noticed many stereotypes in video games that Evan has pointed out. Although Evan feels that all black characters are subject to stereotypes, there are bunches of game characters that I believe are not under this category and are in fact very ambitious characters. For example, Lee Everett from the Walking Dead: Season 1 game, Captain Anderson from the Mass Effect Trilogy, Franklin from Grand Theft Auto V and Sgt. Johnson from the Halo series. The problem I have with Evan's critique is the fact that he is judging black characters based on how they act and look, something that society does to members of the visible minority in the real world. Majority of the characters that are in question may seem stereotypical at first but if you delve deeper into their character you start to realize that there is depth behind that person rather than just big muscles and a loud mouth. In my opinion, whenever I play a video game I can care less what the race of my character is and I look more towards their development as a character and the story that it is telling. Many "gamers" share this same opinion from research I have done and even in the comment section of this article. I get the notion that he is looking for a character that is "white" but the problem is whenever a black character is given the same characteristics as a white character, they are not well received and are made fun of for being "white washed". There seems to be a double standard with how black characters are portrayed and is also something that will unfortunately never be able to appease to everyone due to the fact that everyone shares a different opinion on how certain types of characters should be portrayed.
3/25/2014
1/11
The Social Construction of "Race"
As our discussions have revealed over the past few weeks, negative or stereotypical representation in media
has real consequences. Such representations not only reflect but also reinforce the marginality of minority
groups. Thus, it follows that the political empowerment of subordinate groups in society--such as women,
youth, people with disabilities, gays and lesbians, the poor--depends in part on changing the way these
groups are represented.
How can we think about the issues of representation and empowerment in relation to racial minorities? First,
we need to gain a better understanding of the social construction of racial and ethnic identity.
Ethnicity
'Ethnicity' and 'race' are linked but distinct categories. Ethnicity is a broad social category that addresses
one’s perceived membership in a larger group based on an attachment to an actual or possible homeland, its
cultural heritage, belief system, political history, language, myths, customs, manners, food, literature, sport, art
or architectural style. Ethnic affiliations are acknowledged and pa.
WIT Financial Accounting Test Chapters 5 and 6
1. From the adjusted trial balance for Worker Products Company given below, prepare a multiple-step income statement in good form.
Worker Products Company
Adjusted Trial Balance
December 31
Debit
Credit
Cash
$9,400
Accounts receivable
25,000
Merchandise inventory
36,000
Office supplies
900
Store equipment
75,000
Accumulated depreciation - store equipment
$22,000
Office equipment
60,000
Accumulated depreciation -office equipment
15,000
Accounts payable
42,000
Notes payable
10,000
F. Worker, Capital
110,700
F. Worker, Withdrawals
48,000
Sales
325,000
Sales discounts
6,000
Sales returns and allowances
16,500
Cost of goods sold
195,000
Sales salaries expense
32,500
Depreciation expense - store equipment
11,000
Depreciation expense - office equipment
7,500
Office supplies expense
1,300
Interest expense
600
Totals
$524,700
$524,700
2. From the adjusted trial balance for Worker Products Company given below, prepare the necessary closing entries.
Worker Products Company
Adjusted Trial Balance
December 31
Debit
Credit
Cash
$9,400
Accounts receivable
25,000
Merchandise inventory
36,000
Office supplies
900
Store equipment
75,000
Accumulated depreciation - store equipment
$22,000
Office equipment
60,000
Accumulated depreciation -office equipment
15,000
Accounts payable
42,000
Notes payable
10,000
F. Worker, Capital
110,700
F. Worker, Withdrawals
48,000
Sales
325,000
Sales discounts
6,000
Sales returns and allowances
16,500
Cost of goods sold
195,000
Sales salaries expense
32,500
Depreciation expense - store equipment
11,000
Depreciation expense - office equipment
7,500
Office supplies expense
1,300
Interest expense
600
Totals
$524,700
$524,700
3. A company made the following merchandise purchases and sales during the month of May:
May 1
Purchased
380 units at
$15 each
May 5
Purchased
270 units at
$17 each
May 10
Sold
400 units at
$50 each
May 20
Purchased
300 units at
$22 each
May 25
Sold
400 units at
$50 each
There was no beginning inventory. If the company uses the LIFO periodic inventory method, what would be the cost of the ending inventory?
4. A company made the following merchandise purchases and sales during the month of May:
May 1
Purchased
380 units at
$15 each
May 5
Purchased
270 units at
$17 each
May 10
Sold
400 units at
$50 each
May 20
Purchased
300 units at
$22 each
May 25
Sold
400 units at
$50 each
There was no beginning inventory. If the company uses the FIFO periodic inventory method, what would be the cost of the ending inventory?
5. Flaxco purchases inventory from overseas and incurs the following costs: the cost of the merchandise is $50,000, credit terms are 2/10, n/30 that apply only to the $50,000; FOB shipping point freight charges are $1,500; insurance during transit is $500; and import duties .
Windows Server Deployment ProposalOverviewEach student will .docxalanfhall8953
Windows Server Deployment Proposal
Overview
Each student will create a detailed, organized, unified technical solution given the scenario described below. The submission will be in a written format, with at least one diagram, and may include additional diagrams, charts or tables. The assignment is meant for students to enhance their mastery of the material and to provide a creative and realistic way in which to apply knowledge from this course.
Scenario
Worldwide Advertising, Inc. (referred to as “WAI”) has hired you as an IT consultant for implementing their Windows network infrastructure. WAI is a new advertising firm, and they are currently hiring staff, establishing two locations, and have a need to get their internal IT services configured. They do not yet have an IT staff, but when they do, the IT staff will take over all aspects of IT administration. You are required to supply WAI with a solution which describes the implementation and configuration of their core IT services. Cost is not a significant concern – WAI wishes to implement the “right” solution to fit their needs now and for the next 2-3 years.
There are several details about WAI which will have an impact on your choices:
· WAI will start with 110 employees, in the following departments:
· Executives (9 employees) – manage and run the company
· Accounts and Sales Department (15 employees) – perform market research and maintain accounts
· Creative, Media and Production Department (59 employees) – advertising
· Human Resources and Finances (17 employees) – perform HR and financial duties
· IT (10 employees) – manage IT for the company
· WAI will have two sites, one in Seattle and one in New York. Most staff will be located in Seattle, with at least 1 person from each of the departments above located in NY.
· Networking equipment is already in place for both sites. A secure tunnel (using IPSec) will be established between the two sites so that inter-site traffic will be securely tunneled over the Internet. You may make whatever other assumptions you wish about intra-and inter-site connectivity.
· Security mechanisms (e.g., firewalls, intrusion detection) will be handled separately, and there is no need to describe them.
· Some departments will want their data to remain private from other departments (e.g., Finances personnel will not want Production staff to see the company’s financial details). Your team may make assumptions about how data should be shared or kept private.
· Assumptions can be made regarding any information not included here; all assumptions should be identified, however.
Topics to Cover
Your document should cover the content presented in the course. The outline below contains recommended points to cover. You are free to add other related information.
Describe the technical and business reasons for each choice, citing other resources as appropriate.
The Windows Server 2012 operating system should be used for all aspects of the solution.
The topics inclu.
Willowbrook SchoolBackgroundWillowbrook School is a small, pri.docxalanfhall8953
Willowbrook School
Background
Willowbrook School is a small, private school in the Midwest United States. For the past 20 years, it has offered a curriculum for preschool through 6th grade. Five years ago it expanded to offer after-school care, usually referred to as after care, on premises. After care is not only offered to Willowbrook’s students, but also for students of other schools in the area.
As an independent systems analyst working as a team, you work as an IT consultant, specializing in developing IT solutions for small businesses. You have been contacted by the director, Victoria Owens, to discuss the possibility of setting up a computer system to handle some of the school’s administrative and financial tasks. She explains to you that Willowbrook is experiencing significant increases in enrollment applications for all programs. Increases in applications, coupled with increased demand for after-school care, have led to a very high workload for the administrative personnel and staff. The principal and teachers have stepped in where possible, but the demand is becoming too great. Willowbrook School is a non-profit, and is not in a position to hire another full-time administrative position, which is what the principal and director think would be needed to handle the increased workload. You agree to meet with Victoria and the principal, Kathy Gilliard next week to discuss the school and its need for an information system.
You sit down with Victoria and Kathy on Wednesday to ask them some questions to help you determine what type of information system they need. You explain to them that information systems bring computer hardware and software together with people, processes, and data to produce specific results. They are excited to tell you about their situation and what they have in mind for a computer system to help with some of the work load. To help you with planning for the information system, you ask them about what personnel they have, as well as some questions to determine what types of information each person needs to do their job.
Victoria explains her role as the executive director of the school. She administers the activities of the school in accordance with the mission, vision, and policies established by the Board of Directors. She supports the educational staff and oversees the financial, payroll, and human resources functions for the school. She also prepares all necessary reports and evaluations for the state and local school boards. Kathy says that as the principal of Willowbrook she handles the academic and curricular issues that arise, and ensures that the school meets all federal and state educational standards. Kathy and the teachers who report to her make decisions jointly about admissions and assignments to classrooms. The two kitchen staff personnel, a head cook and an assistant, also report to the principal. She also coordinates students’ bus transportation schedule. The school contracts with a local bussing co.
Wind PowerUsed For Millennia Variations in alb.docxalanfhall8953
Wind Power
Used For Millennia
Variations in albedo
Wind
The Uneven Heating of the Surface
Annual average net radiation from the Earth’s surface 1995 - 1986
Areas of heat gain and loss on Earth’s surface
Re-distribution of Excess Heat
Atmospheric Circulation on a Non-rotating
Earth
One cell in each hemisphere.
Warm air rises at the equator and moves north.
Cool air sinks at the poles and flows toward the equator.
Coriolis Effect
Coriolis Effect: tendency of a fluid (water or air) to be deflected from
its straight-line path as it moves across the Earth’s surface.
Deflection of a moving object is to the Right in the Northern
Hemisphere and Left in the Southern Hemisphere.
High Pressure
High Pressure
Low Pressure
High Pressure
Rising air
Descending air
Low Pressure
Descending Air
Rising air
Low pressure
Descending air
Atmospheric Circulation on a Rotating Earth
InterTropical Convergence Zone
(another source of wind)
Wind Generation
Turbine Blades
Inside of Wind Turbine
Size Scale of Wind Turbines
Small Scale Wind Power (Domestic systems)
Large Scale Wind Power (Grid Systems)
Wind Characteristics
Highly variable at several different timescales:
From hour to hour
Daily
Seasonally
High demand may not correspond to peak winds.
Instantaneous electrical generation and consumption must remain in
balance to maintain the grid stability.
Intermittent winds pose problem for wind power. Backup generation
capacity (fossil fuels) or energy storage (pump storage) may be
needed.
Turbine Size
Domestic size Grid size
Early Wind Farms
Limited output per turbine.
Required large numbers of turbines.
Large Scale Wind Turbines
Note bus
New Wind Turbine Designs
Learning From Nature
Humpback Whale Blade design
Potential Wind Energy Regions
Wind & Water
Ocean wind farm off Denmark
Energy Output Vs. Wind Velocity
Each potential wind farm has its own wind characteristics
Advantages of Wind Power
• No fuel consumed.
• No air pollution.
• Energy used to build a wind power plant equals the
energy produced by the plant in a few months time =
pays for itself.
• Allows for multiple land use in farming and electrical
generation.
Surprising Resistance to Wind Power
Environmental Effects
Danger to birds and bats.
Noisy (whooof, whooof)
Medical problems
Aesthetics (Cape Cod).
Danger to birds and bats
Danger to birds and bats
Birdwatchers in UK flock to see rare
bird, then watch it killed by wind turbine
Bird Friendly Compressed Air
Turbine
Perceived Wind Noise
San Gorgoino Pass, California
Near Palm Springs, popular resort
New Wind Farm Proposal
Cape Cod Wind Farm
Against
Against
Can’t Please Everybody
Artist Rendition of Proposed Cape
Cod Wind Farm
Cape Cod wind farm would not be visible for
more that 7 - 8 months a year due to haze.
Isle of Lewis, Scotland
Isle of Lewis Standing Stones
La Venta,.
winter 2013 235 CREATE A CONTRACTInstructionsI will giv.docxalanfhall8953
winter 2013 235
CREATE A CONTRACT
Instructions:
I will give you a fact scenario below that involves some college students who are having difficulty living together as roommates.
Your task will be to create a contract to solve the problems and issues that the fact pattern raises. Hint I had (sixteen) 16 issues when I did the assignment.
After you create the contract, you will then include around a two page written description about WHY you chose to design the provisions of the contract the way you did.
Your grade will be based on:
1. Whether your contract identifies and solves the problems
2. Whether your contract is realistic
a. (ie a clause that says no roommate shall ever enter the room of another roommate is not practical because what if you hear them yelling for help, or if you haven’t seen them in 14 days.) I want you to think about “loopholes” and the “what if” types of things that can go wrong.
3. Language… Really in this assignment PLEASE pay attention to the words you type because one missing word can make the contract really silly… In last year’s contracts I had someone write… A roommate can eat any food in the apartment that has their name on it… (Great give me a pen and I’ll just put my name on everything).
4. Your explanation, did you have sound reasoning for putting in something in the contract.
5. Following the LAW:… This assignment requires you to have a general understanding of what a contract is and how it works… That is, after all, what we have been studying.
a. Do not include items in your contract that are illegal or are not a contract… For example do not say if the roommate leaves the toilet seat up, they will place their hands on the toilet and have their fingers slammed 10 times by the toilet seat. (That’s not enforceable)
b. Do NOT include something like… If roommate “brion” doesn’t like the punishment he can change it to what he wants, or if I don’t want to follow this rule I don’t have to”… (It is not a contract if one person can CHOOSE to not follow something, It also not a contract when you leave punishments, requirements ect for the “future to be determined”
6. Creativity/problem solving/format of contract
a. You must follow the general format of a contract I have included after the fact scenario… Trust me I am including the sections that ALL your contracts must have for your benefit. It will make organizing it a lot easier for you.
b. You must CHOOSE to write your contract from the viewpoint of one of the four people below or as a disinterested outside party… This is critical because if you are writing the contract from the perspective of one of the people it should FAVOR that person (in a reasonable way), if you are writing as a disinterested third party (an attorney) you should try and be as fair to all as possible.
c. In your explanation tell me from what viewpoint…actually make that your first sentence.
******************************************************************
.
WinEst As 1. Es2. Tassignment stInfo (Esti.docxalanfhall8953
WinEst As
1. Es
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a. Name
b. Due:
c. Estima
d. Start
e. Estima
f. Rate
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Date: Toda
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Tables:
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3. Adding Markups
a. Add Net Markup
i. Name: Overhead and Profit
ii. Type: 15%
b. Add Sales Tax
i. Name: Sales Tax
ii. Type: 6.5%
iii. Restrict this Tax Markup to: Material
4. Print Report
a. Report 1:
i. Sheet View, set Filter to “’95 Div Details”
ii. File -> Print Preview -> Style
1. Layout: Landscape
2. Header/Footer -> Custom Header
a. Left Text (Use Field Tags…)
i. Est Info – Project Name
ii. Est Info – Start Date
iii. Est Info – Due Date
b. Center Text (Use Field Tags…)
i. Est Info – Type
ii. Est Info – Status
c. Right Text
i. Name
ii. Professor Name
iii. Class
iv. Date
b. Report 2:
i. Totals View
ii. File -> Print Preview
1. Ensure the Layout and Headers match Report 1
5. DUE: Monday, April 7, 2014 by 5:00 pm
1
Getting Started with WinEst
Sample Exercise v10.1
Professional Cost Estimating and Budgeting
Things you need to know about WinEst
Pull Down Menus & Tool Bars
There are different ways to view your toolbar in WinEst. Here are 2 examples. If you prefer large toolbar buttons,
select ‘Preferences’ from the ‘Tools’ menu option. Now select the Toolbars option from the displayed list of
preferences. To the right, under ‘Style’, change the Images to ‘Large’. Click OK.
Toolbar - Small Images with Short Text
Toolbar - Large Images with Text
WinEst has pull down menus for each of the following - File, Edit, View, Filters, Tables, Tools, Database, Reports,
Custom, Window and Help. When the mouse is clicked on one of these menu items, a list drops down and the
available commands display for that menu. Scan the menus to see the features available in the WinEst program.
Help
Help is always available. You can select the Contents command on the Help menu or press the F1 key to view
help.
2
Navigating in WinEst
WinEst has three main views. These enable you to follow a structured method for building and reviewing your
estimates. You can move from view to view at any time by clicking one of the corresponding toolbar buttons
(‘Takeoff’, ‘Sheet’ and ‘Totals’) or by making selections from the ‘View’ Menu.
Takeoff View
This view is for adding items to your estimate from the price book Database. From here you can:
• Lookup items in the database
• Perform takeoff calculations
• Assign Work Breakdown Structures (WBS) to items
• Analyze the Item takeoff audit trail
• Enter unique, “one time” items
• Add notes to it.
Wiley Plus Brief Exercise 6 –Accounting 100Brief Exercise 6-1B.docxalanfhall8953
Wiley Plus Brief Exercise 6 –Accounting 100
Brief Exercise 6-1
Brief Exercise 6-1
Farley Company identifies the following items for possible inclusion in the taking of a physical inventory.
Indicate whether each item should be "Included" or "Not Included" from the inventory taking.
(a)
Goods shipped on consignment by Farley to another company.
(b)
Goods in transit from a supplier shipped FOB destination.
(c)
Goods sold but being held for customer pickup.
(d)
Goods held on consignment from another company.
Brief Exercise 6-2
Wilbur Company has the following items:
Indicate whether each item should be "Included" or "Not Included" from the inventory taking.
(a)
Freight-In
(b)
Purchase Returns and Allowances
(c)
Purchases
(d)
Sales Discounts
(e)
Purchase Discounts
Brief Exercise 6-8
Pettit Company reports net income of $90,000 in 2014. However, ending inventory was understated $7,000.
What is the correct net income for 2014?
The correct net income for 2014
$
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Brief Exercise 6-9 (Part Level Submission)
At December 31, 2014, the following information was available for A. Kamble Company: ending inventory $40,000, beginning inventory $60,000, cost of goods sold $270,000, and sales revenue $380,000.
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(a)
Calculate inventory turnover for A. Kamble Company. (Round answer to 1 decimal place, e.g. 1.5.)
Inventory turnover
times
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Exercise 6-1
Tri-State Bank and Trust is considering giving Josef Company a loan. Before doing so, management decides that further discussions with Josef’s accountant may be desirable. One area of particular concern is the inventory account, which has a year-end balance of $297,000. Discussions with the accountant reveal the following.
1.
Josef sold goods costing $38,000 to Sorci Company, FOB shipping point, on December 28. The goods are not expected to arrive at Sorci until January 12. The goods were not included in the physical inventory because they were not in the warehouse.
2.
The physical count of the inventory did not include goods costing $95,000 that were shipped to Josef FOB destination on December 27 and were still in transit at year-end.
3.
Josef received goods costing $22,000 on January 2. The goods were shipped FOB shipping point on December 26 by Solita Co. The goods were not included in the physical count.
4.
Josef sold goods costing $35,000 to Natali Co., FOB destination, on December 30. The goods were received at Natali on January 8. They were not included in Josef's physical inventory.
5.
Josef received goods costing $44,000 on January 2 that were sh.
Winter 2011 • Morality in Education 35Workplace Bullying .docxalanfhall8953
Winter 2011 • Morality in Education 35
Workplace Bullying: Costly and
Preventable
By Terry L Wiedmer
W orkplace bullying is a pervasive practice by malicious individuals who seekpower, control,domination, and subjugation. In businesses or schools, such bullying is an inefficient
way of working that is both costly and preventable. Senior management and executives are
ultimately responsible for creating and sustaining bully-free workplaces. Workplace bullies can be
stopped if employees and employers work together to establish and enforce appropriate workplace
policies and practices. This article presents information about workplace bullying, including its
prevalence, targeted individuals, bullying behaviors, employer practices, and steps to prevent
bullying. In the end, leadership and an environment of respect provide the ultimate formula for
stopping workplace bullying.
Bullying occurs between and among people in all venues—in the home, community, and
workplace. It is a pervasive, targeted, and planned effort that can be overtly obvious or
can fly under the radar and is conducted by practiced and malicious individuals who seek
power, control, domination, and subjugation. The impacts of such actions—in terms of
finances, emotions, health, morale, and overall productivity—are destructive, and the
ramifications are limitless (Mattice, 2009). Because no one is immune from the potential of
being subjected to bullying in the workplace, this topic merits further review and analysis
(Van Dusen, 2008). :
To combat workplace bullying, often referred to as psychological harassment or
violence (Workplace Bullying Institute [WBI], 2007), employers must have a full range of
policies in place and means available to them to create and maintain a healthy workplace
culture and climate. Although they are not generally for-profit endeavors, schools and
school systems are purposeful businesses that share the same concerns and have the same
responsibility to ensure that each employee works in a respectful environment and is not
subjected to workplace bullies.
Workplace Bullying •
According to the Workforce Bullying Institute (WBI), workplace bullying is
the repeated, health-harming mistreatment of one or more persons (the targets)
by one or more perpetrators that takes one or more of the following forms: verbal
abuse; offensive conduct/behaviors (including nonverbal) which are threatening,
humiliating, or intimidating; and work interference—sabotage—which prevents
work from getting done. (Definition of Workplace Bullying, para. 1)
Bullies seek to induce harm, jeopardize one's career and job, and destroy interpersonal
relationships. The behaviors of bullies harm people and ravage profits.
36 The Delta Kappa Gamma Bulletin
Prevalence of Workplace Bullying
Thirty-seven percent of U.S. workforce members report being bullied at work; this amounts
to an estimated 54 million Americans, which translates to nearly the entire population of
the states of Wash.
With the competitive advantage that Crocs’ supply chain holds, the.docxalanfhall8953
With the competitive advantage that Crocs’ supply chain holds, the company also wants to be able to sustain their customers’ satisfaction. In doing this, they must make sure that their transformation process is producing consistent output especially when new products are introduced. This can be achieved by having a solid quality control system.
With the quality control system, inspections are to take place at three critical points. The first one is before production, which involves the raw materials in Crocs’ case that would be the raw materials, or chemicals that they purchase in pellet form. This first step can be eliminated by through supplier certification. The second critical point is during the production process. Process quality control takes place, which involves statistical process control. Periodic samples are taken from a continuous production, as long as sample measurements fall within the control limit the production will continue. However, if the samples fall outside the control limits, the process is stopped and a search is made for an assignable cause. In this case, the process will use a quality control chart known as an attribute control chart. The whole purpose is to find the natural random variability in the output oppose to unnecessary variations. The company must maintain that natural random variability to be under statistical control. The last critical point is after production. Following these inspections is process capability. Process capability is assessed once the process is under statistical control. It is the ability of the process to meet or exceed customers’ specifications. Process capability is determined by using the process capability index. If the process is unable to meet the customer specifications the following step is continuous improvement in which case seven tools are used including a flow chart, check sheet, histogram, Pareto chart, cause and effect, scatter diagram and a control chart. These tools are then incorporated into an improvement approach known as Six Sigma. Six Sigma includes five steps:
1. Defining a process for improvement
2. Measuring the variables and setting goals for improvement
3. Analyzing the root causes in which case the seven tools are referred to
4. Making improvements
5. Implementing a control plan to ensure that changes are permanent
In furthering research on Crocs, it has been stated in online reviews by various customers that they have experienced defects in the seam of their shoes, cases in which their shoe had shrunk or didn’t fit at all, Crocs’ flip flops tearing apart, holes appearing in their shoes, and the smell of the shoes. These reviews are accessible to many consumers, and are capable of tainting the reputation of Crocs. Reviews such as these are important to pay attention to because it’s proof of the importance of solidifying an efficient quality control system. It is especially important when introducing new products, and the use of different materials. .
Professional Essay Writers$ 10 For Page - Professional Custom Essay .... 6 Best AI Essay Writer Tools To Create Original Content In 2022 .... Essay Writing Examples - 21+ Samples in PDF | DOC | Examples. 11 Reasons Why Essay Writing Is Important In One’s Professional Life. Main Characteristics Of A Pro Essay Writer. How to Find a Cheap Essay Writer Online for Quality Papers?. Top Tips on How to Write an Essay and How to Get Your Essay Done. 10 Best AI Essay Writers In 2023 (Reviewed). How to Find the Best Essay Writers Online - The Katy News. Looking for Professional Essay Writer? - Hire Australian Expert. How to Write a Great Essay Quickly! – ESL Buzz. College Essay Format: Simple Steps to Be Followed. 7 Qualities of a Professional Essay Writer - Essay writing. 10 Reasons to Choose Essay Writers. What is the Best Essay Writer? Get the Answer Here!. Best online essay writers only at EssayHelp.io. How to Write an Essay (with Pictures) - wikiHow. Tips for Students to Ace the Art of Essay-Writing | Goalcast. Proofread my essay: Writer essay. The best way to compile a Response Essay - MakeMyAssignments Blog. Essays writers - College Homework Help and Online Tutoring.. The Qualities of an Amazing Essay Writer | Expert Essay Writers Blog. 25 Resources For Every Student to Become an Essay Writer. 24 Greatest College Essay Examples – RedlineSP.
Professional Essay Writers$ 10 For Page - Professional Custom Essay .... 6 Best AI Essay Writer Tools To Create Original Content In 2022 .... Essay Writing Examples - 21+ Samples in PDF | DOC | Examples. 11 Reasons Why Essay Writing Is Important In One’s Professional Life. Main Characteristics Of A Pro Essay Writer. How to Find a Cheap Essay Writer Online for Quality Papers?. Top Tips on How to Write an Essay and How to Get Your Essay Done. 10 Best AI Essay Writers In 2023 (Reviewed). How to Find the Best Essay Writers Online - The Katy News. Looking for Professional Essay Writer? - Hire Australian Expert. How to Write a Great Essay Quickly! – ESL Buzz. College Essay Format: Simple Steps to Be Followed. 7 Qualities of a Professional Essay Writer - Essay writing. 10 Reasons to Choose Essay Writers. What is the Best Essay Writer? Get the Answer Here!. Best online essay writers only at EssayHelp.io. How to Write an Essay (with Pictures) - wikiHow. Tips for Students to Ace the Art of Essay-Writing | Goalcast. Proofread my essay: Writer essay. The best way to compile a Response Essay - MakeMyAssignments Blog. Essays writers - College Homework Help and Online Tutoring.. The Qualities of an Amazing Essay Writer | Expert Essay Writers Blog. 25 Resources For Every Student to Become an Essay Writer. 24 Greatest College Essay Examples – RedlineSP.
Hard Times Essay Topics. Having a hard time with your essay? Check this socia...Brittany Simmons
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Reading notes for class March 30, 2015. Slides created as reading notes for this week's theme, "Your Brain on Books", in preparation for our documentaries/PSAs encouraging pleasure reading.
New York TimesJune 10, 2010Mind Over Mass MediaBy STEVEN PIN.docxhenrymartin15260
New York Times
June 10, 2010
Mind Over Mass Media
By STEVEN PINKER
Truro, Mass.
NEW forms of media have always caused moral panics: the printing press, newspapers, paperbacks and television were all once denounced as threats to their consumers’ brainpower and moral fiber.
So too with electronic technologies. PowerPoint, we’re told, is reducing discourse to bullet points. Search engines lower our intelligence, encouraging us to skim on the surface of knowledge rather than dive to its depths. Twitter is shrinking our attention spans.
But such panics often fail basic reality checks. When comic books were accused of turning juveniles into delinquents in the 1950s, crime was falling to record lows, just as the denunciations of video games in the 1990s coincided with the great American crime decline. The decades of television, transistor radios and rock videos were also decades in which I.Q. scores rose continuously.
For a reality check today, take the state of science, which demands high levels of brainwork and is measured by clear benchmarks of discovery. These days scientists are never far from their e-mail, rarely touch paper and cannot lecture without PowerPoint. If electronic media were hazardous to intelligence, the quality of science would be plummeting. Yet discoveries are multiplying like fruit flies, and progress is dizzying. Other activities in the life of the mind, like philosophy, history and cultural criticism, are likewise flourishing, as anyone who has lost a morning of work to the Web site Arts & Letters Daily can attest.
Critics of new media sometimes use science itself to press their case, citing research that shows how “experience can change the brain.” But cognitive neuroscientists roll their eyes at such talk. Yes, every time we learn a fact or skill the wiring of the brain changes; it’s not as if the information is stored in the pancreas. But the existence of neural plasticity does not mean the brain is a blob of clay pounded into shape by experience.
Experience does not revamp the basic information-processing capacities of the brain. Speed-reading programs have long claimed to do just that, but the verdict was rendered by Woody Allen after he read “War and Peace” in one sitting: “It was about Russia.” Genuine multitasking, too, has been exposed as a myth, not just by laboratory studies but by the familiar sight of an S.U.V. undulating between lanes as the driver cuts deals on his cellphone.
Moreover, as the psychologists Christopher Chabris and Daniel Simons show in their new book “The Invisible Gorilla: And Other Ways Our Intuitions Deceive Us,” the effects of experience are highly specific to the experiences themselves. If you train people to do one thing (recognize shapes, solve math puzzles, find hidden words), they get better at doing that thing, but almost nothing else. Music doesn’t make you better at math, conjugating Latin doesn’t make you more logical, brain-training games don’t make you smarter. Accomplished peop.
Similar to Why games are good for youSteven Johnson writes about science an.docx (8)
With regards to this article, I agree and disagree on certain leve.docxalanfhall8953
With regards to this article, I agree and disagree on certain levels pertaining to racism in video games. I have been playing video games since the Nintendo days and I have noticed many stereotypes in video games that Evan has pointed out. Although Evan feels that all black characters are subject to stereotypes, there are bunches of game characters that I believe are not under this category and are in fact very ambitious characters. For example, Lee Everett from the Walking Dead: Season 1 game, Captain Anderson from the Mass Effect Trilogy, Franklin from Grand Theft Auto V and Sgt. Johnson from the Halo series. The problem I have with Evan's critique is the fact that he is judging black characters based on how they act and look, something that society does to members of the visible minority in the real world. Majority of the characters that are in question may seem stereotypical at first but if you delve deeper into their character you start to realize that there is depth behind that person rather than just big muscles and a loud mouth. In my opinion, whenever I play a video game I can care less what the race of my character is and I look more towards their development as a character and the story that it is telling. Many "gamers" share this same opinion from research I have done and even in the comment section of this article. I get the notion that he is looking for a character that is "white" but the problem is whenever a black character is given the same characteristics as a white character, they are not well received and are made fun of for being "white washed". There seems to be a double standard with how black characters are portrayed and is also something that will unfortunately never be able to appease to everyone due to the fact that everyone shares a different opinion on how certain types of characters should be portrayed.
3/25/2014
1/11
The Social Construction of "Race"
As our discussions have revealed over the past few weeks, negative or stereotypical representation in media
has real consequences. Such representations not only reflect but also reinforce the marginality of minority
groups. Thus, it follows that the political empowerment of subordinate groups in society--such as women,
youth, people with disabilities, gays and lesbians, the poor--depends in part on changing the way these
groups are represented.
How can we think about the issues of representation and empowerment in relation to racial minorities? First,
we need to gain a better understanding of the social construction of racial and ethnic identity.
Ethnicity
'Ethnicity' and 'race' are linked but distinct categories. Ethnicity is a broad social category that addresses
one’s perceived membership in a larger group based on an attachment to an actual or possible homeland, its
cultural heritage, belief system, political history, language, myths, customs, manners, food, literature, sport, art
or architectural style. Ethnic affiliations are acknowledged and pa.
WIT Financial Accounting Test Chapters 5 and 6
1. From the adjusted trial balance for Worker Products Company given below, prepare a multiple-step income statement in good form.
Worker Products Company
Adjusted Trial Balance
December 31
Debit
Credit
Cash
$9,400
Accounts receivable
25,000
Merchandise inventory
36,000
Office supplies
900
Store equipment
75,000
Accumulated depreciation - store equipment
$22,000
Office equipment
60,000
Accumulated depreciation -office equipment
15,000
Accounts payable
42,000
Notes payable
10,000
F. Worker, Capital
110,700
F. Worker, Withdrawals
48,000
Sales
325,000
Sales discounts
6,000
Sales returns and allowances
16,500
Cost of goods sold
195,000
Sales salaries expense
32,500
Depreciation expense - store equipment
11,000
Depreciation expense - office equipment
7,500
Office supplies expense
1,300
Interest expense
600
Totals
$524,700
$524,700
2. From the adjusted trial balance for Worker Products Company given below, prepare the necessary closing entries.
Worker Products Company
Adjusted Trial Balance
December 31
Debit
Credit
Cash
$9,400
Accounts receivable
25,000
Merchandise inventory
36,000
Office supplies
900
Store equipment
75,000
Accumulated depreciation - store equipment
$22,000
Office equipment
60,000
Accumulated depreciation -office equipment
15,000
Accounts payable
42,000
Notes payable
10,000
F. Worker, Capital
110,700
F. Worker, Withdrawals
48,000
Sales
325,000
Sales discounts
6,000
Sales returns and allowances
16,500
Cost of goods sold
195,000
Sales salaries expense
32,500
Depreciation expense - store equipment
11,000
Depreciation expense - office equipment
7,500
Office supplies expense
1,300
Interest expense
600
Totals
$524,700
$524,700
3. A company made the following merchandise purchases and sales during the month of May:
May 1
Purchased
380 units at
$15 each
May 5
Purchased
270 units at
$17 each
May 10
Sold
400 units at
$50 each
May 20
Purchased
300 units at
$22 each
May 25
Sold
400 units at
$50 each
There was no beginning inventory. If the company uses the LIFO periodic inventory method, what would be the cost of the ending inventory?
4. A company made the following merchandise purchases and sales during the month of May:
May 1
Purchased
380 units at
$15 each
May 5
Purchased
270 units at
$17 each
May 10
Sold
400 units at
$50 each
May 20
Purchased
300 units at
$22 each
May 25
Sold
400 units at
$50 each
There was no beginning inventory. If the company uses the FIFO periodic inventory method, what would be the cost of the ending inventory?
5. Flaxco purchases inventory from overseas and incurs the following costs: the cost of the merchandise is $50,000, credit terms are 2/10, n/30 that apply only to the $50,000; FOB shipping point freight charges are $1,500; insurance during transit is $500; and import duties .
Windows Server Deployment ProposalOverviewEach student will .docxalanfhall8953
Windows Server Deployment Proposal
Overview
Each student will create a detailed, organized, unified technical solution given the scenario described below. The submission will be in a written format, with at least one diagram, and may include additional diagrams, charts or tables. The assignment is meant for students to enhance their mastery of the material and to provide a creative and realistic way in which to apply knowledge from this course.
Scenario
Worldwide Advertising, Inc. (referred to as “WAI”) has hired you as an IT consultant for implementing their Windows network infrastructure. WAI is a new advertising firm, and they are currently hiring staff, establishing two locations, and have a need to get their internal IT services configured. They do not yet have an IT staff, but when they do, the IT staff will take over all aspects of IT administration. You are required to supply WAI with a solution which describes the implementation and configuration of their core IT services. Cost is not a significant concern – WAI wishes to implement the “right” solution to fit their needs now and for the next 2-3 years.
There are several details about WAI which will have an impact on your choices:
· WAI will start with 110 employees, in the following departments:
· Executives (9 employees) – manage and run the company
· Accounts and Sales Department (15 employees) – perform market research and maintain accounts
· Creative, Media and Production Department (59 employees) – advertising
· Human Resources and Finances (17 employees) – perform HR and financial duties
· IT (10 employees) – manage IT for the company
· WAI will have two sites, one in Seattle and one in New York. Most staff will be located in Seattle, with at least 1 person from each of the departments above located in NY.
· Networking equipment is already in place for both sites. A secure tunnel (using IPSec) will be established between the two sites so that inter-site traffic will be securely tunneled over the Internet. You may make whatever other assumptions you wish about intra-and inter-site connectivity.
· Security mechanisms (e.g., firewalls, intrusion detection) will be handled separately, and there is no need to describe them.
· Some departments will want their data to remain private from other departments (e.g., Finances personnel will not want Production staff to see the company’s financial details). Your team may make assumptions about how data should be shared or kept private.
· Assumptions can be made regarding any information not included here; all assumptions should be identified, however.
Topics to Cover
Your document should cover the content presented in the course. The outline below contains recommended points to cover. You are free to add other related information.
Describe the technical and business reasons for each choice, citing other resources as appropriate.
The Windows Server 2012 operating system should be used for all aspects of the solution.
The topics inclu.
Willowbrook SchoolBackgroundWillowbrook School is a small, pri.docxalanfhall8953
Willowbrook School
Background
Willowbrook School is a small, private school in the Midwest United States. For the past 20 years, it has offered a curriculum for preschool through 6th grade. Five years ago it expanded to offer after-school care, usually referred to as after care, on premises. After care is not only offered to Willowbrook’s students, but also for students of other schools in the area.
As an independent systems analyst working as a team, you work as an IT consultant, specializing in developing IT solutions for small businesses. You have been contacted by the director, Victoria Owens, to discuss the possibility of setting up a computer system to handle some of the school’s administrative and financial tasks. She explains to you that Willowbrook is experiencing significant increases in enrollment applications for all programs. Increases in applications, coupled with increased demand for after-school care, have led to a very high workload for the administrative personnel and staff. The principal and teachers have stepped in where possible, but the demand is becoming too great. Willowbrook School is a non-profit, and is not in a position to hire another full-time administrative position, which is what the principal and director think would be needed to handle the increased workload. You agree to meet with Victoria and the principal, Kathy Gilliard next week to discuss the school and its need for an information system.
You sit down with Victoria and Kathy on Wednesday to ask them some questions to help you determine what type of information system they need. You explain to them that information systems bring computer hardware and software together with people, processes, and data to produce specific results. They are excited to tell you about their situation and what they have in mind for a computer system to help with some of the work load. To help you with planning for the information system, you ask them about what personnel they have, as well as some questions to determine what types of information each person needs to do their job.
Victoria explains her role as the executive director of the school. She administers the activities of the school in accordance with the mission, vision, and policies established by the Board of Directors. She supports the educational staff and oversees the financial, payroll, and human resources functions for the school. She also prepares all necessary reports and evaluations for the state and local school boards. Kathy says that as the principal of Willowbrook she handles the academic and curricular issues that arise, and ensures that the school meets all federal and state educational standards. Kathy and the teachers who report to her make decisions jointly about admissions and assignments to classrooms. The two kitchen staff personnel, a head cook and an assistant, also report to the principal. She also coordinates students’ bus transportation schedule. The school contracts with a local bussing co.
Wind PowerUsed For Millennia Variations in alb.docxalanfhall8953
Wind Power
Used For Millennia
Variations in albedo
Wind
The Uneven Heating of the Surface
Annual average net radiation from the Earth’s surface 1995 - 1986
Areas of heat gain and loss on Earth’s surface
Re-distribution of Excess Heat
Atmospheric Circulation on a Non-rotating
Earth
One cell in each hemisphere.
Warm air rises at the equator and moves north.
Cool air sinks at the poles and flows toward the equator.
Coriolis Effect
Coriolis Effect: tendency of a fluid (water or air) to be deflected from
its straight-line path as it moves across the Earth’s surface.
Deflection of a moving object is to the Right in the Northern
Hemisphere and Left in the Southern Hemisphere.
High Pressure
High Pressure
Low Pressure
High Pressure
Rising air
Descending air
Low Pressure
Descending Air
Rising air
Low pressure
Descending air
Atmospheric Circulation on a Rotating Earth
InterTropical Convergence Zone
(another source of wind)
Wind Generation
Turbine Blades
Inside of Wind Turbine
Size Scale of Wind Turbines
Small Scale Wind Power (Domestic systems)
Large Scale Wind Power (Grid Systems)
Wind Characteristics
Highly variable at several different timescales:
From hour to hour
Daily
Seasonally
High demand may not correspond to peak winds.
Instantaneous electrical generation and consumption must remain in
balance to maintain the grid stability.
Intermittent winds pose problem for wind power. Backup generation
capacity (fossil fuels) or energy storage (pump storage) may be
needed.
Turbine Size
Domestic size Grid size
Early Wind Farms
Limited output per turbine.
Required large numbers of turbines.
Large Scale Wind Turbines
Note bus
New Wind Turbine Designs
Learning From Nature
Humpback Whale Blade design
Potential Wind Energy Regions
Wind & Water
Ocean wind farm off Denmark
Energy Output Vs. Wind Velocity
Each potential wind farm has its own wind characteristics
Advantages of Wind Power
• No fuel consumed.
• No air pollution.
• Energy used to build a wind power plant equals the
energy produced by the plant in a few months time =
pays for itself.
• Allows for multiple land use in farming and electrical
generation.
Surprising Resistance to Wind Power
Environmental Effects
Danger to birds and bats.
Noisy (whooof, whooof)
Medical problems
Aesthetics (Cape Cod).
Danger to birds and bats
Danger to birds and bats
Birdwatchers in UK flock to see rare
bird, then watch it killed by wind turbine
Bird Friendly Compressed Air
Turbine
Perceived Wind Noise
San Gorgoino Pass, California
Near Palm Springs, popular resort
New Wind Farm Proposal
Cape Cod Wind Farm
Against
Against
Can’t Please Everybody
Artist Rendition of Proposed Cape
Cod Wind Farm
Cape Cod wind farm would not be visible for
more that 7 - 8 months a year due to haze.
Isle of Lewis, Scotland
Isle of Lewis Standing Stones
La Venta,.
winter 2013 235 CREATE A CONTRACTInstructionsI will giv.docxalanfhall8953
winter 2013 235
CREATE A CONTRACT
Instructions:
I will give you a fact scenario below that involves some college students who are having difficulty living together as roommates.
Your task will be to create a contract to solve the problems and issues that the fact pattern raises. Hint I had (sixteen) 16 issues when I did the assignment.
After you create the contract, you will then include around a two page written description about WHY you chose to design the provisions of the contract the way you did.
Your grade will be based on:
1. Whether your contract identifies and solves the problems
2. Whether your contract is realistic
a. (ie a clause that says no roommate shall ever enter the room of another roommate is not practical because what if you hear them yelling for help, or if you haven’t seen them in 14 days.) I want you to think about “loopholes” and the “what if” types of things that can go wrong.
3. Language… Really in this assignment PLEASE pay attention to the words you type because one missing word can make the contract really silly… In last year’s contracts I had someone write… A roommate can eat any food in the apartment that has their name on it… (Great give me a pen and I’ll just put my name on everything).
4. Your explanation, did you have sound reasoning for putting in something in the contract.
5. Following the LAW:… This assignment requires you to have a general understanding of what a contract is and how it works… That is, after all, what we have been studying.
a. Do not include items in your contract that are illegal or are not a contract… For example do not say if the roommate leaves the toilet seat up, they will place their hands on the toilet and have their fingers slammed 10 times by the toilet seat. (That’s not enforceable)
b. Do NOT include something like… If roommate “brion” doesn’t like the punishment he can change it to what he wants, or if I don’t want to follow this rule I don’t have to”… (It is not a contract if one person can CHOOSE to not follow something, It also not a contract when you leave punishments, requirements ect for the “future to be determined”
6. Creativity/problem solving/format of contract
a. You must follow the general format of a contract I have included after the fact scenario… Trust me I am including the sections that ALL your contracts must have for your benefit. It will make organizing it a lot easier for you.
b. You must CHOOSE to write your contract from the viewpoint of one of the four people below or as a disinterested outside party… This is critical because if you are writing the contract from the perspective of one of the people it should FAVOR that person (in a reasonable way), if you are writing as a disinterested third party (an attorney) you should try and be as fair to all as possible.
c. In your explanation tell me from what viewpoint…actually make that your first sentence.
******************************************************************
.
WinEst As 1. Es2. Tassignment stInfo (Esti.docxalanfhall8953
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3. Adding Markups
a. Add Net Markup
i. Name: Overhead and Profit
ii. Type: 15%
b. Add Sales Tax
i. Name: Sales Tax
ii. Type: 6.5%
iii. Restrict this Tax Markup to: Material
4. Print Report
a. Report 1:
i. Sheet View, set Filter to “’95 Div Details”
ii. File -> Print Preview -> Style
1. Layout: Landscape
2. Header/Footer -> Custom Header
a. Left Text (Use Field Tags…)
i. Est Info – Project Name
ii. Est Info – Start Date
iii. Est Info – Due Date
b. Center Text (Use Field Tags…)
i. Est Info – Type
ii. Est Info – Status
c. Right Text
i. Name
ii. Professor Name
iii. Class
iv. Date
b. Report 2:
i. Totals View
ii. File -> Print Preview
1. Ensure the Layout and Headers match Report 1
5. DUE: Monday, April 7, 2014 by 5:00 pm
1
Getting Started with WinEst
Sample Exercise v10.1
Professional Cost Estimating and Budgeting
Things you need to know about WinEst
Pull Down Menus & Tool Bars
There are different ways to view your toolbar in WinEst. Here are 2 examples. If you prefer large toolbar buttons,
select ‘Preferences’ from the ‘Tools’ menu option. Now select the Toolbars option from the displayed list of
preferences. To the right, under ‘Style’, change the Images to ‘Large’. Click OK.
Toolbar - Small Images with Short Text
Toolbar - Large Images with Text
WinEst has pull down menus for each of the following - File, Edit, View, Filters, Tables, Tools, Database, Reports,
Custom, Window and Help. When the mouse is clicked on one of these menu items, a list drops down and the
available commands display for that menu. Scan the menus to see the features available in the WinEst program.
Help
Help is always available. You can select the Contents command on the Help menu or press the F1 key to view
help.
2
Navigating in WinEst
WinEst has three main views. These enable you to follow a structured method for building and reviewing your
estimates. You can move from view to view at any time by clicking one of the corresponding toolbar buttons
(‘Takeoff’, ‘Sheet’ and ‘Totals’) or by making selections from the ‘View’ Menu.
Takeoff View
This view is for adding items to your estimate from the price book Database. From here you can:
• Lookup items in the database
• Perform takeoff calculations
• Assign Work Breakdown Structures (WBS) to items
• Analyze the Item takeoff audit trail
• Enter unique, “one time” items
• Add notes to it.
Wiley Plus Brief Exercise 6 –Accounting 100Brief Exercise 6-1B.docxalanfhall8953
Wiley Plus Brief Exercise 6 –Accounting 100
Brief Exercise 6-1
Brief Exercise 6-1
Farley Company identifies the following items for possible inclusion in the taking of a physical inventory.
Indicate whether each item should be "Included" or "Not Included" from the inventory taking.
(a)
Goods shipped on consignment by Farley to another company.
(b)
Goods in transit from a supplier shipped FOB destination.
(c)
Goods sold but being held for customer pickup.
(d)
Goods held on consignment from another company.
Brief Exercise 6-2
Wilbur Company has the following items:
Indicate whether each item should be "Included" or "Not Included" from the inventory taking.
(a)
Freight-In
(b)
Purchase Returns and Allowances
(c)
Purchases
(d)
Sales Discounts
(e)
Purchase Discounts
Brief Exercise 6-8
Pettit Company reports net income of $90,000 in 2014. However, ending inventory was understated $7,000.
What is the correct net income for 2014?
The correct net income for 2014
$
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Open Show Work
Brief Exercise 6-9 (Part Level Submission)
At December 31, 2014, the following information was available for A. Kamble Company: ending inventory $40,000, beginning inventory $60,000, cost of goods sold $270,000, and sales revenue $380,000.
Warning
Don't show me this message again for the assignment
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(a)
Calculate inventory turnover for A. Kamble Company. (Round answer to 1 decimal place, e.g. 1.5.)
Inventory turnover
times
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Modify Show Work
Exercise 6-1
Tri-State Bank and Trust is considering giving Josef Company a loan. Before doing so, management decides that further discussions with Josef’s accountant may be desirable. One area of particular concern is the inventory account, which has a year-end balance of $297,000. Discussions with the accountant reveal the following.
1.
Josef sold goods costing $38,000 to Sorci Company, FOB shipping point, on December 28. The goods are not expected to arrive at Sorci until January 12. The goods were not included in the physical inventory because they were not in the warehouse.
2.
The physical count of the inventory did not include goods costing $95,000 that were shipped to Josef FOB destination on December 27 and were still in transit at year-end.
3.
Josef received goods costing $22,000 on January 2. The goods were shipped FOB shipping point on December 26 by Solita Co. The goods were not included in the physical count.
4.
Josef sold goods costing $35,000 to Natali Co., FOB destination, on December 30. The goods were received at Natali on January 8. They were not included in Josef's physical inventory.
5.
Josef received goods costing $44,000 on January 2 that were sh.
Winter 2011 • Morality in Education 35Workplace Bullying .docxalanfhall8953
Winter 2011 • Morality in Education 35
Workplace Bullying: Costly and
Preventable
By Terry L Wiedmer
W orkplace bullying is a pervasive practice by malicious individuals who seekpower, control,domination, and subjugation. In businesses or schools, such bullying is an inefficient
way of working that is both costly and preventable. Senior management and executives are
ultimately responsible for creating and sustaining bully-free workplaces. Workplace bullies can be
stopped if employees and employers work together to establish and enforce appropriate workplace
policies and practices. This article presents information about workplace bullying, including its
prevalence, targeted individuals, bullying behaviors, employer practices, and steps to prevent
bullying. In the end, leadership and an environment of respect provide the ultimate formula for
stopping workplace bullying.
Bullying occurs between and among people in all venues—in the home, community, and
workplace. It is a pervasive, targeted, and planned effort that can be overtly obvious or
can fly under the radar and is conducted by practiced and malicious individuals who seek
power, control, domination, and subjugation. The impacts of such actions—in terms of
finances, emotions, health, morale, and overall productivity—are destructive, and the
ramifications are limitless (Mattice, 2009). Because no one is immune from the potential of
being subjected to bullying in the workplace, this topic merits further review and analysis
(Van Dusen, 2008). :
To combat workplace bullying, often referred to as psychological harassment or
violence (Workplace Bullying Institute [WBI], 2007), employers must have a full range of
policies in place and means available to them to create and maintain a healthy workplace
culture and climate. Although they are not generally for-profit endeavors, schools and
school systems are purposeful businesses that share the same concerns and have the same
responsibility to ensure that each employee works in a respectful environment and is not
subjected to workplace bullies.
Workplace Bullying •
According to the Workforce Bullying Institute (WBI), workplace bullying is
the repeated, health-harming mistreatment of one or more persons (the targets)
by one or more perpetrators that takes one or more of the following forms: verbal
abuse; offensive conduct/behaviors (including nonverbal) which are threatening,
humiliating, or intimidating; and work interference—sabotage—which prevents
work from getting done. (Definition of Workplace Bullying, para. 1)
Bullies seek to induce harm, jeopardize one's career and job, and destroy interpersonal
relationships. The behaviors of bullies harm people and ravage profits.
36 The Delta Kappa Gamma Bulletin
Prevalence of Workplace Bullying
Thirty-seven percent of U.S. workforce members report being bullied at work; this amounts
to an estimated 54 million Americans, which translates to nearly the entire population of
the states of Wash.
With the competitive advantage that Crocs’ supply chain holds, the.docxalanfhall8953
With the competitive advantage that Crocs’ supply chain holds, the company also wants to be able to sustain their customers’ satisfaction. In doing this, they must make sure that their transformation process is producing consistent output especially when new products are introduced. This can be achieved by having a solid quality control system.
With the quality control system, inspections are to take place at three critical points. The first one is before production, which involves the raw materials in Crocs’ case that would be the raw materials, or chemicals that they purchase in pellet form. This first step can be eliminated by through supplier certification. The second critical point is during the production process. Process quality control takes place, which involves statistical process control. Periodic samples are taken from a continuous production, as long as sample measurements fall within the control limit the production will continue. However, if the samples fall outside the control limits, the process is stopped and a search is made for an assignable cause. In this case, the process will use a quality control chart known as an attribute control chart. The whole purpose is to find the natural random variability in the output oppose to unnecessary variations. The company must maintain that natural random variability to be under statistical control. The last critical point is after production. Following these inspections is process capability. Process capability is assessed once the process is under statistical control. It is the ability of the process to meet or exceed customers’ specifications. Process capability is determined by using the process capability index. If the process is unable to meet the customer specifications the following step is continuous improvement in which case seven tools are used including a flow chart, check sheet, histogram, Pareto chart, cause and effect, scatter diagram and a control chart. These tools are then incorporated into an improvement approach known as Six Sigma. Six Sigma includes five steps:
1. Defining a process for improvement
2. Measuring the variables and setting goals for improvement
3. Analyzing the root causes in which case the seven tools are referred to
4. Making improvements
5. Implementing a control plan to ensure that changes are permanent
In furthering research on Crocs, it has been stated in online reviews by various customers that they have experienced defects in the seam of their shoes, cases in which their shoe had shrunk or didn’t fit at all, Crocs’ flip flops tearing apart, holes appearing in their shoes, and the smell of the shoes. These reviews are accessible to many consumers, and are capable of tainting the reputation of Crocs. Reviews such as these are important to pay attention to because it’s proof of the importance of solidifying an efficient quality control system. It is especially important when introducing new products, and the use of different materials. .
Wind power resources on the eastern U.S. continental shelf are est.docxalanfhall8953
Wind power resources on the eastern U.S. continental shelf are estimated to be over 400 GW, several times the electricity used by U.S. eastern coastal states. The first U.S. developer proposes to build 130 large (40 story tall) wind turbines in Nan- tucket Sound, just outside Massachusetts state waters. These would provide 420 MW at market prices, enough electricity for most of Cape Cod. The project is opposed by a vigorous and well-financed coalition. Polling shows local public opinion on the project almost equally divided. This article draws on semistructured interviews with residents of Cape Cod to analyze values, beliefs, and logic of supporters and oppo- nents. For example, one value found to lead to opposition is that the ocean is a special place that should be kept natural and free of human intrusion. One line of argument found to lead to support is: The war in Iraq is problematic, this war is “really” over petroleum, Cape Cod generates electricity from oil, therefore, the wind project would improve U.S. security. Based on analysis of the values and reasoning behind our interview data, we identify four issues that are relevant but not currently part of the debate.
Introduction
Recent assessments of renewable energy show that wind power has, since the turn of the century, become cost-competitive in the sites with the most favorable wind regimes (Herzog et al., 2001). Until very recently, large-scale North American wind resources were believed to exist in the Great Plains of the United States, northern Canada, and central Canada only (Grubb & Meyer, 1993). Although these huge resources are enough to meet the entire continent’s electrical needs, they are distant from the large coastal cities where electricity is primarily consumed—imposing a need for costly large-scale transmission lines (Cavallo, 1995). In just the last couple of years, it has been recog- nized that the Atlantic Ocean also has a large wind resource on the continental shelf, close to East Coast cities. Three or four manufacturers have developed large wind elec- tric turbines designed to be placed offshore, in waters up to 20–30 m in depth. To date these have been placed only in European waters. By late 2003, the resources, the tech- nology, and the economic viability had all come together in the Eastern United States, potentially allowing large-scale deployment to begin by 2005.
The furthest advanced of a handful of proposed U.S. offshore wind developments is in Nantucket Sound, off the Southern coast of Cape Cod, Massachusetts. This proposal has engendered a widespread, well-organized, well-financed, and politically potent op- position. This movement’s strength, and the apparent contradiction of such opposition coming from a population thought of as politically liberal and environmentally con- cerned, have garnered national press coverage (e.g., Burkett, 2003). A second project was proposed by the Long Island Power Authority for the southern edge of Long Island, with an .
Wilco Corporation has the following account balances at December 3.docxalanfhall8953
Wilco Corporation has the following account balances at December 31, 2012.
Common stock, $5 par value
$555,600
Treasury stock
90,720
Retained earnings
2,426,200
Paid-in capital in excess of par—common stock
1,321,900
Prepare Wilco’s December 31, 2012, stockholders’ equity section. (For preferred stock, common stock and treasury stock enter the account name only and do not provide the descriptive information provided in the question.)
WILCO CORPORATION
Stockholders’ Equity
December 31, 2012
$
:
$
Sprinkle Inc. has outstanding 10,050 shares of $10 par value common stock. On July 1, 2012, Sprinkle reacquired 107 shares at $89 per share. On September 1, Sprinkle reissued 61 shares at $90 per share. On November 1, Sprinkle reissued 46 shares at $85 per share.
Prepare Sprinkle’s journal entries to record these transactions using the cost method. (If no entry is required, select "No Entry" for the account titles and enter 0 for the amounts. Credit account titles are automatically indented when amount is entered. Do not indent manually.)
Date
Account Titles and Explanation
Debit
Credit
7/1/12
9/1/12
11/1/12
Graves Mining Company declared, on April 20, a dividend of $519,800, on its $5 par common stock, payable on June 1. Of this amount, $133,700 is a return of capital.
Prepare the April 20 and June 1 entries for Graves. (If no entry is required, select "No Entry" for the account titles and enter 0 for the amounts. Credit account titles are automatically indented when amount is entered. Do not indent manually.)
Date
Account Titles and Explanation
Debit
Credit
Apr. 20
June 1
Apr. 20 Retained Earnings = ($519,800 – $133,700) = $386,100
Abernathy Corporation was organized on January 1, 2012. It is authorized to issue 10,290 shares of 8%, $65 par value preferred stock, and 544,000 shares of no-par common stock with a stated value of $2 per share. The following stock transactions were completed during the first year.
Jan. 10
Issued 80,330 shares of common stock for cash at $6 per share.
Mar. 1
Issued 5,670 shares of preferred stock for cash at $113 per share.
Apr. 1
Issued 24,730 shares of common stock for land. The asking price of the land was $90,540; the fair value of the land was $80,330.
May 1
Issued 80,330 shares of common stock for cash at $9 per share.
Aug. 1
Issued 10,290 shares of common stock to attorneys in payment of their bill of $50,620 for services rendered in helping the company organize.
Sept. 1
Issued 10,290 shares of common stock for cash at $11 per share.
Nov. 1
Issued 1,940 shares of preferred stock for cash at $115 per share.
Prepare the journal entries to record the above transactions. (If no entry is required, select "No Entry" for the account titles and enter 0 for the amounts. Credit account titles are automatically indented when amount is entered. Do not indent manually.)
Date
Account Titles and Explanation
Debit
Credit
Jan. 10
M.
Wilson Majee Technology Diffusion, S-Curve, and Innovation.docxalanfhall8953
Wilson Majee
Technology Diffusion, S-Curve, and Innovation-Decision Process
In this week's reflection report I will discuss technology diffusion, S-Curves and innovation
decision process. I will use the healthcare industry as an example. Our healthcare system is ever
evolving - new technologies, insurance models, and information systems are shaping the system
on a daily basis. Despites these changes and the huge healthcare expenditures (16 of GDP in
America compared to 8 in United Kingdom), Americans are comparatively not any healthier
than citizens in most other developed nations (Merson, Black, & Mills, 2012). The disconnect
between investments in technology and health outcomes is a concern of us all. It makes as
question technology diffusion within the healthcare system: are investments in health system
being spent efficiently? Are consumers really resistant to changes that benefit their health? Or
are there issues with technology diffusion as a practice.
Diffusion is the process by which an innovation is spread through a population. Ironically,
people and institutions, generally, do not like change. Change is viewed as painful, difficult and
times creating uncertainties. Because of this, and for the healthcare industry, huge amounts of
resources are devoted either to promoting innovations (for example, selling the latest drug,
imaging system, medical device etc.) or to preventing innovations from disrupting the status quo.
Although many successful healthcare innovations are aimed at making people healthier, at
relatively smaller increases in costs, IT usage in healthcare has always lagged other industries -
ERH are a good example. Adoption of ERH was slow. Literature on technology diffusion states
that successful implementation is influenced by the compatibility and complexity of the
innovation, organizational context, and the characteristics of the implementation strategy (Cain
M, & Mittman, 2002; Rogers, 1995). People respond to these factors differently resulting in an
S-shaped curve illustration of the adoption process.
The S-curve model shows that any innovation is first adopted by a few people/organizations and
as more use it, and confidence is built around the technology, other will begin to use it. Because
of the inherent uncertainty to new innovations, the decision to adopt an innovation takes time.
However, "once the diffusion reaches a level of critical mass, it proceeds rapidly. Eventually a
point is reached where the population is less likely to adopt the innovation, and spread slows
down. The S-curve implies a hierarchy of adopters, starting with innovators, early adopters, early
majority, late majority and laggards (Rogers, 1995). In other words the S-curve explains the
innovation-decision process: the process through which an individual/organization passes
through from when they gain knowledge of an innovation, to forming an attitude, to the decision
to accept or reject the innovation, .
WinARM - Simulating Advanced RISC Machine Architecture
Shuqiang Zhang
Department of Computer Science
Columbia University
New York, NY
[email protected]
Abstract
This paper discusses the design and imple-
mentation of the WinARM, a simulator imple-
mented in C for the Advanced RISC Machine
(ARM) processor. The intended users of this tool
are those individuals interested in learning com-
puter architecture, particularly those with an inter-
est in the Advanced RISC Machine processor fam-
ily.
WinARM facilitates the learning of computer
architecture by offering a hands-on approach to
those who have no access to the actual hardware.
The core of the simulator is implemented in C with
and models a fetch-decode-execute paradigm; a
Visual Basic GUI is included to give users an in-
teractive environment to observe different stages
of the simulation process.
1. Introduction:
This paper describes how to simulate an
ARM processor using the C programming lan-
guage. In the course of this discussion, the reader
is introduced to the details of the ARM processor
architecture and discovers how the hardware
specifications are simulated in software using
execution-driven simulation. Execution driven
simulation is also know as instruction-level simu-
lation, register-cycle simulation or cycle-by-cycle
simulation [3]. Instruction level simulation con-
sists of fetch, decode and execution phases [4].
ARM processors were first designed and
manufactured by Acorn Computer Group in the
mid 1980’s [1]. Due to its high performance and
power efficiency, ARM processors can be found
on wide range of electronic devices, such as Sony
Playstation, Nintendo Game Boy Advance and
Compaq iPAQs. The 32-bit microprocessor was
designed using RISC architecture with data proc-
essing operations occurring in registers instead of
memory. The processor has 16 visible 32 bit regis-
ters and a reduced instruction set that is 32-bits
wide. The details on the registers and instructions
can be obtained from the ARM Architectural Ref-
erence Manual [2].
2. Related Works:
This section discusses different types of
simulators available today and their different ap-
proaches in design and implementation. Most
simulation tools can be classified as user level
simulators: these simulate the execution of a proc-
ess and emulate any system calls made on the tar-
get computer using the operating system of the
host computer [5]. WinARM is an example of this
type of simulator; it executes ARM instructions on
a host Pentium x86 processor using a
fetch-decode-execute paradigm. KScalar Simulator
[Moure 6], PPS suite [7], CPU Sim3.1 [8] and OA-
Mulator [9] are simulators best suited for educa-
tional purposes. They show the basic ideas of com-
puter organization with relatively few details and
complexity. They are specifically designed for stu-
dents who have little or no background in com-
puter architecture and who need a.
William PennWhat religion was William PennWilliam Pen was fr.docxalanfhall8953
William Penn
What religion was William Penn?
William Pen was from an Anglican family that was very distinguished. His father was Sir William Pen who was a landowner. At twenty two, Penn decided to join the Quakers which was also referred to as the Religious Society of Friends. The Quakers used to obey the inner light and they believed that the inner light came directly from God. They refused to take their hats off or even bow for any man. They also refused to take their arms up. Their beliefs were completely different as compared to the beliefs that the other Christians had (Barbour & Frost, 1988).
The Oxford University in England expelled Penn in the year 1662 since he refused to conform to the teachings of the Anglican Church. He could publicly state his beliefs and he could also print some of the things that he believed in.
Quakers’ founder was George Foxx who was a close friend to Penn. Cromwell’s death was a time of turmoil to the Quakers since they were suspected for the death. They were suspected because they had beliefs that differed from the religion that had been imposed for the state. They had also refused to swear a loyalty oath to Cromwell, who was the king. Quakers did not swear since Christ had commanded people not to swear.
The religious views that Penn had were a distress to his father. Naval service had helped him earn an Ireland estate and he had always hoped that the intelligence and charisma that his son had could help him in winning favor at the Charles II court. However, that could not happen since his son was always arrested. Penn and George Foxx were frequent companions since they could always travel together in order to spread their ministry. He also wrote a comprehension that was detailed and comprehensive regarding Quakerism. After the death of his father in 1670, Penn inherited the estates of the family and he could frequently visit the court of King Charles II where he was always campaigning for freedom in religion (Penn, 1794).
Where was William Penn born?
William Penn was born in London, United Kingdom. He was born on fourteenth of October in the year 1644. He was a privileged son since he was born by a gentleman who was a land owner. Thomas Loe, who was a Quaker minister, greatly affected Penn by his teachings.
In 1677 a group of important men all from Penn’s religion received a land area in the Colonies for them to settle. Penn himself remained in England but wrote a government for this new community. In what part of the US was this land area located?
In the year 1677, the Quakers relocated to another land. The city of Burlington is located in the Burlington County in New Jersey. It is Philadelphia’s suburb. The Quakers settlers moved to Burlington. Burlington served as West Jersey’s capital until the year 1702. The Quakers were able to formally establish their congregation in the year 1678. Initially, they could meet in private homes. However, between 1683 and 1687, a hexagonal house that was made .
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...
Why games are good for youSteven Johnson writes about science an.docx
1. Why games are good for you
Steven Johnson writes about science and culture. His book
Interface Cul- ture: How New Technology Transforms the Way
We Create and Communi- cate (1997) is considered one of the
most important early texts to explain the impact of
cybertechnology on human perception and communication, a
subject to which he frequently returns. Johnson became more
widely known with the publication of his best-selling book
Everything Bad Is Good for You: How Today’s Popular Culture
Is Actually Making Us Smarter (2005), in which he defends the
value of computer games, among other popular “time-wasting”
pastimes. This reading is excerpted from Everything Bad Is
Good for You. You will immediately grasp Johnson’s interest in
sailing against the current of popular opinion. In response to
those who claim the sky is falling, Johnson argues that “the
weather has never been better. It just takes a new kind of
barometer to tell the difference.”
The pages that follow are Johnson’s barometer. As you read his
analy- sis of pop culture pastimes, consider the games you
found most absorbing as a child. Do you agree with Johnson
about the kinds of skills those games taught you? What about
the time you spend today on technological recre- ation—are you
wasting time or getting smarter? Because Johnson is writ- ing
for a general audience, he does not use scholarly citations, but
he does refer explicitly to the ideas of others in his main text
and detailed notes. As you read, notice the many kinds of
experts he refers to, and how he deploys their ideas to serve his
larger purpose.
Leisure studies — which focuses on the ways we spend our free
time—is a rich area of research. The question driving Johnson’s
analysis here about the purposes games serve is part of this
ongoing conversation. What “work” does our play accomplish?
Johnson has answers that may surprise you.
nnn
2. 482 CHAPTER 13 MEdiA STudiES
You can’t get much more conventional than the conventional
wisdom 1 that kids today would be better off spending more
time reading books, and less time zoning out in front of their
video games. The latest edition of Dr. Spock — “revised and
fully expanded for a new century” as the cover reports — has
this to say of video games: “The best that can be said of
them is that they may help promote eye-hand coordination in
children. The worst that can be said is that they sanction, and
even promote aggression and violent responses to conflict. But
what can be said with much greater certainty is this: most
computer games are a colossal waste of time.” But where
reading is concerned, the advice is quite different: “I suggest
you begin to foster in your children a love of reading and the
printed word from the start. . . . What is important is that your
child be an avid reader.”1 In the middle of 2004, the National
Endowment for the Arts released 2 a study that showed that
reading for pleasure had declined steadily among all major
American demographic groups. The writer Andrew Solomon
analyzed the consequences of this shift: “People who read for
pleasure are many times more likely than those who don’t to
visit museums and attend musical performances, almost three
times as likely to perform volunteer and charity work, and
almost twice as likely to attend sporting events. Readers, in
other words, are active, while nonreaders—more than half the
population—have settled into apathy. There is a basic social
divide between those for whom life is an accrual of fresh
experience and knowl- edge, and those for whom maturity is a
process of mental atrophy. The shift toward the latter category
is frightening.”2
The intellectual nourishment of reading books is so deeply
ingrained 3 in our assumptions that it’s hard to contemplate a
different viewpoint. But as [Marshall] McLuhan famously
observed, the problem with judging new cultural systems on
their own terms is that the presence of the recent past inevitably
3. colors your vision of the emerging form, highlighting the flaws
and imperfections. Games have historically suffered from this
syndrome, largely because they have been contrasted with the
older conventions of reading. To get around these prejudices,
try this thought experiment. Imagine an alternate world
identical to ours save one techno-historical change: video games
were invented and popularized before books. In this parallel
universe, kids have been playing games for centuries—and then
1 Benjamin Spock and Steven J. Parker, Dr. Spock’s Baby and
Child Care (New York: Pocket Books, 1998), p. 625.
2 Andrew Solomon, “The Closing of the American Book,” The
New York Times, July 10, 2004. Solomon is a thoughtful and
eloquent writer, but this essay by him contains a string of
bizarre assertions, none of them supported by facts or common
sense. Consider this passage: “My last book was about
depression, and the question I am most frequently asked is why
depression is on the rise. I talk about the loneliness that comes
of spending the day with a TV or a computer or video screen.
Conversely, literary reading is an entry into dialogue; a book
can be a friend, talking not at you, but to you.” Begin with the
fact that most video games contain genuine dialogue, where
your character must interact with other onscreen characters, in
contrast to books, in which the “dialogue” between
JoHnSon WHy gAMES ARE good foR you 483
these page-bound texts come along and suddenly they’re all the
rage. What would the teachers, and the parents, and the cultural
authorities have to say about this frenzy of reading? I suspect it
would sound something like this:
Reading books chronically understimulates the senses. Unlike
the long- standing tradition of gameplaying — which engages
the child in a vivid, three-dimensional world filled with moving
images and musical soundscapes, navigated and controlled with
complex muscular movements — books are simply a barren
string of words on the page. Only a small portion of the brain
4. devoted to processing written language is activated during
reading, while games engage the full range of the sensory and
motor cortices.
Books are also tragically isolating. While games have for many
years engaged the young in complex social relationships with
their peers, building and exploring worlds together, books force
the child to sequester him- or herself in a quiet space, shut off
from interaction with other children. These new “libraries” that
have arisen in recent years to facilitate reading activities are a
frightening sight: dozens of young children, normally so
vivacious and socially interactive, sitting alone in cubicles,
reading silently, oblivious to their peers.
Many children enjoy reading books, of course, and no doubt
some of the flights of fancy conveyed by reading have their
escapist merits. But for a sizable percentage of the population,
books are downright discriminatory. The reading craze of recent
years cruelly taunts the 10 million Americans who suffer from
dyslexia — a condition that didn’t even exist as a condition
until printed text came along to stigmatize its sufferers.
But perhaps the most dangerous property of these books is the
fact that they follow a fixed linear path. You can’t control
their narratives in any fashion — you simply sit back and have
the story dictated to you. For those of us raised on interactive
narratives, this property may seem astonishing. Why would
anyone want to embark on an adventure utterly choreographed
by another person? But today’s generation embarks on such
adventures millions of times a day. This risks instilling a
general passivity in our children, making them feel as though
they’re powerless to change their circumstances. Reading is not
an active, participatory process; it’s a submissive one. The book
readers of the younger generation are learning to “follow the
plot” instead of learning to lead.
It should probably go without saying, but it probably goes better
with 4 saying, that I don’t agree with this argument. But neither
is it exactly right to say that its contentions are untrue. The
argument relies on a kind of amplified selectivity: it
5. foregrounds certain isolated properties of books,
reader and text is purely metaphorical. When you factor in the
reality that most games are played in social contexts—together
with friends in shared physical space, or over network
connections—you get the sense that Solomon hasn’t spent any
time with the game form he lambastes. So that by the time he
asserts, “Reading is harder than watch- ing television or playing
video games,” you have to ask: Which video game, exactly, is
he talking about? Certainly, reading Ulysses is harder than
playing PacMan, but is reading Stephen King harder than
playing Zelda or SimCity? Hardly.
484 CHAPTER 13 MEdiA STudiES
and then projects worst-case scenarios based on these properties
and their potential effects on the “younger generation.” But it
doesn’t bring up any of the clear benefits of reading: the
complexity of argument and storytell- ing offered by the book
form; the stretching of the imagination triggered by reading
words on a page; the shared experience you get when everyone
is reading the same story.
A comparable sleight of hand is at work anytime you hear
someone 5 bemoaning today’s video game obsessions and their
stupefying effects on tomorrow’s generations. Games are not
novels, and the ways in which they harbor novelistic aspirations
are invariably the least interesting thing about them. You can
judge games by the criteria designed to evaluate nov- els: Are
the characters believable? Is the dialogue complex? But
inevitably, the games will come up wanting. Games are good at
novelistic storytelling the way Michael Jordan was good at
playing baseball. Both could probably make a living at it, but
their world-class talents lie elsewhere.
Before we get to those talents, let me say a few words about the
vir- 6 tues of reading books. For the record, I think those
virtues are immense ones—and not just because I make a living
writing books. We should all encourage our kids to read more,
6. to develop a comfort with and an appetite for reading. But even
the most avid reader in this culture is invariably going to spend
his or her time with other media—with games, television, mov-
ies, or the Internet. And these other forms of culture have
intellectual or cognitive virtues in their own right—different
from, but comparable to, the rewards of reading.
What are the rewards of reading, exactly? Broadly speaking,
they 7 fall into two categories: the information conveyed by the
book, and the mental work you have to do to process and store
that information. Think of this as the difference between
acquiring information and exercising the mind. When we
encourage kids to read for pleasure, we’re generally doing so
because of the mental exercise involved. In Andrew Solomon’s
words: “[Reading] requires effort, concentration, attention. In
exchange, it offers the stimulus to and the fruit of thought and
feeling.” Spock says: “Unlike most amusements, reading is an
activity requiring active partici- pation. We must do the reading
ourselves — actively scan the letters, make sense of the words,
and follow the thread of the story.” Most tributes to the mental
benefits of reading also invoke the power of imagination;
reading books forces you to concoct entire worlds in your head,
rather than sim- ply ingest a series of prepackaged images. And
then there is the slightly circular—though undoubtedly true—
argument for the long-term career benefits: being an avid reader
is good for you because the educational sys- tem and the job
market put a high premium on reading skills.
To summarize, the cognitive benefits of reading involve these
facul- 8 ties: effort, concentration, attention, the ability to make
sense of words, to follow narrative threads, to sculpt imagined
worlds out of mere sentences on the page. Those benefits are
themselves amplified by the fact that soci- ety places a
substantial emphasis on precisely this set of skills.
JoHnSon WHy gAMES ARE good foR you 485
The very fact that I am presenting this argument to you in the
form 9 of a book and not a television drama or a video game
7. should make it clear that I believe the printed word remains the
most powerful vehicle for con- veying complicated
information—though the electronic word is starting to give
printed books a run for their money. The argument that follows
is centered squarely on the side of mental exercise—and not
content. I aim to persuade you of two things:
1. By almost all the standards we use to measure reading’s
cognitive benefits — attention, memory, following threads, and
so on — the nonlit- erary popular culture has been steadily
growing more challenging over the past thirty years.
2. Increasingly, the nonliterary popular culture is honing
different mental skills that are just as important as the ones
exercised by reading books. Despite the warnings of Dr.
Spock, the most powerful examples of both 10
these trends are found in the world of video games. Over the
past few years, you may have noticed the appearance of a
certain type of story about gam- ing culture in mainstream
newspapers and periodicals. The message of that story
ultimately reduces down to: Playing video games may not
actually be
a complete waste of time. Invariably these stories point to some
new study focused on a minor side effect of gameplaying—often
manual dexterity or visual memory—and explain that heavy
gamers show improved skills compared to non-gamers.3 (The
other common let’s-take-games-seriously
3I don’t dwell on the manual dexterity question here, but it’s
worth noting how the control systems for these games have
grown strikingly more complex over the past decade or so.
Compare the original Legend of Zelda (July 1987), on the
original NES, to the current Zelda, on the GameCube (March
2003). In sixteen years, games have changed as follows:
Then Controller 4 direction buttons 2 action buttons Each
button has a single function.
Perspective
Static overhead view You always have complete vision. The
game is “flat” (two-dimensional).
8. Gameplay
Movement is in one of four directions. Fighting: 2 buttons
Objects: Press a single button.
Now Controller 2 joysticks + 4 direction buttons 7 action
buttons Each combo of buttons has a unique
function. Perspective Dynamic player-controlled “camera”
view Your vision is limited. You must control it. The game is
“virtual” (three-dimensional).
Gameplay
Movement is in any direction, including up and
down. Fighting: More than 10 different button combos.
Requires accurate timing and coordination.
Objects: Assign a button, learn unique con- trols to use each
object. Requires timing, training.
486 CHAPTER 13 MEdiA STudiES
story is financial, usually pointing to the fact that the gaming
industry now pulls in more money than Hollywood.)
Now, I have no doubt that playing today’s games does in fact
improve 11 your visual intelligence and your manual dexterity,
but the virtues of gaming run far deeper than hand-eye
coordination. When I read these ostensi- bly positive accounts
of video games, they strike me as the equivalent of writing a
story about the merits of the great novels and focusing on how
reading them can improve your spelling. It’s true enough, I
suppose, but it doesn’t do justice to the rich, textured
experience of novel reading. There’s a comparable blindness at
work in the way games have been covered to date. For all the
discussion of gaming culture that you see, the actual
experience of playing games has been strangely
misrepresented. We hear a lot about the content of games: the
carnage and drive-by killings and adolescent fan- tasies. But we
rarely hear accurate descriptions about what it actually feels
like to spend time in these virtual worlds. I worry about the
experiential gap between people who have immersed themselves
in games, and people who have only heard secondhand reports,
9. because the gap makes it difficult to discuss the meaning of
games in a coherent way. It reminds me of the way the social
critic Jane Jacobs felt about the thriving urban neighborhoods
she documented in the sixties: “People who know well such
animated city streets will know how it is. People who do not
will always have it a little wrong in their heads — like the old
prints of rhinoceroses made from travel- ers’ descriptions of the
rhinoceroses.”
So what does the rhinoceros actually look like?4 The first and
last thing 12 that should be said about the experience of playing
today’s video games, the thing you almost never hear in the
mainstream coverage, is that games are fiendishly, sometimes
maddeningly, hard.
The dirty little secret of gaming is how much time you spend
not 13 having fun. You may be frustrated; you may be confused
or disoriented;
4Henry Jenkins has painted perhaps the most accurate picture of
the rhinoceros of pop culture over the past decade: “Often, our
response to popular culture is shaped by a hunger for simple
answers and quick actions. It is important to take the time to
understand the complexity of contemporary culture. We need to
learn how to be safe, critical, and creative users of media. We
need to evaluate the information and entertain- ment we
consume. We need to understand the emotional investments we
make in media content. And perhaps most importantly, we need
to learn not to treat differences in taste as mental pathologies or
social problems. We need to think, talk, and listen. When we
tell students that popular culture has no place in classroom
discussions, we are signal- ing to them that what they learn in
school has little to do with the things that matter to them at
home. When we avoid discussing popular culture at the dinner
table, we may be suggesting we have no interest in things that
are important to our children. When we tell our parents that
they wouldn’t understand our music or our fashion choices, we
are cutting them off from an important part of who we are and
what we value. We do not need to share each other’s passions.
10. But we do need to respect and understand them.” “Encouraging
Conversations About Popular Culture and Media Convergence:
An Out- reach Program for Parents, Students, and Teachers,
March–May 2000.” http://web.mit
.edu/21fms/www/faculty/henry3/resourceguide.html.
JoHnSon WHy gAMES ARE good foR you 487
you may be stuck. When you put the game down and move back
into the real world, you may find yourself mentally working
through the problem you’ve been wrestling with, as though you
were worrying a loose tooth. If this is mindless escapism, it’s a
strangely masochistic version. Who wants to escape to a world
that irritates you 90 percent of the time?
Consider the story of Troy Stolle, a construction site worker
from Indi- 14 anapolis profiled by the technology critic Julian
Dibbell. When he’s not performing his day job as a carpenter
building wooden molds, Stolle lives in the virtual world of
Ultima Online, the fantasy-themed game that allows you to
create a character—sometimes called an avatar—and interact
with thousands of other avatars controlled by other humans,
connected to the game over the Net. (Imagine a version of
Dungeons & Dragons where you’re playing with thousands of
strangers from all over the world, and you’ll get the idea.)
Ultima and related games like EverQuest have famously
developed vibrant simulated economies that have begun to leak
out into the real world. You can buy a magic sword or a plot of
land — entirely made
of digital code, mind you—for hundreds of dollars on eBay. But
earning these goods the old-fashioned within-the-gameworld
way takes time—a lot of time. Dibbell describes the ordeal
Stolle had to go through to have his avatar, named Nils Hansen,
purchase a new house in the Ultima world:
Stolle had had to come up with the money for the deed. To get
the money, he had to sell his old house. To get that house in the
first place, he had to spend hours crafting virtual swords and
plate mail to sell to a steady clientele of about three dozen
11. fellow players. To attract and keep that clientele, he had to
bring Nils Hansen’s blacksmithing skills up to Grandmaster. To
reach that level, Stolle spent six months doing nothing but
smithing: He clicked on hill- sides to mine ore, headed to a
forge to click the ore into ingots, clicked again to turn the
ingots into weapons and armor, and then headed back to the
hills to start all over again, each time raising Nils’ skill level
some tiny fraction of a percentage point, inching him closer to
the distant goal of 100 points and the illustrious title of
Grandmaster Blacksmith.
Take a moment now to pause, step back, and consider just what
was going on here: Every day, month after month, a man was
coming home from a full day of bone-jarringly repetitive work
with hammer and nails to put in a full night of finger-numbingly
repetitive work with “hammer” and “anvil” — and paying $9.95
per month for the privilege. Ask Stolle to make sense of this,
and he has a ready answer: “Well, it’s not work if you enjoy it.”
Which, of course, begs the question: Why would anyone enjoy
it?5
Why? Anyone who has spent more than a few hours trying to
complete 15 a game knows the feeling: You get to a point where
there’s a sequence of tasks you know you have to complete to
proceed further into the world, but the tasks themselves are
more like chores than entertainment, some- thing you have to
do, not something you want to do: building roads and laying
power lines, retreating through a tunnel sequence to find an
object
5 Julian Dibbell, “The Unreal-Estate Boom,” Wired, January
2003.
488 CHAPTER 13 MEdiA STudiES
you’ve left behind, conversing with characters when you’ve
already memo- rized their lines. And yet a large part of the
population performing these tasks every day is composed of
precisely the demographic group most averse to doing chores. If
you practically have to lock kids in their room to get them to do
12. their math homework, and threaten to ground them to get them
to take out the trash, then why are they willing to spend six
months smithing in Ultima? You’ll often hear video games
included on the list of the debased instant gratifications that
abound in our culture, right up there with raunchy music videos
and fast food. But compared to most forms of popular
entertainment, games turn out to be all about delayed
gratification — sometimes so long delayed that you wonder if
the gratifica- tion is ever going to show.
The clearest measure of the cognitive challenges posed by
modern 16 games is the sheer size of the cottage industry
devoted to publishing game guides, sometimes called walk-
throughs, that give you detailed, step-by-step explanations of
how to complete the game that is currently torturing you.
During my twenties, I’d wager that I spent somewhere
shockingly close to a thousand dollars buying assorted cheat
sheets, maps, help books, and phone support to assist my
usually futile attempt
to complete a video game. My relationship to these reference
texts is inti- mately bound up with my memory of each game, so
that the Myst sequel Riven brings to mind those hours on the
automated phone support line, listening to a recorded voice
explain that the lever has to be rotated 270 degrees before the
blue pipe will connect with the transom, while the play- ful
Banjo-Kazooie conjures up a cheery atlas of vibrant level maps,
like a child’s book where the story has been replaced with linear
instruction sets: jump twice on the mushroom, then grab the
gold medallion in the moat. Admitting just how much money I
spent on these guides sounds like a cry for help, I know, but the
great, looming racks of these game guides at most software
stores are clear evidence that I am not alone in this habit. The
guidebook for the controversial hit game Grand Theft Auto
alone has sold more than 1.6 million copies.
Think about the existence of these guides in the context of other
forms 17 of popular entertainment. There are plenty of
supplementary texts that accompany Hollywood movies or
13. Billboard chart-toppers: celebrity pro- files, lyrics sheets,
reviews, fan sites, commentary tracks on DVDs. These texts can
widen your understanding of a film or an album, but you’ll
almost never find yourself needing one. People don’t walk into
theaters with guide- books that they consult via flashlight
during the film. But they regularly rely on these guides when
playing a game. The closest cultural form to the game guide is
the august tradition of CliffsNotes marketed as read- ers’
supplements to the Great Books. There’s nothing puzzling about
the existence of CliffsNotes: we accept both the fact that the
Great Books are complicated, and the fact that millions of
young people are forced more or less against their will to at
least pretend to read them. Ergo: a thriving market for
CliffsNotes. Game guides, however, confound our expectations:
JoHnSon WHy gAMES ARE good foR you 489
because we’re not used to accepting the complexity of gaming
culture, and because nobody’s forcing the kids to master these
games.
The need for such guides is a relatively new development: You
didn’t 18 need ten pages to explain the PacMan system, but two
hundred pages barely does justice to an expanding universe like
EverQuest or Ultima. You need them because the complexity of
these worlds can be overwhelming: You’re stuck in the middle
of a level, with all the various exits locked and no sign of a key.
Or the password for the control room you thought you found
two hours ago turns out not to work. Or the worst case: You’re
wander- ing aimlessly through hallways, like those famous
tracking shots from The Shining, and you’ve got no real idea
what you’re supposed to be doing next.
This aimlessness, of course, is the price of interactivity. You’re
more 19 in control of the narrative now, but your supply of
information about the narrative — whom you should talk to
next, where that mysterious package has been hidden — is only
partial, and so playing one of these games is ulti- mately all
about filling in that information gap. When it works, it can be
14. exhilarating, but when it doesn’t—well, that’s when you start
shelling out the fifteen bucks for the cheat sheet. And then you
find yourself hunched over the computer screen, help guide
splayed open on the desk, flipping back and forth between the
virtual world and the level maps, trying to find your way. After
a certain point—perhaps when the level maps don’t turn out to
be all that helpful, or perhaps when you find yourself reading
the help guides over dinner—you start saying to yourself:
Remind me why this is fun?
So why does anyone bother playing these things? Why do we
use the 20 word “play” to describe this torture? I’m always
amazed to see what our brains are willing to tolerate to reach
the next level in these games. Sev- eral years ago I found
myself on a family vacation with my seven-year-old nephew,
and on one rainy day I decided to introduce him to the wonders
of SimCity 2000, the legendary city simulator that allows you to
play Robert Moses to a growing virtual metropolis. For most of
our session, I was con- trolling the game, pointing out
landmarks as I scrolled around my little town. I suspect I was a
somewhat condescending guide—treating the virtual world as
more of a model train layout than a complex system. But he was
picking up the game’s inner logic nonetheless. After about an
hour of tinkering, I was concentrating on trying to revive one
particularly rundown manufactur- ing district. As I
contemplated my options, my nephew piped up: “I think we
need to lower our industrial tax rates.” He said it as naturally,
and as confidently, as he might have said, “I think we need to
shoot the bad guy.”
The interesting question here for me is not whether games are,
on the 21 whole, more complex than most other cultural
experiences targeted at kids today — I think the answer to that
is an emphatic yes. The question is why kids are so eager to
soak up that much information when it is deliv- ered to them in
game form. My nephew would be asleep in five seconds
if you popped him down in an urban studies classroom, but
somehow an
15. 490 CHAPTER 13 MEdiA STudiES
hour of playing SimCity taught him that high tax rates in
industrial areas can stifle development. That’s a powerful
learning experience, for reasons we’ll explore in the coming
pages. But let’s start with the more elemental question of
desire. Why does a seven-year-old soak up the intricacies of
industrial economics in game form, when the same subject
would send him screaming for the exits in a classroom?
The quick explanations of this mystery are not helpful. Some
might 22 say it’s the flashy graphics, but games have been
ensnaring our attention since the days of Pong, which was—
graphically speaking—a huge step backward compared with
television or movies, not to mention reality. Oth- ers would say
it’s the violence and sex, and yet games like SimCity—and
indeed most of the best-selling games of all time — have almost
no violence and sex in them. Some might argue that it’s the
interactivity that hooks, the engagement of building your own
narrative. But if active participa- tion alone functions as a drug
that entices the mind, then why isn’t the supremely passive
medium of television repellant to kids?
Why do games captivate? I believe the answer involves a deeper
prop- 23 erty that most games share—a property that will be
instantly familiar to anyone who has spent time in this world,
but one that is also strangely absent from most outside
descriptions. To appreciate this property you need to look at
game culture through the lens of neuroscience. There’s a logical
reason to use that lens, of course: If you’re trying to figure out
why cocaine is addictive, you need a working model of what
cocaine is, and you need a working model of how the brain
functions. The same goes for the question of why games are
such powerful attractors. Explaining that phenomenon without a
working model of the mind tells only half the story.
. . . Cultural critics like to speculate on the cognitive changes
induced 24 by new forms of media, but they rarely invoke the
insights of brain science and other empirical research in backing
16. up those claims. All too often, this has the effect of reducing
their arguments to mere superstition. If you’re trying to make
sense of a new cultural form’s effect on the way we view the
world, you need to be able to describe the cultural object in
some detail, and also demonstrate how that object transforms
the mind that is apprehending it. In some instances, you can
measure that transformation through traditional modes of
intelligence testing; in some cases, you can measure changes by
looking at brain activity directly, thanks to modern scanning
technology; and in cases where the empirical research hasn’t yet
been done, you can make informed speculation based on our
understand- ing of how the brain works.
To date, there has been very little direct research into the
question of 25 how games manage to get kids to learn without
realizing that they’re learn- ing. But a strong case can be made
that the power of games to captivate involves their ability to tap
into the brain’s natural reward circuitry. Because of its central
role in drug addiction, the reward circuits of the brain have
been extensively studied and mapped in recent years. Two
insights that have emerged from this study are pertinent to the
understanding of games. First, neuroscientists have drawn a
crucial distinction between the way the brain
JoHnSon WHy gAMES ARE good foR you 491
seeks out reward and the way it delivers pleasure. The body’s
natural pain- killers, the opioids, are the brain’s pure pleasure
drugs, while the reward system revolves around the
neurotransmitter dopamine interacting with specific receptors in
a part of the brain called the nucleus accumbens.
The dopamine system is a kind of accountant: keeping track of
26 expected rewards, and sending out an alert — in the form of
lowered dopa- mine levels—when those rewards don’t arrive as
promised. When the pack-a-day smoker deprives himself of his
morning cigarette; when the hotshot Wall Street trader doesn’t
get the bonus he was planning on; when the late-night snacker
opens the freezer to find someone’s pilfered all the Ben &
17. Jerry’s — the disappointment and craving these people
experience is triggered by lowered dopamine levels.
The neuroscientist Jaak Panksepp calls the dopamine system the
27 brain’s “seeking” circuitry, propelling us to seek out new
avenues for reward in our environment. Where our brain
wiring is concerned, the craving instinct triggers a desire to
explore. The system says, in effect: “Can’t find the reward you
were promised? Perhaps if you just look a little harder you’ll be
in luck — it’s got to be around here somewhere.”
How do these findings connect to games? Researchers have long
sus- 28 pected that geometric games like Tetris have such a
hypnotic hold over us (longtime Tetris players have vivid
dreams about the game) because the game’s elemental shapes
activate modules in our visual system that execute low-level
forms of pattern recognition—sensing parallel and per-
pendicular lines, for instance. These modules are churning away
in the background all the time, but the simplified graphics of
Tetris bring them front and center in our consciousness. I
believe that what Tetris does to our visual circuitry, most video
games do to the reward circuitry of the brain.
Real life is full of rewards, which is one reason why there are
now so 29 many forms of addiction. You can be rewarded by
love and social con- nection, financial success, drug abuse,
shopping, chocolate, and watching your favorite team win the
Super Bowl. But supermarkets and shopping malls aside, most
of life goes by without the potential rewards available
to you being clearly defined. You know you’d like that
promotion, but it’s a long way off, and right now you’ve got to
deal with getting this memo out the door. Real-life reward
usually hovers at the margins of day-to-day existence — except
for the more primal rewards of eating and making love, both of
which exceed video games in their addictiveness.
In the gameworld, reward is everywhere. The universe is
literally teem- 30 ing with objects that deliver very clearly
articulated rewards: more life, access to new levels, new
equipment, new spells. Game rewards are fractal; each scale
18. contains its own reward network, whether you’re just
learning to use the controller, or simply trying to solve a
puzzle to raise some extra cash, or attempting to complete the
game’s ultimate mission. Most of the crucial work in game
interface design revolves around keeping players noti- fied of
potential rewards available to them, and how much those
rewards are currently needed. Just as Tetris streamlines the
fuzzy world of visual
492 CHAPTER 13 MEdiA STudiES
reality to a core set of interacting shapes, most games offer a
fictional world where rewards are larger, and more vivid, more
clearly defined, than life.
This is true even of games that have been rightly celebrated for
their 31 open-endedness. SimCity is famous for not forcing the
player along a pre- ordained narrative line; you can build any
kind of community you want: small farming villages, vast
industrial Coketowns, high-centric edge cities
or pedestrian-friendly neighborhoods. But the game has a subtle
reward architecture that plays a major role in the game’s
addictiveness: the soft- ware withholds a trove of objects and
activities until you’ve reached cer- tain predefined levels, either
of population, money, or popularity. You can build pretty much
any kind of environment you want playing SimCity, but you
can’t build a baseball stadium until you have fifty thousand
residents. Similarly, Grand Theft Auto allows players to drive
aimlessly through a vast urban environment, creating their own
narratives as they explore the space. But for all that open-
endedness, the game still forces you to complete a series of pre-
defined missions before you are allowed to enter new areas of
the city. The very games that are supposed to be emblems of
unstructured user control turn out to dangle rewards at every
corner.
“Seeking” is the perfect word for the drive these designs instill
in their 32 players. You want to win the game, of course, and
perhaps you want to see the game’s narrative completed. In the
19. initial stages of play, you may just be dazzled by the game’s
graphics. But most of the time, when you’re hooked on a game,
what draws you in is an elemental form of desire: the desire to
see the next thing. You want to cross that bridge to see what the
east side of the city looks like, or try out that teleportation
module, or build an aquarium on the harbor. To someone who
has never felt that sort of compulsion, the underlying
motivation can seem a little strange: You want to build the
aquarium not, in the old mountaineering expression, because
it’s there, but rather because it’s not there, or not there yet. It’s
not there, but you know — because you’ve read the manual or
the game guide, or because the interface is flashing it in front
of your eyes — you know that if you just apply yourself, if
you spend a little more time cultivating new residents and
watching the annual budget, the aquarium will eventually be
yours to savor.
In a sense, neuroscience has offered up a prediction here, one
that 33 games obligingly confirm. If you create a system where
rewards are both clearly defined and achieved by exploring an
environment, you’ll find human brains drawn to those systems,
even if they’re made up of virtual characters and simulated
sidewalks. It’s not the subject mat- ter of these games that
attracts—if that were the case, you’d never see twenty-
somethings following absurd rescue-the-princess storylines like
the best-selling Zelda series on the Nintendo platform. It’s the
reward sys- tem that draws those players in, and keeps their
famously short attention spans locked on the screen. No other
form of entertainment offers that cocktail of reward and
exploration: We don’t “explore” movies or television
or music in anything but the most figurative sense of the word.
And while there are rewards to those other forms — music in
fact has been shown to
JoHnSon WHy gAMES ARE good foR you 493
trigger opioid release in the brain—they don’t come in the
exaggerated, tantalizing packaging that video games wrap
20. around them.
You might reasonably object at this point that I have merely
dem- 34 onstrated that video games are the digital equivalent of
crack cocaine. Crack also has a powerful hold over the human
brain, thanks in part to its manipulations of the dopamine
system. But that doesn’t make it a good thing. If games have
been unwittingly designed to lock into our brain’s reward
architecture, then what positive value are we getting out of that
intoxication? . . .
Here again, you have to shed your expectations about older
cultural 35 forms to make sense of the new. Game players are
not soaking up moral counsel, life lessons, or rich psychological
portraits. They are not having emotional experiences with their
Xbox, other than the occasional adrena- line rush. The
narratives they help create now rival pulp Hollywood fare,
which is an accomplishment when measured against the
narratives of Pac- Man and Pong, but it’s still setting the bar
pretty low. With the occasional exception, the actual content of
the game is often childish or gratuitously menacing—though,
again, not any more so than your average summer blockbuster.
Complex social and historical simulations like Age of Empires
or Civilization do dominate the game charts, and no doubt these
games do impart some useful information about ancient Rome
or the design of mass transit systems. But much of the roleplay
inside the gaming world alter- nates between drive-by shooting
and princess rescuing.
De-emphasizing the content of game culture shouldn’t be seen
as a 36 cop-out. We ignore the content of many activities that
are widely consid- ered to be good for the brain or the body. No
one complains about the simplistic, militaristic plot of chess
games. (“It always ends the same way!”) We teach algebra to
children knowing full well that the day they leave the
classroom, ninety-nine percent of those kids will never again
directly employ their algebraic skills. Learning algebra isn’t
about acquir- ing a specific tool; it’s about building up a mental
muscle that will come
21. in handy elsewhere. You don’t go to the gym because you’re
interested in learning how to operate a StairMaster; you go to
the gym because operat- ing a StairMaster does something
laudable to your body, the benefits of which you enjoy during
the many hours of the week when you’re not on a StairMaster.
So it is with games. It’s not what you’re thinking about when
you’re 37 playing a game, it’s the way you’re thinking that
matters. The distinction is not exclusive to games, of course.
Here’s John Dewey, in his book Experi- ence and Education:
“Perhaps the greatest of all pedagogical fallacies is the notion
that a person learns only that particular thing he is studying at
the time. Collateral learning in the way of formation of
enduring attitudes, of likes and dislikes, may be and often is
much more important than the spelling lesson or lesson in
geography or history that is learned. For these attitudes are
fundamentally what count in the future.”6
6John Dewey, Experience and Education (London: Collier,
1963), p. 48.
494 CHAPTER 13 MEdiA STudiES
This is precisely where we need to make our portrait of the
rhinoceros 38 as accurate as possible: defining the collateral
learning that goes beyond the explicit content of the experience.
Start with the basics: Far more than books or movies or music,
games force you to make decisions. Novels may activate our
imagination, and music may conjure up powerful emotions, but
games force you to decide, to choose, to prioritize. All the
intellectual benefits of gaming derive from this fundamental
virtue, because learn- ing how to think is ultimately about
learning to make the right decisions: weighing evidence,
analyzing situations, consulting your long-term goals, and then
deciding. No other pop cultural form directly engages the
brain’s decision-making apparatus in the same way. From the
outside, the primary activity of a gamer looks like a fury of
clicking and shooting, which is why so much of the
conventional wisdom about games focuses on hand-eye
22. coordination. But if you peer inside the gamer’s mind, the
primary activ- ity turns out to be another creature altogether:
making decisions, some of them snap judgments, some long-
term strategies.
nnn
Reading as a Writer: analyzing Rhetorical Choices
1. Why do you think Johnson opens with the debate that pits the
playing of video games against the practice of reading? Where
exactly does he dive in with his own perspective on debate?
What is the “sleight of hand” he refers to in para- graph 5? How
do his examples in the following paragraphs complicate this
sim- plistic debate about the relative virtues of video games and
reading? What are your thoughts on this debate?
2. Johnson has a very distinctive voice on the page, and often
addresses the reader as “you”—practice that is unconventional
in researched writing. Locate at least three sentences in which
you think Johnson’s voice is particularly distinctive, and
discuss what happens in those sentences that captures your
attention. What insights (about tone, word choice, rhetorical
strategy) might you apply to your own writing?
Writing as a Reader: entering the Conversation of ideas
1. Johnson and S. Craig Watkins share an interest in paying
close attention to activities widely thought of as “time-wasters.”
They draw different con- clusions about what we can learn from
the ways people (especially young people) use online time and
video games. Compose an essay in which you use insights from
both authors to make a point about the positive and negative
aspects of online time and video games, using specific examples
to illustrate your points, as these authors do. What is the
significance of your findings?
2. Johnson argues that “everything bad is good for you”; Eric
Schlosser, on the other hand, argues almost the opposite in his
attack on advertising to “Kid Kustomers.” Using the strategies
these authors employ, write an essay in which you argue against
the prevailing opinion that some aspect of
23. Kid Kustomers
Eric Schlosser has won numerous awards for his exposé-style
journalism, which has appeared in The Atlantic, Rolling Stone,
Vanity Fair, The Nation, and The New Yorker, among other
magazines. He has published several best-selling books,
including Reefer Madness: Sex, Drugs, and Cheap Labor in the
American Black Market (2003) and, with Charles Wilson, Chew
on This: Everything You Don’t Want to Know About Fast Food
(2006), which introduces middle school readers to the history of
the fast-food industry and the agribusiness and animal-raising
practices that the industry fos- ters. Chew on This evolved from
Fast Food Nation: The Dark Side of the All- American Meal
(2001), from which this reading is taken. Fast Food Nation has
been assigned for campuswide reading at many universities, and
it inspired a 2006 film version, starring Greg Kinnear.
Schlosser’s expertise on America’s food industry has made him
a popular lecturer on and off campus. He also has addressed
Congress about the risk to the food supply from bioterrorism.
Schlosser’s interest in the fast-food industry extends to the
industry’s marketing campaigns and their focus on children, the
“kid kustomers” who are featured in this reading. Think back to
your own childhood encoun- ters with clever, kid-appealing
fast-food packaging. How did the toys, the packaging, and the
commercials affect your association with fast food? Do
Schlosser’s insights change your thinking about marketing
campaigns by fast-food restaurants? If so, how?
Like any good writer, Schlosser uses a number of specific
examples to persuade his readers. Keep track of the facts,
statistics, and examples he uses, and consider how you might
use similar strategies in your own writ- ing. While this reading
is just a small part of Schlosser’s book Fast Food Nation, in
these paragraphs he weaves together strands of an argument
about past and present attitudes toward fast food, the
intersection of din- ing and consumer culture, and the effects of
24. aggressive marketing to chil- dren. As a public intellectual,
Schlosser has helped ignite a conversation about what we eat,
and why, that is likely to continue for a long time. It’s a
conversation that could change the way you eat and the way you
spend money, as well as the way you think.
nnn
Twenty-five years ago, only a handful of American companies
directed their marketing at children—Disney, McDonald’s,
candy makers, toy makers, manufacturers of breakfast cereal.
Today children are being tar- geted by phone companies, oil
companies, and automobile companies, as well as clothing
stores and restaurant chains. The explosion in children’s
advertising occurred during the 1980s. Many working parents,
feeling guilty about spending less time with their kids, started
spending more money on them. One marketing expert has called
the 1980s “the decade of the child
519
1
520 CHAPTER 14 BusinEss
consumer.”1 After largely ignoring children for years, Madison
Avenue began to scrutinize and pursue them. Major ad agencies
now have chil- dren’s divisions, and a variety of marketing
firms focus solely on kids. These groups tend to have sweet-
sounding names: Small Talk, Kid Connection, Kid2Kid, the
Gepetto Group, Just Kids, Inc. At least three industry publica-
tions—Youth Market Alert, Selling to Kids, and Marketing to
Kids Report— cover the latest ad campaigns and market
research. The growth in chil- dren’s advertising has been driven
by efforts to increase not just current, but also future,
consumption. Hoping that nostalgic childhood memories of a
brand will lead to a lifetime of purchases, companies now plan
“cradle-to-grave” advertising strategies. They have come to
believe what Ray Kroc and Walt Disney realized long ago—a
person’s “brand loyalty” may begin as early as the age of two.2
25. Indeed, market research has found that children often recognize
a brand logo before they can recognize their own name.3
The discontinued Joe Camel ad campaign, which used a hip
cartoon 2 character to sell cigarettes, showed how easily
children can be influenced by the right corporate mascot. A
1991 study published in the Journal of the American Medical
Association found that nearly all of America’s six-year- olds
could identify Joe Camel, who was just as familiar to them as
Mickey Mouse.4 Another study found that one-third of the
cigarettes illegally sold to minors were Camels.5 More recently,
a marketing firm conducted a survey in shopping malls across
the country, asking children to describe their favorite TV ads.
According to the CME KidCom Ad Traction Study II, released
at the 1999 Kids’ Marketing Conference in San Antonio, Texas,
the Taco Bell commercials featuring a talking chihuahua were
the most popular fast food ads.6 The kids in the survey also
liked Pepsi and Nike commercials, but their favorite television
ad was for Budweiser.
The bulk of the advertising directed at children today has an
immedi- 3 ate goal. “It’s not just getting kids to whine,” one
marketer explained in Selling to Kids, “it’s giving them a
specific reason to ask for the product.”7 Years ago sociologist
Vance Packard described children as “surrogate sales-
1James U. McNeal, Kids as Customers: A Handbook of
Marketing to Children. Lan- ham, MD: Lexington Books, 1992,
p. 6.
2Cited in “Brand Aware,” Children’s Business, June
2000. 3See “Brand Consciousness,” IFF on Kids: Kid Focus,
no. 3. 4Paul Fischer et al., “Brand Logo Recognition by
Children Aged 3 to 6 Years: Mickey
Mouse and Old Joe the Camel,” Journal of the American
Medical Association, December 11, 1991.
5See Judann Dagnoli, “JAMA Lights New Fire Under Camel’s
Ads,” Advertising Age, December 16, 1991.
6Cited in “Market Research Ages 6–17: Talking Chihuahua
Strikes Chord with Kids,” Selling to Kids, February 3, 1999.
26. 7Quoted in “Market Research: The Old Nagging Game Can Pay
Off for Marketers,” Selling to Kids, April 15, 1998.
sCHLOssER KiD KusTOMERs 521
men” who had to persuade other people, usually their parents, to
buy what they wanted.8 Marketers now use different terms to
explain the intended response to their ads—such as “leverage,”
“the nudge factor,” “pester power.” The aim of most children’s
advertising is straightforward: get kids to nag their parents and
nag them well.
James U. McNeal, a professor of marketing at Texas A&M
University, 4 is considered America’s leading authority on
marketing to children. In his book Kids As Customers (1992),
McNeal provides marketers with a thor- ough analysis of
“children’s requesting styles and appeals.”9 He classifies
juvenile nagging tactics into seven major categories. A pleading
nag is one accompanied by repetitions of words like “please” or
“mom, mom, mom.” A persistent nag involves constant
requests for the coveted product and may include the phrase
“I’m gonna ask just one more time.” Forceful nags are
extremely pushy and may include subtle threats, like “Well,
then, I’ll go and ask Dad.” Demonstrative nags are the most
high-risk, often char- acterized by full-blown tantrums in public
places, breath-holding, tears, a refusal to leave the store. Sugar-
coated nags promise affection in return for a purchase and
may rely on seemingly heartfelt declarations like “You’re the
best dad in the world.” Threatening nags are youthful forms of
black- mail, vows of eternal hatred and of running away if
something isn’t bought. Pity nags claim the child will be
heartbroken, teased, or socially stunted if the parent refuses to
buy a certain item. “All of these appeals and styles may be used
in combination,” McNeal’s research has discovered, “but kids
tend to stick to one or two of each that prove most effective . . .
for their own parents.”
McNeal never advocates turning children into screaming,
breath- 5 holding monsters. He has been studying “Kid
27. Kustomers” for more than thirty years and believes in a more
traditional marketing approach.10 “The key is getting children
to see a firm . . . in much the same way as [they see] mom or
dad, grandma or grandpa,” McNeal argues.11 “Likewise, if a
company can ally itself with universal values such as
patriotism, national defense, and good health, it is likely to
nurture belief in it among children.”
Before trying to affect children’s behavior, advertisers have to
learn 6 about their tastes.12 Today’s market researchers not
only conduct surveys of children in shopping malls, they also
organize focus groups for kids as young as two or three. They
analyze children’s artwork, hire children to
8Max Boas and Steve Chain, Big Mac: The Unauthorized Story
of McDonald’s. New York: Dutton, 1976. Vance Packard, The
Hidden Persuaders. New York: D. McKay Co., 1957, pp. 158–
61.
9McNeal, Kids As Customers, pp. 72–75. 10Ibid., p.
4. 11Ibid., p. 98. 12For a sense of the techniques now being
used by marketers, see Tom McGee, “Get-
ting Inside Kids’ Heads,” American Demographics, January
1997.
522 CHAPTER 14 BusinEss
run focus groups, stage slumber parties and then question
children into the night. They send cultural anthropologists into
homes, stores, fast food restaurants, and other places where kids
like to gather, quietly and sur- reptitiously observing the
behavior of prospective customers. They study the academic
literature on child development, seeking insights from the work
of theorists such as Erik Erikson and Jean Piaget. They study
the fantasy lives of young children, then apply the findings in
advertisements and product designs.
Dan S. Acuff—the president of Youth Market System
Consulting 7 and the author of What Kids Buy and Why
(1997)—stresses the impor- tance of dream research. Studies
suggest that until the age of six, roughly 80 percent of
28. children’s dreams are about animals.13 Rounded, soft crea-
tures like Barney, Disney’s animated characters, and the
Teletubbies therefore have an obvious appeal to young children.
The Character Lab, a division of Youth Market System
Consulting, uses a proprietary technique called Character
Appeal Quadrant Analysis to help companies develop new
mascots. The technique purports to create imaginary characters
who perfectly fit the targeted age group’s level of cognitive and
neurological development.
Children’s clubs have for years been considered an effective
means of 8 targeting ads and collecting demographic
information; the clubs appeal to a child’s fundamental need for
status and belonging. Disney’s Mickey Mouse Club, formed in
1930, was one of the trailblazers. During the 1980s and 1990s,
children’s clubs proliferated, as corporations used them to
solicit the names, addresses, zip codes, and personal comments
of young customers. “Marketing messages sent through a club
not only can be per- sonalized,” James McNeal advises, “they
can be tailored for a certain age or geographical group.”14 A
well-designed and well-run children’s club can be extremely
good for business. According to one Burger King executive, the
creation of a Burger King Kids Club in 1991 increased the sales
of chil- dren’s meals as much as 300 percent.15
The Internet has become another powerful tool for assembling
data 9 about children. In 1998 a federal investigation of Web
sites aimed at chil- dren found that 89 percent requested
personal information from kids; only 1 percent required that
children obtain parental approval before supply- ing the
information.16 A character on the McDonald’s Web site told
chil- dren that Ronald McDonald was “the ultimate authority in
everything.”17
13Cited in Dan S. Acuff and Robert H. Reiher, What Kids Buy
and Why: The Psychol- ogy of Marketing to Kids. New York:
Free Press, 1997, pp. 45–46.
14McNeal, Kids As Customers, p. 175.
15Cited in Karen Benezra, “Keeping Burger King on a Roll,”
29. Brandweek, January 15, 1996.
16Cited in “Children’s Online Privacy Proposed Rule Issued by
FTC,” press release, Federal Trade Commission, April 20, 1999.
17Quoted in “Is Your Kid Caught Up in the Web?” Consumer
Reports, May 1997.
sCHLOssER KiD KusTOMERs 523
The site encouraged kids to send Ronald an e-mail revealing
their favor- ite menu item at McDonald’s, their favorite book,
their favorite sports team—and their name.18 Fast food Web
sites no longer ask children to provide personal information
without first gaining parental approval; to do so is now a
violation of federal law, thanks to the Children’s Online Pri-
vacy Protection Act, which took effect in April of 2000.
Despite the growing importance of the Internet, television
remains 10 the primary medium for children’s advertising. The
effects of these TV ads have long been a subject of controversy.
In 1978, the Federal Trade Commission (FTC) tried to ban all
television ads directed at children seven years old or younger.
Many studies had found that young children often could not tell
the difference between television programming and televi- sion
advertising. They also could not comprehend the real purpose of
com- mercials and trusted that advertising claims were true.
Michael Pertschuk, the head of the FTC, argued that children
need to be shielded from adver- tising that preys upon their
immaturity. “They cannot protect themselves,” he said,
“against adults who exploit their present-mindedness.”19
The FTC’s proposed ban was supported by the American
Academy of 11 Pediatrics, the National Congress of Parents and
Teachers, the Consumers Union, and the Child Welfare League,
among others. But it was attacked by the National Association
of Broadcasters, the Toy Manufacturers of America, and the
Association of National Advertisers. The industry groups
lobbied Congress to prevent any restrictions on children’s ads
and sued in federal court to block Pertschuk from participating
in future FTC meet- ings on the subject. In April of 1981, three
30. months after the inauguration
of President Ronald Reagan, an FTC staff report argued that a
ban on ads aimed at children would be impractical, effectively
killing the proposal. “We are delighted by the FTC’s reasonable
recommendation,” said the head of the National Association of
Broadcasters.20
The Saturday-morning children’s ads that caused angry debates
twenty 12 years ago now seem almost quaint. Far from being
banned, TV advertising aimed at kids is now broadcast twenty-
four hours a day, closed-captioned and in stereo. Nickelodeon,
the Disney Channel, the Cartoon Network, and the other
children’s cable networks are now responsible for about 80
percent of all television viewing by kids.21 None of these
networks existed before 1979. The typical American child now
spends about twenty-one hours a week watching television—
roughly one and a half months of TV
18See Matthew McAllester, “Life in Cyberspace: What’s
McDonald’s Doing with Kids’ E-mail Responses?” Newsday,
July 20, 1997.
19Quoted in Linda E. Demkovich, “Pulling the Sweet Tooth of
Children’s TV Adver- tising,” National Journal, January 7,
1978.
20Quoted in A. O. Sulzberger, Jr., “FTC Staff Urges End to
Child-TV Ad Study,” New York Times, April 3, 1981.
21Cited in Steve McClellan and Richard Tedesco, “Children’s
TV Market May Be Played Out,” Broadcasting & Cable, March
1, 1999.
524 CHAPTER 14 BusinEss
every year.22 That does not include the time children spend in
front of a screen watching videos, playing video games, or
using the computer. Out- side of school, the typical American
child spends more time watching tele- vision than doing any
other activity except sleeping.23 During the course of a year, he
or she watches more than thirty thousand TV commercials.24
Even the nation’s youngest children are watching a great deal of
31. television. About one-quarter of American children between the
ages of two and five have a TV in their room.25
Perfect Synergy
Although the fast food chains annually spend about $3 billion
on televi- 13 sion advertising, their marketing efforts directed at
children extend far beyond such conventional ads.26 The
McDonald’s Corporation now oper- ates more than eight
thousand playgrounds at its restaurants in the United States.27
Burger King has more than two thousand.28 A manufacturer of
“playlands” explains why fast food operators build these largely
plastic structures: “Playlands bring in children, who bring in
parents, who bring
in money.”29 As American cities and towns spend less money
on children’s recreation, fast food restaurants have become
gathering spaces for fami- lies with young children. Every
month about 90 percent of American chil- dren between the ages
of three and nine visit a McDonald’s.30 The seesaws, slides,
and pits full of plastic balls have proven to be an effective lure.
“But when it gets down to brass tacks,” a Brandweek article on
fast food notes, “the key to attracting kids is toys, toys,
toys.”31
The fast food industry has forged promotional links with the
nation’s 14 leading toy manufacturers, giving away simple toys
with children’s meals and selling more elaborate ones at a
discount. The major toy crazes of recent years — including
Pokémon cards, Cabbage Patch Kids, and Tamogotchis — have
been abetted by fast food promotions. A successful promotion
easily
22Cited in “Policy Statement: Media Education,” American
Academy of Pediatrics, August 1999.
23Cited in “Policy Statement: Children, Adolescents, and
Television,” American Academy of Pediatrics, October 1995.
24Cited in Mary C. Martin, “Children’s Understanding of the
Intent of Advertising: A Meta-Analysis,” Journal of Public
Policy & Marketing, Fall 1997.
25Cited in Lisa Jennings, “Baby, Hand Me the Remote,” Scripps
32. Howard News Ser- vice, October 13, 1999.
26Interview with Lynn Fava, Competitive Media Reporting.
27Cited in “Fast Food and Playgrounds: A Natural
Combination,” promotional mate- rial, Playlandservices, Inc.
28Ibid. 29Ibid. 30Cited in Rod Taylor, “The Beanie Factor,”
Brandweek, June 16, 1997. 31Sam Bradley and Betsey
Spethmann, “Subway’s Kid Pack: The Ties That Sell,”
Brandweek, October 10, 1994.
sCHLOssER KiD KusTOMERs 525
doubles or triples the weekly sales volume of children’s meals.
The chains often distribute numerous versions of a toy,
encouraging repeat visits by small children and adult collectors
who hope to obtain complete sets. In 1999 McDonald’s
distributed eighty different types of Furby. According to a
publication called Tomart’s Price Guide to McDonald’s Happy
Meal Col- lectibles, some fast food giveaways are now worth
hundreds of dollars.32
Rod Taylor, a Brandweek columnist, called McDonald’s 1997
Teenie 15 Beanie Baby giveaway one of the most successful
promotions in the his- tory of American advertising.33 At the
time McDonald’s sold about 10 mil- lion Happy Meals in a
typical week. Over the course of ten days in April
of 1997, by including a Teenie Beanie Baby with each purchase,
McDon- ald’s sold about 100 million Happy Meals. Rarely has a
marketing effort achieved such an extraordinary rate of sales
among its intended consum- ers. Happy Meals are marketed to
children between the ages of three and nine; within ten days
about four Teenie Beanie Baby Happy Meals were sold for
every American child in that age group. Not all of those Happy
Meals were purchased for children. Many adult collectors
bought Teenie Beanie Baby Happy Meals, kept the dolls, and
threw away the food.
The competition for young customers has led the fast food
chains to 16 form marketing alliances not just with toy
companies, but with sports leagues and Hollywood studios.
33. McDonald’s has staged promotions with the National Basketball
Association and the Olympics. Pizza Hut, Taco Bell, and KFC
signed a three-year deal with the NCAA. Wendy’s has linked
with the National Hockey League. Burger King and
Nickelodeon, Denny’s and Major League Baseball, McDonald’s
and the Fox Kids Network have all formed partnerships that mix
advertisements for fast food with children’s entertainment.
Burger King has sold chicken nuggets shaped like Teletub- bies.
McDonald’s now has its own line of children’s videos starring
Ronald McDonald. The Wacky Adventures of Ronald McDonald
is being produced
by Klasky-Csupo, the company that makes Rugrats and The
Simpsons. The videos feature the McDonaldland characters and
sell for $3.49. “We see this as a great opportunity,” a
McDonald’s executive said in a press release, “to create a more
meaningful relationship between Ronald and kids.”34
All of these cross-promotions have strengthened the ties
between Hol- 17 lywood and the fast food industry. In the past
few years, the major studios have started to recruit fast food
executives. Susan Frank, a former director of national
marketing for McDonald’s, later became a marketing execu-
tive at the Fox Kids Network. She now runs a new family-
oriented cable
32Meredith Williams, Tomart’s Price Guide to McDonald’s
Happy Meal Collectibles (Dayton, Ohio: Tomart Publications,
1995).
33The story of McDonald’s Teenie Beanie Baby promotion can
be found in Taylor, “The Beanie Factor.”
34Quoted in “McDonald’s Launches Second Animated Video in
Series Starring Ronald McDonald,” press release, McDonald’s
Corporation, January 21, 1999.
526 CHAPTER 14 BusinEss
network jointly owned by Hallmark Entertainment and the Jim
Henson Company, creator of the Muppets. Ken Snelgrove, who
for many years worked as a marketer for Burger King and
34. McDonald’s, now works at MGM. Brad Ball, a former senior
vice president of marketing at McDon- ald’s, is now the head of
marketing for Warner Brothers. Not long after being hired, Ball
told the Hollywood Reporter that there was little differ- ence
between selling films and selling hamburgers.35 John Cywinski,
the former head of marketing at Burger King, became the head
of market- ing for Walt Disney’s film division in 1996, then left
the job to work for McDonald’s. Forty years after Bozo’s first
promotional appearance at a McDonald’s, amid all the
marketing deals, giveaways, and executive swaps, America’s
fast food culture has become indistinguishable from the popular
culture of its children.
In May of 1996, the Walt Disney Company signed a ten-year
global 18 marketing agreement with the McDonald’s
Corporation. By linking with a fast food company, a
Hollywood studio typically gains anywhere from $25 million to
$45 million in additional advertising for a film, often dou- bling
its ad budget. These licensing deals are usually negotiated on a
per- film basis; the 1996 agreement with Disney gave
McDonald’s exclusive rights to that studio’s output of films and
videos. Some industry observers thought Disney benefited more
from the deal, gaining a steady source of marketing funds.36
According to the terms of the agreement, Disney char- acters
could never be depicted sitting in a McDonald’s restaurant or
eating any of the chain’s food. In the early 1980s, the
McDonald’s Corporation had turned away offers to buy Disney;
a decade later, McDonald’s execu- tives sounded a bit defensive
about having given Disney greater control over how their joint
promotions would be run.37 “A lot of people can’t get used to
the fact that two big global brands with this kind of credibility
can forge this kind of working relationship,” a McDonald’s
executive told a reporter. “It’s about their theme parks, their
next movie, their characters, their videos. . . . It’s bigger than a
hamburger. It’s about the integration of our two brands, long-
term.”38
The life’s work of Walt Disney and Ray Kroc had come full-
35. circle, unit- 19 ing in perfect synergy. McDonald’s began to sell
its hamburgers and french fries at Disney’s theme parks. The
ethos of McDonaldland and of Disney- land, never far apart,
have finally become one. Now you can buy a Happy Meal at the
Happiest Place on Earth.
35See T. L. Stanley, Hollywood Reporter, May 26, 1998.
36See Thomas R. King, “Mickey May Be the Big Winner in
Disney-McDonald’s Alli- ance,” Wall Street Journal, May 24,
1996.
37See Monci Jo Williams, “McDonald’s Refuses to Plateau,”
Fortune, November 12, 1984.
38Quoted in James Bates, “You Want First-Run Features with
Those Fries?” News- day, May 11, 1997.
Ronni Taylor
Kathy Rowley
11/1/12
Reader Response
Reader Response: Why Games Are Good For You
Steve Johnson writes in his article, “Why Games are Good
For You” that “It’s not what you are thinking about when you’re
playing the game, it’s the way you are thinking that matters”
(Johnson 493). Though this is true for video games, I wonder if
it can also be true for reading. This article showed video
gaming in the educational light while trying to relate it to how
we view recreational reading. As a lover of books this article
had areas in which it tried to attack or change how I think about
reading.
In the text Johnson tries to explain the relevance of video
gaming by appealing to a hypothetical alternate reality. This is
in actuality a logical fallacy called “hypothesis contrary to fact”
where instead of using facts to create an argument, the speaker
uses a hypothetical situations as a substitute. I perceived this
example of an alternate reality as an attack on my beliefs. I
36. don’t think there will ever be a point where we can view books
as less educational than video games. Learning is almost always
an accidental occurrence when playing a video game; it is not
the main point. Reading on the other hand is an enjoyable and
entertaining tool we use specifically to learn. This article did
not only attack a way of thinking, but it also changed how I
view video games.
Reading is still my favorite past time, but now after
reading this article I understand the merits of video games as
well. Johnson included an anecdote about him playing a video
game with his nephew whom through the process learned
quickly how the “tax rates in industrial areas can stifle
development” (491). After watching a game played for a short
time a seven year old could spit out a complex idea like that. I
found this fascinating. But more than anything I was interested
in how the author explained that games allow people to think
differently and approach situations with different views. I liked
that. The idea that what you learn isn’t as important as how you
learn.
My overall reaction to this text was confusion. I didn’t
know if someone trying to compare reading and gaming should
offend me or if I should just go with it. I think I would
recommend this article to people who enjoy video games, but
also to people who think video games are a waste of time. Both
would benefit from learning the virtues of gaming.