Saturday, October 5, 2019
Old Smoke Essay Example | Topics and Well Written Essays - 750 words
Old Smoke - Essay Example Thus, the best thing Charles Renfold should do would be to first ask Frank and Alice if they would not mind smoking at another area and bring up Darleneââ¬â¢s concern about the smell of old smoke and being under the weather. If they would not mind doing so in relation to the knowledge of the report being urgent and Darlene not feeling quite well, then the case is closed. However, if Frank and Alice pushes for their right while Darlene confesses how she cannot stand it, then it would be best for Charles to do it on his own if he wishes to reach the deadline. With this situation causing a delay in work outputs that are asked of each employee, I think there is a need to implement a specialized rule on smoking within their company. Aside from allocating an area for smokers to smoke, it would be good to know if there are employees who might be sensitive to old smoke fumes. If there are, including Darlene, it would be wise to transfer them into a nonsmoker room wherein they would not get distracted or feel ill about inhaling old smoke that affects their productivity at work. This decision is wise as it does not only respect the rights of nonsmokers but at the same time for smokers as well, thus, preventing rallies or ill feelings in the office. This case of Darlene being given a leeway for reaching deadlines or being assigned to a certain job output is reasonable because of a health related reason which associates the smell of old smoke to her feeling ill. We all know that even though Darlene does not inhale direct smoke coming from Alice and Frankââ¬â¢s cigarettes, the smoke fume that sticks to their bodies or clothes can still cause this uncomfortable feeling for nonsmokers especially Darlene. However, if what bothers Darlene is not old smoke but the smell of Aliceââ¬â¢s perfume or Frankââ¬â¢s body odor, then it is a whole different story. This is
Friday, October 4, 2019
Explain the differences between periodic and perpetual inventory Essay - 1
Explain the differences between periodic and perpetual inventory accounting - Essay Example First in first out (FIFO) requires that we evaluate the selling stocks on the basis of the cost of stocks purchased first. Thus, the cost of stock sold is determined by their first price. Calculation done according to the FIFO inventory system is shared below. For example, we sold 130 units of goods for $240. Hence, cost of goods sold will be cost of opening balance of 20 units of $200 ($4,000), plus 50 units to $210 ($10,500), plus 60 units of $220 ($13,200). Thus, the cost of goods sold will be $27,700. Operating profit in this case is defined as $3500 (31,200 ââ¬â 27,700). Accordingly, stocks include 40 units, which will be cost on the basis of the purchase price of $220 per unit with making total worth of $8,800 (Harris, 2011). Last in first out (LIFO) requires that we evaluate the selling stocks based on the sequence, the reverse order of their arrival. Thus, the cost of stock sold is determined by their last price. Our example remains the same, and we sell a total of 130 units at the price of $240 (31,200). The cost of goods sold according to LIFO method is 100 units for $220 ($22,000) and 30 units to $210 ($6,300), hence, it is estimated that the products sold are worth $28,300. According to the LIFO method our profit in this case is estimated as $2,900 (31200 - 28 300). However, the remaining goods are estimated to be worth $8200 (Carpenter & Boyle, 2012). The method of average cost is the most simple and it is one of the most common methods used by companies. Suppose a company has a balance of goods at the beginning of the period, which is 20 units, valued at $200 per unit ($4,000). During the period, it purchased two consignments of 50 units and 100 units at $210 per unit and $220 per unit respectively. However, the company sold 130 units at a price of $240 per unit thus the revenue was $31,200. The cost of goods sold is determined
Thursday, October 3, 2019
Topics for Cause and Effect Essays Essay Example for Free
Topics for Cause and Effect Essays Essay A cause and effect essay aims at explaining the reasons and results of an event or situation. â⬠¢It is one the most popular essay types in the academic world. â⬠¢It is beneficial for a student to write a cause and effect essay because it propels him to think of the situation in depth to come up with the reasons for the birth of that situation and its eventual impact on everything it affects. â⬠¢It encourages the mind to think analytically and investigate a situation in its true light. Writing a cause and effect essay needs key understanding of the topic and keen attention to detail. â⬠¢It may seem like it is an easy thing to do but you cannot go far beyond the introduction if you do not put analytical skills into writing it. â⬠¢Such types of essay basically targets two main points, why the event or situation took place and how did it made its impact. â⬠¢You have to remember to concentrate your cause and effect essay to revolve around these two points and do not let it deviate from its main focus. Cause and effect are two approaches that are closely related so it is sometimes a bit tricky to differentiate between the two. Therefore, it is imperative that you understand the topic properly before approaching it. You should choose an excellent cause and effect topic. â⬠¢This topic should help you relate one event to another, ultimately revealing its causes and effects. â⬠¢You should aim at writing it in such a way that it keeps the reader hooked on to it, keeping them on the edge of their seats. Cause and effects of media violence â⬠¢Analyze the cause and effect of excessive TV viewing â⬠¢Cause and effects of land pollution Cause and effects of teenage depression â⬠¢Cause and effect of global financial crunch â⬠¢Cause and effect of terrorism â⬠¢Cause and effect of policies made by United Nations on the world â⬠¢Cause and effect of threatening of North Korea to start a nuclear war, on the world â⬠¢Cause and effect of using too much of mobile phones â⬠¢Cause and effect of having irrational fears Cause and effect of noise pollution â⬠¢Cause and effect of some minor inventions â⬠¢Cause and effect of generation gap â⬠¢Cause and effect of the weather on mood â⬠¢Passage of a national health program, cause and effect â⬠¢Technology and its effect on human freedom and happiness in society â⬠¢Cause and effect of extreme weather conditions around the globe apart from human activities â⬠¢Cause and effect of SSRIs on adolescents â⬠¢Cause and effect of mercury on community health. Cause and effect of multilingualism on the learning of additional languages â⬠¢Cause and effect of native language instruction on the ESL development of adults: a synthesis of the research â⬠¢Cause and effect of sleep deprivation to work productivity â⬠¢The influence of TV advertising on gender identity â⬠¢What are the actual and potential consequences of nuclear leaks and meltdowns? â⬠¢What are the causes and effect of the computer revolution? â⬠¢What are the causes of unrest in Ireland? â⬠¢What are the effects of the illiteracy? â⬠¢What caused the AIDS epidemic? What caused the proliferation of the bubonic plague in the Middle Ages? â⬠¢What causes rain, and what are the usual effects of it? â⬠¢What effect can have the vanishing of the animal and plant species? â⬠¢What effect does the business participation on the Internet have on privacy considerations? What is the debate over this issue? â⬠¢What effect does the Internet have on businesses and corporations? â⬠¢What effects can be attributed to phenomena such as Apartheid? â⬠¢What effects can be attributed to phenomena such as El Nino? â⬠¢Write a cause and effect essay about acid rain Cause and effect of showing violence in the movies â⬠¢Cause and effect of racism â⬠¢Cause and effect of smart phones in our daily life â⬠¢Causes and effects of land pollution â⬠¢Cause and effects of media violence â⬠¢The effects of sleep deprivation to work productivity â⬠¢The effects of leaking military technology to the civilian societies. â⬠¢The causes of extreme weather conditions around the globe apart from human activities â⬠¢What causes rain, and what are the usual effects of it? â⬠¢Effects of using mobile phones too much â⬠¢Generation gap; causes and effects.
Role of Money in Inequality and Rights
Role of Money in Inequality and Rights Jonathon James Dunn For this essay, I have been asked to describe how two of the module themes help to illustrate the role of money in society. The two themes I have chosen are inequality and rights. The idea of inequality can be applied to the subject of money to give a range of different insights. The presence or absence of inequality can be judged in relation to equality of opportunity, conditions or outcomes. Inequalities take many various forms, such as the ones based on social categories, like class, gender or age. A study by the independent think tank Inequality Briefing provides an explanation regarding the distribution of wealth within the UK. It suggests where the money should be in an ideal world, where we think it should be (based on polls) and where it is. It concludes that the actual distribution figures show that the richest 20% have 60% of all the wealth. This suggests the balance is not as fair as the majority think and emphasises the apparent inequality within UK society. * The theme of inequality and rights can also be shown concerning migrants and the right to education, with the example of the rapidly growing city of Guangzhou, the export capital of southern China. After more than 30 years of domestic migration in China, more than 10 million migrant workers are working in Guangzhou city; they are considered the backbone of Chinas export industry. Guangzhou is one of the four mega cities in China which include Shanghai, Beijing, Guangzhou, and Shenzhen.Ãâà In 1978, less than 20% of Chinas population lived in the cities. The growth in Chinas export industry resulted in increased urbanisation, and consequently, millions of people left rural areas ascended to Chinas cities to find employment. This was at a time when the government was looking to convert broad areas of land and employ cheap labour in order to make products and to sell those products to the world. Now for the first time in history, China is a more urban country than a rural one. Desp ite the rapid growth in Guangzhou, a significant question arises; has everyone benefited from it? With Chinas rapid urbanisation driving its growing economy, the enlarging inequalities in the cities have received widespread attention. Evidence suggests, migrants have been made to feel excluded, isolated, and have suffered discrimination while also being blamed for increasing traffic congestion and urban crimes. Many people within the city are urging for reforms towards equality. The growth of Guangzhou encourages, and enables, investigation of the impact that rapid urbanisation and a fast-changing economy has in the social world. Social inequality exists between the wealthy elite and the working poor in megacities such as Guangzhou and in this sense shows some similarities to the Inequality Briefing statistics previously mentioned, regarding the UKs wealth division. Guangzhous rapid development is the result of a mixture of globalisation, the migration of people from the countryside to the city and investment into infrastructure. To achieve this, it had to take on massive debt. The issue of rights and inequality is none more prevalent than when considering migrants who are far poorer on average than those from the City. Of an estimated 14 million people living in Guangzhou, nine million are considered as residents. The Chinese population is categorised as belonging to one of two groups urban or rural under a system called hukou. This system became a way of administering the distribution of state resources and controlling migration within the country in 1958. Under the socialist regime, people were provided with ration cards to buy food and goods at subsidised prices. Those individuals who were not resident in the place where they held their hukou status were not entitled to access these rationing cards. Migrants are only permitted to work in the cities with temporary residence permits and without an urban Hukou. This seemingly archaic system remains in place today. Although movement between the countryside and the city has become much freer, people with no hukou in the place where they live face significant difficulties accessing jobs, education, healthcare and welfare. There are even recent signs that the growth of rural migrant labour is slowing down and despite the increase in the number of migrant workers during the past decade which reached an estimated 274 million in 2014, this growth has declined from 5.5 percent in 2010 to just 1.9 per cent in 2014. * The children of rural migrants are denied access to education in the city and are only entitled to free education in their hometowns. An article in the South China Morning Post suggests Some migrant workers put in 18-hour shifts in sweatshops, others sell vegetables, sweep the streets or labour in construction sites. Often that just brings in 5,000 yuan a month- This means they cannot afford the fees children without hukou must pay to study in the city. When you consider rural migrants have provided the workforce that has enabled the city to grow and prosper are not entitled to the same benefits as those who have lived in the city for all of their lives, a striking example of inequality emerges, especially as Ganzhou has particularly relied on the movement of these people from the countryside to the town. Being a full member of the UN, China are duty bound to guarantee all humans a minimum standard of rights.* It could certainly be argued that children of migrants face unnecessary ha rdship in accessing education, which could be against their human rights. Without a doubt, its been difficult for the government to maintain equity during this growth period. The rising social inequality experienced by Chinese migrant workers in the Guangzhou is worrying. The governments comprise a strategy which should aim to balance economic growth and social equality and consider removing or altering the hukou system. Word count: 937 Wealth inequality in the UKYouTube. (2017). Wealth inequality in the UK. [online] Available at: https://www.youtube.com/watch?v=aOJ93tAbPP0 Chinas migrant workers embrace new opportunities closer to homeEqual Times. (2017). Chinas migrant workers embrace new opportunities closer to home. [online] Available at: https://www.equaltimes.org/china-s-migrant-workers-embrace?lang=en [Accessed 28 Feb. 2017]. Under Article 26.1 of this universal declaration:Everyone has the right to education. Education shall be free, at least in the elementary and fundamental stages. Elementary education shall be compulsory. Technical and professional education shall be made generally available and higher education shall be equally accessible to all on the basis of merit.(UN, [1948] 2015) Migrant workers in Guangzhou hope to give their children a brighter future South China Morning Post. (2015). Migrant workers in Guangzhou hope to give their children a brighter future. [online] Available at: http://www.scmp.com/lifestyle/families/article/1826842/migrant-workers-guangzhou-hope-give-their-children-brighter
Wednesday, October 2, 2019
US Public Lands Essay -- US territory, US Forest service, government
U.S. Public Lands are a vital part of our nation and what is stands for, but you rarely hear anything about of these lands or the creation of their units anywhere other than a bleak mention in a high school American history class where they briefly mention their conception or if you seek it out in college. The federal government owns just about 30% of all public lands in the United States, (Bureau of Land Management Lecture), which equates to almost 650 million acres, of land of all different types and terrains. The U.S. Public Lands system is divided into five major units, all owned by the federal government, all with different goals and all ran by different legislation but all still dealing with the same things: nature and the environment. When first learning about the existence of these five major units, I asked myself, why arenââ¬â¢t these all under the same branches, just as many other sectors of life in America. Or if anything why isnââ¬â¢t it up to the individual sta tes to decide how they want their land looked after? I quickly realized was that they werenââ¬â¢t all created as one because each different unit has itââ¬â¢s owns missionââ¬â¢s, legislations to abide by and itââ¬â¢s own practices and that by owning so much land federally, the United States is able to hold more control over the individual states. Although I donââ¬â¢t think that it will be effortless and uncomplicated, I do think that the land owned by the federal government should be devolved back to the individual states so they can customize their care for the environment that is specifically catered to their specific terrainââ¬â¢s needs. I believe the best alternative is for the United States to give back the federal land to the individual states, and then the individual states consol... ... are now barely breaking even, even with tourism. The only really profitable aspects are the oil, gas and mining companies, which reside on federal land but those are poorly managed and do more bad than good for the environment and all people living around them. At first it will be hard but itââ¬â¢s not impossible under the right leadership who truly only wants the betterment of the environment, I think with strict guidelines and rules this could be the most profitable solution for humankind and the environment. I believe that giving the land back to the states will be beneficial to help keep the costs down, centralize the efforts, and make ââ¬Å"saving,â⬠and ââ¬Å"preserving,â⬠the environment more efficient in the long run. Works Cited Edwards, Chris, and Randal O'Toole. "Reforming Federal Land Management." Downsizing the Federal Government. N.p., n.d. Web. 10 Dec. 2013.
Tuesday, October 1, 2019
Religion in the Works of Flannery OConnor Essay -- Biography Biograph
Religion in the Works of Flannery O'Connor à à à à à Religion is a pervasive theme in most of the literary works of the late Georgia writer Flannery O'Connor. Four of her short stories in particular deal with the relationship between Christianity and society in the Southern Bible Belt: "A Good Man Is Hard to Find," "The River," "Good Country People," and "Revelation." Louis D. Rubin, Jr. believes that the mixture of "the primitive fundamentalism of her region, [and] the Roman Catholicism of her faith . . ." makes her religious fiction both well-refined and entertaining (70-71). O'Connor's stories give a grotesque and often stark vision of the clash between traditional Southern Christian values and the ever-changing social scene of the twentieth century. Three of the main religious ingredients that lend to this effect are the presence of divine meanings, revelations of God, and the struggle between the powers of Satan and God. The divine symbols in O'Connor's works tend to be mostly apocalyptic in nature, exhibiting drastic cases of societal breakdown in a religious context, but occasionally, they show prophetic hope. John Byars states that: She presents two contradictory images of society in most of her fiction: one in which the power and prevalence of evil seem so deeply embedded that only destruction may root it out, and another in which the community or even an aggregate of individuals, though radically flawed, may discover within itself the potential for regeneration. (34) In all four of the mentioned stories, this presence of Christian signs-of-the-times can be seen. Set in the early fifties, "A Good Man Is Hard to Find" tells of the murder of a vacationing Georgia family by an escaped felon called the Misfit. ... ...Norman. "Dostoevskian Vision in Flannery O'Connor's `Revelation.'" The Flannery O'Connor Bulletin 16 (1987): 16-22. O'Connor, Flannery. The Complete Stories of Flannery O'Connor. New York: Farrar, 1990. Rubin, Louis D., Jr. "Flannery O'Connor and the Bible Belt." The Added Dimension: The Art and Mind of Flannery O'Connor. Ed. Melvin J. Friedman and Lewis A. Lawson. New York: Fordham UP, 1966. 49-71. Scott, Nathan A., Jr. "Flannery O'Connor's Testimony." The Added Dimension: The Art and Mind of Flannery O'Connor. Ed. Melvin J. Friedman and Lewis A. Lawson. New York: Fordham UP, 1966. 138-56. Spivey, Ted R. "Flannery O'Connor's View of God and Man." Flannery O'Connor. Ed. Robert E. Reiter. St. Louis: B. Herder, 1966. 111-18. Wood, Ralph C. "Flannery O'Connor, Martin Heidegger, and Modern Nihilism." The Flannery O'Connor Bulletin 21 (1992): 100-18.
Advergames
Synopsis Advergames ââ¬â Advertising into your subconsciousness Disposition This paper investigates how advergames and anti- advergames have made a ground in our culture. I will explore how the anti- advergame movement utilizes the procedural rhetoric in order to create awareness. Furthermore I will come to a conclusion about why or if we need the anti ââ¬â advergame movement. What exactly is advergames? Advergames is a great way to reach out to the consumers in a subconscious manner. Advergames are video games which contains advertisement for a product, service, or company. ââ¬â Advergames are created to fill out a purpose ââ¬â often to promote the company or one of the products. These games are often distributed freely as the game is a marketing tool. ââ¬â Advergames can also be less obvious in their advertisement with product placement in the game. The video games is an alternative form of advertising with some advantages: they are cheap, fast, and have an extr aordinary peer-to-peer marketing ability. Advertising within a video game allows for more exposures to the product than traditional ads because, according to Ellen Ratchyeââ¬â Foster, a trend analyst for Fallon, ââ¬Å"anyone who buys these games devotes weeks and weeks to getting through their levels. â⬠This means that the consumer will see the advertisements over and over while they play, thus it may resonate with them. â⬠1 Product placement ââ¬â ââ¬Å"Product placement in-game-advertising is most commonly found in sports titles and simulation games. For advertisers an add may be displayed multiple times and a game may provide an opportunity to ally a product's brand image with the image of the game. ââ¬â Such examples include the use Sobe drink in Tom Clancyââ¬â¢s Splinter Cell: Double Agent ââ¬â While product placement in film and television is fairly common, this type of in-game advertising has only recently become common in games. ââ¬Å"2 1 http ://advergamingtoday. blogspot. com/2006/02/just-product-placement. html 2 http://en. wikipedia. org/wiki/Advergaming What is anti ââ¬â advergames? Anti- advergames are games that challenge players to rethink their relationship with consumption and encourage corporate critique. ââ¬Å"Advertisers, governments and organizations mount huge campaigns to show us what they want us to see, and we want to expose what they're hiding,â⬠3 In order to create awareness for the consumer (or more precisely the player) molleindustria. org and others create anti ââ¬â advergames. The video games satirize big companies and question corporate polices ranging from how cattle are raised (The McDonaldââ¬â¢s Videogame) to low pay for workers (Disaffected! . ââ¬Å"I've always had a complicated relationship with advertising,â⬠Bogost said. ââ¬Å"It's everywhere, and it's becoming more and more parasitic. Yet, because it's everywhere it has the power to influence people positively as well as negatively. â⬠4 When attempting to sell games as a persuasive medium, those in the business early on found it useful to refer to this class of games as serious games. Ian Bogost wrote the book â⬠Persuasive gamesâ⬠where he analysed the rhetoric these games used in their attempt to share information. Persuasive games ââ¬â Ian Bogost â⬠A book about how videogames make arguments: rhetoric, computing, politics, advertising, learning. In Persuasive Games, Ian Bogost explains how companies with the video game as a medium can make arguments and influence players. The games represent how the real and artificial/imagined systems work, and the players are invited to an interaction with the system to form an opinion about them. Bogost analyses the unique functions of rhetoric in software and especially in videogames. He argues that videogames because of their representation of procedurality open a whole new domain for persuasion, a new form for rhetoric. 5 3 http://www. molleindustria. org/node/149 4 http://www. molleindustria. org/node/149 5 http://www. bogost. com/books/persuasive_games. shtml This new form is called ââ¬Å"procedural rhetoricâ⬠and is a form of rhetoric that is tied to the core affordances of computers which is running processes an executing a rule-based symbolic manipulation. 6 Procedural rhetoric is the practice of authoring arguments through processes. Computer games are interesting in this regard because they are some of the most complex processes that exist. â⬠Covering both commercial and non-commercial games from the earliest arcade games through contemporaty titles, I look at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and education. The book reflects both theoretical and game-design goals. â⬠7 The McDonaldââ¬â¢s Videogame example McDonaldââ¬â¢s video game is a good example of procedural rhetoric. The game was designed to persuade you that McDonaldââ¬â¢s business model is corrupt. The McDonaldââ¬â¢s Videogame mounts a procedural rhetoric about the necessity of corruption in the global fast food business, and the overwhelming temptation of greed, which leads to more corruption. In order to succeed in the longterm, the player must use growth hormones, he must coerce banana republics, and he must mount PR and lobbying campaigns. â⠬ 8 The game makes a procedural argument about the inherent problems in the fast food industry, particularly the necessity of overstepping environmental and health-related boundaries. Critical Play ââ¬â Mary Flanagan While Ian Bogost's procedural rhetoric explore the expressive processes in video games, Mary Flanagan examines the theories of critical play which considers how designing a play space in a 6 7 8 9 http://www. bogost. com/books/persuasive_games. shtml http://www. bogost. com/books/persuasive_games. shtml The Rhetoric of video games, Ian Bogost p. 127 The Rhetoric of video games, Ian Bogost p. 127 video game can be a kind of social activism. Definition of critical Play To Flanagan, critical play ââ¬Å"means to create or occupy play environments and activities that represent one or more questions about aspects of human life,â⬠10 and ââ¬Å"is characterized by a careful examination of social, cultural, political, or even personal themes that function as alternates to popular play spaces. [â⬠¦] Thus the goal in theorizing a critical game-design paradigm is as much about the creative personââ¬â¢s interest in critiquing the status quo as it is about using play for such a phase changeâ⬠11. The connection that this process has with social activism is that the games that people play and how they play those games change in response to culture. The doll example A simple example of critical play in a natural setting is playing with dolls. They are often used to enforce gender roles and stereotypes, many young girls today and in the early days of the doll industry would use dolls to break down social roles. Violent fantasies, macabre funerals, and other forms of changing the way play worked with dolls provides a striking example of critical play in its natural form. 2 10 Critical Play: Radical game design, Mary Flanagan, p 6 11 Critical Play: Radical game design, Mary Flanagan, p 6 12 http://www. popmatters. com/pm/post/128966-mary-flanagans-critical-play Anti ââ¬â advergames Ian Bogost is one of the founding fathers of anti- advergames and in his book Persuasive Games he describes how procedural rhetoric can be used to understand the problems in our culture. ââ¬Å"Disa ffected! Does not purport to proceduralize a solution to Kinko's customer service or labour issues. But its procedural rhetoric of incompetence does underscore the problem of disaffection in contemporary culture, on both sides of the counter. We're dissatisfied or unwilling to support structures of authority, but we do scarcely little about it. We go to work at lousy jobs with poor benefits and ill treatment. We shrug off poor customer service and bad products, assuming that nothing can be done and ignoring the reasons why workers might feel disenfranchised in the first place. We take for granted that we can't reach people in authority. These problems extend far beyond copy stores. Disaffected has, like the McDonaldââ¬â¢s video game, no solution to how we change the problem. The game attempts instead to inform and educate the users by using the procedural rhetoric, showing how the organisation/world through processes affect everyone. The question is, does anti ââ¬â advergames really have the effekt that Bogost and other gamedesigners think it does? Its a question with more than one side. On one hand people do get a better understanding of the structure and the core of the message but how is that different form any other campaign? On the other hand we already know that Billion dollar companies may be a little rough around the edges and that morally the best thing (in a perfect world) would be to avoid the products and companies altogether. So why do we need anti ââ¬â advergames to inform us about the dangers? The point is to create awareness. There arent any (easy) solution to the problems so the next best thing is to make people aware of how the system works so that we dont stand idly by. This does not mean that the anti- advergames are created in a belief that the user, by playing the video game, is fully enlightened on completion of the game. Often the player already has insight in how the system works as the people who aren't interested in the critique wont be interested in the game either. None the less designers like Ian Bogost and Paolo Pedercini (molleindustria. org) feel their work will have some effect. At the very least, they contend, players might start thinking about corporations in new ways. The games, Pedercini said, ââ¬Å"can make people ask some questions, and for instance read a book or consider that there are a lot of motivations to change their lifestyles. ââ¬Å"13 Brad Scott, director of digital branding at Landor Associates has an other opinion: ââ¬Å"I don't know that they would have that negative effect on the brand,â⬠Scott said. ââ¬Å"You can almost use it as, ââ¬ËBoy, we've become such an icon as a brand that we're being mimicked by video games. â⬠14 I cant say which statement I think is correct but I think that advergames are a great way of advertising. There is an enormous amount of people who play video games, ââ¬Å"according to the Interactive Digital Software Association, as many as 60% of Americans over age 6 play them. Putting that statistic together with the number of people using the internet, you have a phenomenal amount of people you ca n market to. ââ¬Å"15 This great area of potential would of course be a great place for marketing, both commercial and non-commercial. It would be a waste not to utilize it especially if the people aren't as offended or as immune as to other of the more traditional methods of advertising. 13 http://www. molleindustria. org/node/149 14 http://www. molleindustria. org/node/149 15 http://advergamingtoday. blogspot. com/2006/02/just-product-placement. html 7 Digital Kultur Conclusion Advergames are becoming more and more popular as the availability to the internet increases. The video game is like any other media being used to the benefit of the marketing industry and why not? The anti ââ¬â advergame movement with Ian Bogost criticise the marketing industry for being omnipresent and overpowering in its behaviour but is itself a game that has an agenda. Despite all, the anti ââ¬â advergames are needed. The goal is not to come up with a solution, but to create awareness, and that is exactly what they do. We have an anti advertising forum in any other media, why not in the video games? 8 http://advergamingtoday. blogspot. com/2006/02/just-product-placement. html http://en. wikipedia. org/wiki/Advergaming http://www. molleindustria. rg/node/149 http://www. bogost. com/books/persuasive_games. shtml http://www. popmatters. com/pm/post/128966-mary-flanagans-critical-play http://www. molleindustria. org/node/149 Texts Ian Bogost, ââ¬ËThe Rhetoric of video games, in The Ecology of Games: Connecting Youth, Games, and Learning, Cambridge, MIT Press, 2008 Ian Bogost, ââ¬ËProcedural Rhetoric' [extract], in Persuasive Games: The Expressive Power of Videoga mes, Cambridge, Mass. : MIT Press, 2007 Mary Flanagan, ââ¬ËIntroduction to Critical Play', in Critical Play: Radical Game Design, Cambridge, Mass. : MIT Press 2009 9
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