Monday, September 9, 2019

European E-commerce Law Case Study Example | Topics and Well Written Essays - 4750 words

European E-commerce Law - Case Study Example The software costs 50, with a postage and packing charge of 5 if sent via DVD. Brian lives in another EU country (not the UK). He goes to Alfred's website with the intention of downloading a copy of Alfred's latest computer program for use in his own small business. He clicks on a "Download Now" button, inputs his address and credit card details, and is presented with Alfred's contract terms as a 'Click Wrap' agreement. Brian scrolls down through the agreement without reading it, clicks an 'I accept' button at the bottom of the screen, and downloads the software. He then begins using it. assy lives in the UK. She goes to Alfred's website with the intention of buying a copy of Alfred's latest computer program on DVD, for her own personal use. She clicks on an "Order Now" button, inputs her address and credit card details, clicks a button that says 'Submit', and places her order. When the software arrives on DVD five days later, Cassy puts the DVD into her computer and is presented with Alfred's contract terms as a 'Click Wrap' agreement. Cassy scrolls down through the agreement and notices the term "To the extent allowed by law, Alfsoft Ltd is not liable for the results of using this software". ... Cassy suffers an economic loss of 100, which is the cost of taking her computer to a local servicer to get the virus removed and Alfred's software uninstalled. Both Brian and Cassy contact Alfred, demanding to be compensated for the losses they have incurred. eanwhile, a few weeks after registering the domain name Alfsoft.com, Alfred receives a 'cease & desist' letter from lawyers representing a US software company, Alpha-Software LLC, who own the trade mark Alphasoft and registered the domain name Alphasoft.com in 2001. The letter alleges that Alfsoft.com is confusingly similar to Alphasoft.com and demands that Alfred transfer Alfsoft.com to Alpha-Software, otherwise they will take action to enforce a transfer of the domain name under the UDRP. Alfred approaches you for legal advice. Introduction Contracts have become ubiquitous in people's everyday lives. Unconsciously, they enter into different types of contractual agreements - when traveling by bus or rail, when purchasing goods and accepting services and in carrying duties regulated by contracts of employment. Contracts are so common and widespread that the ordinary man or woman in the street does not realise the legal intricacies and involvedness of a transaction they have entered into. As legal experts are aware, these transactions are not as lawfully simple as their everyday nature suggests. They require evidence of a consensus in item, or a meeting of the minds, achieved by a clear and unambiguous offer and an unqualified acceptance of that offer. Fortunately, society has developed special rules to allow people to determine what the exact terms of the contract are, when it was formed and where it is governed. The Internet is

Sunday, September 8, 2019

Racial Assimilation of Black Community in the Mainstream American Essay

Racial Assimilation of Black Community in the Mainstream American Society - Essay Example This paper highlights that the blacks needed to overcome the racial divide maintained by the whites, within the society and their aggressive attitude and flagrant disregard for the niceties brought them into the forefront of socio-political field.  Mere recruitment of the black students in the white dominated colleges was not sufficient for their effective assimilation within the white population. While their campus life may have reduced racial divide, outside the campus, the color of the skin played a major role in their social status. The violence within the campus and the defiant stance of the BSU did pave way to the fulfillment of their demands to ‘established a black studies program, and recruited black faculty and staff in 1969†¦ between 1968 to 1972, more than five hundred black students programs, department, curricula and libraries were established across the nation’.

Saturday, September 7, 2019

No need Essay Example | Topics and Well Written Essays - 250 words

No need - Essay Example There was a correlation between the roles of the people, especially how the media shape attitudes, the manner in which public opinion operates in American society, and how the political parties court voters and seek office. Those students who have attained the voting age need to go and register so as to be able to determine the future political leadership in the nation Since the American civil war, two political parties have dominated the American politics. They include the Republican Party and the Democratic Party whose flag bearers are chosen in the party’s primaries. However, there have been other smaller parties such as the Green Party, Libertarian Party and the Constitution. President Obama run for presidency on a Democratic party ticket, while Mitch Romney run on a Republican Party ticket. When Obama won, the reelection of President Obama was documented to the third consecutive reelection of head of state, following Presidents Bush and Clinton-during the periods of terrorist attacks, war, sharp political divisions, and great financial turmoil. This has not occurred since the White House Tenures of Thomas Jefferson, James Munroe, and James Madison between 1801 and 1825. Since the US is recognized as the world’s superpower, voters recognized that it would face challenges regardless of who is in power. They also understand that pr esidents can not prevent bad things from happening, but are mainly held accountable on how they handle their tests and trials. In relation to my previous understanding to the American politics, most of the American elections have been determined by several intertwining factors. The reading has enabled me to establish that the American electorate has evolved as the election results are more than the gender, race, religion and personal background. There are major differences between the political system in America and that of most other developed democracies is that it involves greater power in

Friday, September 6, 2019

The Relation of Narratives and Video Games Essay Example for Free

The Relation of Narratives and Video Games Essay Video games are a relatively new form of entertainment; the first video game is considered to be Tennis for Two (1958), around fifty years ago, while film has been around for over one-hundred years, the printing press for over five-hundred, and storytelling for thousands of years before that. Because of its newness, video games are a developing medium, their conventions and potential have not been explored as fully in comparison with film and literature. Computers as a technology allow us to overcome more complex tasks and obtain and utilize information more quickly than previous technologies. Often there can be the tendency to describe the new medium as radically different from the old, solely based on its technology. However, it is not necessarily the case. Video games do have new capabilities that separate them from previous storytelling media and it is these new characteristics of video games that separate them from film and literature, creating an environment of storytelling where the traditional narrative structure does not directly apply. Using narrative media as examples a lot can be discovered about video games, however, one must remember what makes them games. See more: how to start a narrative essay Looking at video games as a continuation of games in general rather than an extension of film, they hold a history dating as far back as the ancient Egyptian game of Senet (discovered in the 2686 BC tomb of Hesy-re) (Juul, Half-Real 3-4). It is these game components that must be understood before looking at games from different perspectives. Jesper Juul drew from theorists before him to present what he denotes the classic game model. Juul defines that a game is: 1. a rule-based formal system; 2. with variable and quantifiable outcomes; 3. where different outcomes are assigned different values; 4. where the player exerts effort in order to influence the outcome; 5. the player feels emotionally attached to the outcome; 6. and the consequences of the activity are optional and negotiable (Half-Real 6-7). This model is only a barebones description of what games are and does not outline the variety of games, or what makes games enjoyable. This model is also transmedial, meaning that games are not tied to any medium, just as storytelling is not tied to any medium—there is no ideal game medium and there is no physical component common to all games, but there exists the â€Å"immaterial† component of rules that is common to all games. Rules are the base component of games. They govern how the game is played and they should be designed in a way to make it clear what is and is not allowed in playing the game. Games therefore resemble a state machine, a term used in computer science to describe a machine that consists of an initial state, accepts a number of input events, that changes the state responding to the inputs using a state transition function (in the case of this example, the game rules) and then produces outputs using an output function. Visualizing a game as such, the activity of playing a game produces a game tree that can be seen as branching off at each decision and input. Playing a game is interacting with this state machine and exploring this game tree (Juul, Half-Real 55-56). Rules, however, are seen everywhere in the world, and it is not solely the existence of rules that makes a game. The second item of the classic game model—that games must have variable and quantifiable outcomes—is a salient feature of the game. If a game exists in such a way that no matter how the player interacts with it, it always produces the exact same result, it is not a game. The variable outcomes must also have different values, with some being more desirable to attain than others. In the video game Super Mario Bros. (Nintendo 1985) the outcome of losing all of the game lives is less desirable than defeating the last stage. A player must also exert effort to influence the outcome, generally in a manner that requires more effort to realize a more desirable outcome. It is not merely enough that the player interacts with the game, they must also have a sense of agency. Agency is not simply interaction, but interaction where the player has influence (Murray 126). This separates games of pure chance and gambling as borderline cases. In a game where the player rolls a die and the result of rolling a six is considered victory, the player only exerts trivial effort to roll the die, and exhibits no agency. The player of a game must also feel emotionally attached to the outcome—if the player loses all of their lives in Super Mario Bros. , the player has achieved a negative outcome, and agrees to feel sad, while if they defeat the last stage, they have achieved a positive outcome and agree to feel happy. If the player is not emotionally attached to the outcome, they would not exert the effort to play. The sixth item of the classic game model separates games from the real world—game theorists Katie Salen and Eric Zimmerman call this subset of the real world a magic circle (95). Games are a part of the world that they exist in, but the rules carve out a world separated from the real world. It is here where the consequences of outcomes are optional and negotiable—games are a voluntary activity where players can decide the consequences of the game. Soccer, as an example, is a game where in some cases players decide the consequences are simply the glory of victory, but other players, decide that the consequences are career-changing (in the case of professional soccer players). On the other hand, the rules for a political election are game-like and could be played as a game, but an actual election has decided, non-negotiable consequences and therefore is not a game. In the same manner, it could be argued that professional soccer is not a game, but soccer itself is still considered a game as it is known that soccer is played recreationally and its consequences are negotiable. The classic game model outlines games as a voluntary activity that evaluates a players performance—based on a players effort and skill in interacting with the game rules, a variable outcome with an attached value is reached, to which the player is emotionally attached. However, with the advent of the video game (as well as the pen-and-paper role-playing game), the classic game model is not all there is to games anymore. It is still a valuable definition, but the addition of the computer to games modifies the standard game definition. When it comes to rules, the computer is able to handle far more complex processes than a human, allowing for games where the player is free from enforcing the rules of the game, instead having the computer run as a referee of sort. This referee capability can operate anywhere from playing tic-tac-toe to simulating entire fictional worlds. The ability of the computer to run as a referee also allows for rules and calculations to be kept secret from the player. This ability to manage a large amount of information, as well as the ability to run it in secret allows for the computer to manage whole fictional worlds spawning a new type of game, the progression game. This now means there exists two types of games (elements of which can be combined): emergence games and progression games. Most games that have existed before video games are emergence games—games where a large variety of game variations and outcomes come from a small set of rules. Chess, soccer and Pong (Atari 1972) are examples of the emergence game. Progression games require the player to actualize a predefined sequence of events in order to beat the game. The progression game came about with the adventure game and early examples include The Legend of Zelda (Nintendo 1986) and Final Fantasy (Square 1987). Now that video games can have this progression capability and the ability to easily run fictional environments, they have expanded to include storytelling components. The study of video games, therefore, delves into not just the study of rules and interaction, but also the study of narrative as well. Narratives operate fundamentally differently than games and one cannot use the same methods of study for both. Therefore, when comparing games and narratives, just as one must understand games, the basics of narrative in comparison to games must be understood as well. The Oxford English Dictionary defines a narrative as a spoken or written account of connected events; a story. There are three traditional components of the narrative: setting, character and events (plot)—a narrative consists of a world situated in time, populated by characters that participate in action. The world is independent of the question of fictionality, as narratives can be of real as well as fictional events. They can also be split into two levels, the discourse (the telling of the story) and the story itself. Each of these levels has its own time, discourse time and story time, respectively. The story time is the time it took for the actual events to occur, and the discourse time is the time it takes for the retelling (Juul, â€Å"Games Telling Stories†). A week may pass in a story with no event, and thus the narrative could write it off in one sentence, while an action scene that lasted merely a few seconds could take much longer to explain. This means that even though the narrative may be observing events at a time, there exists an understanding that the events are not actually occurring at the moment of reading (Juul, â€Å"Games Telling Stories†). Narratives are not limited to the novel or storytelling, and can recognizably be translated between different narrative media—The Fellowship of the Ring by J. R. R Tolkien is recognizable as the movie of the same name. However, not everything can be transferred equally as well. For example, film is better at conveying action and movement, while the novel is better suited to producing inner thoughts. With games and narratives understood, examining the two side-by-side displays several differences. The most apparent of these is the difference in timing. The narrative has two levels, discourse and story, but when examining games in the same manner it is near impossible to distinguish between the two. In playing Super Mario Bros., when the player presses the A button on their controller, the in-game character jumps, thus synchronizing story and discourse time. It is imperative of the narrative that this separation in time exists. Not only does jumping in Super Mario Bros. place discourse and story time together, it also influences the game world. The understanding, in experiencing a narrative, that the time of the discourse is separate from the time of the events means that in some manner the events have already occurred (even if the setting is in some supposed future)—the events are unable to be influenced. The very agency that the player exercises in playing a game contradicts the idea of narrativity; it is impossible to influence an event that has already occurred (Juul, â€Å"Games Telling Stories†). Because of this contradiction, games themselves cannot be narratives, but this does not limit them from employing and producing them. The very activity of playing a game can produce a narrative, the player can tell a story of their experience in the game. Just as well, games can have stories told through them (especially progression games) as many games contain back-stories and quests that offer the player narratives alongside their play. Video games have two parts: rules (discussed earlier) and fiction. For a number of years, the arcade game was all that existed and they contained both rules and fiction, but the two were loosely connected. This led some to conclude that a games fiction is easily removable and replaceable, thus making it unimportant in relation to the rules. Juul had previously taken the stance that rules are what make a game a game, fiction is unnecessary for a game, a game with an excellent fiction can still be a terrible game, therefore fiction is unimportant in games (Half-Real 13). When looking at simple games such as Space Invaders (Taito 1978), one could remove the theme of an alien invasion and portray an advancing German front; the players spaceship could become a Russian tank. If the rules were kept the same, the player would experience no real difference between playing either, but the same sort of procedure would not perform the same if it were attempted on a progression game such as Myst (Broderbund 1993) because the game experience relies more heavily on the fiction. Juul stated that, There are, of course, many relationships between theme and structure in a game. Whether or not any of those relationships are essential, they are complex and vital enough to resist my attempt to lightly shuffle them around (Half-Real 15). If the fiction of a game is tied to its experience, what role does it play in the game and its rules? In some cases the fiction may point to the rules, as well as the other way around; in other cases the fiction serves the rules in an incoherent manner, subservient to gameplay. When it comes to the fiction component of games, one main difference from narrative media is that they do not require anthropomorphic actors/characters in order to be entertaining (Juul, Half-Real 160-161). While films and other stories are largely about humans or anthropomorphic characters that a viewer/reader identifies with on a cognitive level, games such as Tetris (Pazhitnov 1985), Pong and Missile Command (Atari 1980) exist without such. This lack of a visible actor does not make Tetris any less of a game, and makes the idea of a movie based on Tetris an unlikelihood, but it shows how games can accomplish something different, and almost completely separate, than traditional narrative media. Another main difference is the progression of time in games. Previously the difference with discourse and story time was explored, but the chronological appearance of time also varies between games and narratives. Due to the fixed, predetermined nature of a narrative the telling can jump around to various points in the story time either in flash-forwards or flash-backs. To do the same in a game becomes problematic, for predetermination precludes agency. If the player is put back in time (in the past), they are put in a situation where they must actualize a series of events that allows the game in the present to exist, thus limiting the player. The same goes for flash-forwards where the player is put in a position of what is to happen, limiting their play upon return to the present. However, even though games are not narratives, games are no longer strictly abstract. They often contain fictional components as well, leading to new types of games. Besides just viewing games as emergent and progressive, there exists five categories of games: abstract, iconic, incoherent world, coherent world and staged. Abstract games are games that does not, nor do its pieces, represent something else. The game of Go is a game that is merely rules and although there exist conventions for the size and appearance of the various game pieces, they do not mean anything. Tetris is a well known abstract video game. Iconic games are quite similar abstract games, but their individual pieces simply have iconic meaning. In a standard deck of cards there is a king, queen and jack of each of the four suits, but there is no clear explanation of their relation to the other kings, queens and jacks of the other suits. Incoherent world games are games that have a fictional world, but it either contains contradictions or events in the gameplay that cannot be explained by the fictional world. In Super Mario Bros. , Mario has multiple lives, but there exists nothing in the fiction that explains it, it only serves the rules. Chess represents two parties at war, but to explain the movement of the units one must refer to the rules as it is not apparent in the fiction. Coherent world games are games that have a fictional world that contain nothing that prevents the player from imagining them in full. Most adventure games such as the recent The Elder Scrolls V: Skyrim (Bethesda Softworks 2012) are coherent world games. Staged games are a special type of abstract or representational game that are played inside of a larger, more elaborate world. Mario Party (Nintendo 1998) contains an overarching fictional world and game, but is largely made up of individual staged games. Another instance of the staged game is in Shenmue (Sega 1999) where the protagonist can play on in-game arcade machines. Each of these categories of games has its own place in the world of video games and it is important to be aware of the varieties that exist. Of these varieties though, there is the coherent world—the progression game. In this type of game the player must perform a predefined set of actions in a coherent world setting. This kind of game sounds very similar to the narrative, but still has variable outcomes, player effort and other game components. One example of this kind of game is The Walking Dead (Telltale Games 2012). The Walking Dead is set in Georgia during a fictional zombie apocalypse. The player plays as Lee Everett, a professor convicted of killing a man he found sleeping with his wife. Due to the zombie uprising he does not end up in prison, instead ends up caring for a little girl by the name of Clementine. The gameplay mainly revolves around conversations that the player has with other characters and occasionally the player is put in a position where they must make a critical decision. At the end of each â€Å"chapter,† the game reports out on the player’s decisions as well as the percentage of other players that either disagreed or agreed with them. It is through this method that the player is able to reflect on the cause and effect of their decisions. This sort of environment demonstrates that games are a playground where the player may experiment with things they would or could not do in a real-life setting (Juul, Half-Real 193). It is this phenomenon of player-made decisions and the reflection of them that traditional narratives cannot accomplish. In conclusion, games are made up of six components that make up the classic game model: they are rule-based systems with variable outcomes that have different assigned values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the game are optional and negotiable. With the advent of the computer, there are new capabilities available to games. There are now two main types of games, emergent and progression games, with a spectrum of combinations between them. Emergent games are made up of a set of rules that combine to produce a large set of outcomes. Progression games require the player to perform a specific set of actions in order to complete the game. With this progression capability, it is important to compare video games and narratives. A narrative is a spoken or written account of connected events. Narratives have two levels, story and discourse, each of these with their own time. Games often do not have distinction between their story and discourse time (as the events are occurring in real time), and thus are not narratives. Games, although not narratives themselves, allow for players to produce narratives through playing them; players may recount their experiences in a game. Games may not themselves be stories, but that does not mean that they do not employ them or that player’s cannot tell stories about their experiences in a game. Games offer a different experience than the narrative media before it; the player gets to experience something rather than view it and has an influence in the environment. The player of a game also gets to experiment with ideas in a sort of playground and reflect on their decisions and the effects they have. That does not, however, imply that the medium is necessarily a superior or inferior one. Films, novels and other narrative media can provide experience that games cannot, just as games provide experiences that traditional narrative media cannot. Looking forward, one can only imagine what games can accomplish in the field of entertainment that was not possible before. Works Cited Aarseth, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins, 1997. Print. Ebert, Roger. Video Games Can Never Be Art. RogerEbert. com. Ebert Digital LLC, 16 Apr. 2010. Web. 16 Apr. 2013. â€Å"Game Studies. † Wikipedia. Wikimedia Foundation, 19 Sept. 2012. Web. 20 Sept. 2012. Game The News: The Project That Birthed a Syrian Civil War Game That’s Been Pulled from the App Store. Edge Online. Future Publishing Limited, 8 Jan. 2013. Web. 16 Apr. 2013. Juul, Jesper. â€Å"A Clash between Game and Narrative. † Thesis. University of Copenhagen, 1999. Web. 19 Sept. 2012. . â€Å"Games Telling Stories? A Brief Note on Games and Narratives. † Game Studies1. 1 (2001): n. pag. Web. 20 Sept. 2012. . Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT, 2011. Print. Jenkins, Henry. Game Design as Narrative Architecture. Henry Jenkins. MIT, n. d. Web. 16 Apr. 2013. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT, 1997. Print. Narrative. Def. 1. Oxford Dictionaries, Oxford University, n. d. Web. 28 Apr. 2013. Ryan, Marie-Laure. â€Å"Beyond Myth and Metaphor: The Case of Narrative in Digital Media. † Game Studies 1. 1 (2001): n. pag. Web. 20 Sept. 2012. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT, 2003. Print.

Thursday, September 5, 2019

Competitive strategies: UK supermarkets

Competitive strategies: UK supermarkets Research background UK retail supermarkets employ some competitive approaches in their business, this study emphases mostly on these marketing techniques. This study describes future of business strategies used by chief retail supermarkets in the United Kingdom. Retail strategy can be explained as the general proposal which is taken in action by retailers for gaining achievements in the competition of supermarkets. (Barmen, B. Evans, J. 2006). Recently extraordinary competition originated in the environment of retail supermarkets. Huge investment in infrastructure done by major supermarkets such as Asda, Tesco, Morrison and Sainsbury increased their product quality. Advancement in technology, increase in the range of products, quality and pace resulted vast advancement in supermarket industry of the United Kingdom. (Harvey, 2000). According to the market shares owned by major supermarkets in the United Kingdom according to the statistics of 2006 March 9th, first four supermarkets in the United Kingdom own 74.4% of the overall market. Among the four Tesco is at the first position with a marketing share of 30.4% in the United Kingdom. Main competitors of Tesco in the United Kingdom market are Morrison, Sainsbury and Asda. Asda has a marketing share of 16.6% while Sainsbury Morrison hold marketing shares of 16.2 % and 11.2% correspondingly. In UK competition among retail supermarkets are tougher but Tesco is most successful among all supermarket chains in United Kingdom. (Source: BBC news, 9 March 2006). The above mentioned four supermarket giants dominate UKs retailing markets. Currently Tesco, Sinsburrys, Asda are the top retail supermarkets rules grocery retailing in the UK. The industry construction is characterized by many attributes such as greater store size, lowering prices of goods and adopting different formats to satisfy the consumers expectation. (Andrew Holingworth, 2004). Research question The first and foremost question focused on this research is: How effective is the competitive strategy employed by giant supermarket in UK? With these competitive strategy how these giant supermarket each other withstand in this current competitive market? How the competitive strategy helps in maintaining customer relationship management and the sales of the supermarket? Also,To identify the overall performance of these supermarkets. Literature review Review of literature is a body of content that aims to reconsider the vital points of existing knowledge on a specific topic. This literature review is done to recognize the existing knowledge in the section of competitive strategy employed by giant supermarkets.. According to Porter ME, 1980 competitive strategy can be defined as the â€Å"plan for how a firm will compete, formulated after evaluating how its strengths and weaknesses compare to those of its competitors. For example, a small meatpacking firm may decide to concentrate on a special niche product offered in limited areas after determining it cannot compete on price with major competitors.† Competitive strategy consists of the actions which are taken to attract customers, to withstand the competitive pressures of the market and also to help and strengthen the firms market position. The main objective of the competitive strategy is to earn a competitive benefit or advantage and to cultivate a clientele of loyal customers and knock the sock off the rivals ethically and honorably.(Philip Kotler, 2001) Tesco holds the largest market share which is of 31.6% for which the Tesco is controlling the large sector of the current retail market and also they have 50% of grocery market where as Sainsburys has about 22% of the current market share. Tesco sells a very huge variety of product range and also they do buy the products in a massive volume and sell those goods cheap, as considered to Sainsburys they only purchase goods of popular brand name and sell their own brand products in the super market. The Tesco has the super power to have their super market which is at the main location, it has the largest acquisition which enable Tesco to acquire nearly about 1/3rd of the retail market but concerned as Sainsbury they do not have the power to acquire land.(Julian finch, the Guardian) To sell every product, every where and everyone target which includes in the national and overseas, success level has been achieved by Tesco. With introduction of this strategy Sainsburys should have to work hard, and will have a hard time keeping up the Sainsburys giant retail market. The giant supermarket Tesco put effort to attract the people from all level of peoples or customers where as Sainsburys tries to attract customers with the middle , average class people by their middle class value or price. Tesco put more efforts to reduce the price and attract the customers where as Sainsbury keeps concentration in particularly in food, i.e. the quality of food they provide to the customers. After several years of decline in market, Sainsburys have emerged with independent ideas in stabilizing the current competitive environment. In the year of 2004 chief executive of Sainsburys Mr. Justin King introduced new recovery programs to attract the customers and to retain them using competitive strategy method and this had increased their market shares from 15.8%.customer relationship management is introduced as a new discipline which can create and nourish the sales and profitability(Julia Finch, The Guardian). During the period 1999 asda was owned by the US corporation company Wal-mart, it is the only one supermarket in United Kingdom which has the potential to be a thorn for the Tesco   as currently Asda in the world is eight times biggest company in the world , compared to annual sales against Tescos. Despite of the very tough trading competition environment Asda has grew up its total sales in a ‘high single digits which is excluding the petrol for a period upto September 30th. A figure which was published by the TNS shows that Asda is growing in UK market twice in speed. Even at the time when customer are price conscious supermarket Asda still continues with quality goods in cheap price agenda At a time when customers are increasingly price conscious, ASDA continues to drive its low cost agenda enabling it to fund lower prices for customers. As a result it has further strengthened its price advantage over its competitors. ASDAs profit grew ahead of target with good cost control despite rising energy costs. The delivery of ASDAs sustainability programme has contributed to lowering operating costs as well as reducing its carbon footprint. Methodology The technique for examination taken for this research proposal is qualitative research to obtain descriptive and qualitative understanding about the competitive strategy followed in giant supermarket. Errors occurred can be found in eloquent way with quantitative examination of information. Qualitative analysis/examination is defined as â€Å"the data collected in relates to the demographic or the behavioral of the respondent under the study† by Kothari (1990). This study is conducted to acquire qualitative as well as expressive understanding of causes and means which are connected to the completive approach with Tesco, Sainsburys and Tesco. Competitive strategy includes many processes like technology, innovation, process and combining people. Supermarket giants use this technique; in this method consultation has been conducted to disclose outlooks, philosophies, primary inspiration and emotional state on competitive approach engaged in major hypermarkets on client correlation. Data collection The data collected for analysis is from both primary and secondary data. Primary data is the data directly collected by the researcher himself. Primary data is original in nature and is directly from the first hand experience. Secondary data is collected from some other sources which were collected for some other purpose. Secondary data collection is cost effective and time effective. In-depth interview and direct observation would be done. They are cost effective and take less time. Face to face interview will be conducted with the staffs and employees of Tesco, Asda and Sainsburys and also a keen direct observation will be made to know the satisfaction of the customers and sales effectiveness, also the strategy method used in customer relationship management strategy and the other strategy followed is observed to know what attract the customers and retain customers. Datas are also collected from secondary sources like books, journals, newspaper archives, internet etc. The data collected for the research is through non probability convenience sampling method. Convenience sampling as word suggests is the sample selected by the investigator by his personal and convenient interest. It helps in focusing into new insights and ideas into the research problem. Convenience sampling method takes less time and is cost effective Data analysis Data analysis is the most important section of the research. Data analysis enables to understand and obtain the exact result of the research. Here data is analyzed through SWOT and PESTEL analysis. The data that is collected from direct observation, interviews ,questionnaires and other sources is evaluated and examined to understand the strength, weakness, opportunity and external threats and also evaluates macro factors like political, economical, social, technological, ecologicaland legal. Enhancement in research techniques Research impact Time scale Activities Nov 09 Dec 09 Jan 10 Feb 10 W1 W2 W3 W 4 W 1 W 2 W 3 W 4 W 1 W2 W3 W4 W1 Topic selection x Read journals and magazines x x Analysis on the topic x x Data collection x x X Preparation of proposal x x Proposal submission x Feedback x Preparation for data collection x x x Data Analysis X x Further literature review x Submission of draft x Draft revising x Print x Submission X

Wednesday, September 4, 2019

William Blake and The Garden of Love Essay -- Garden of Love Essays

William Blake and The Garden of Love    At first glance, the poetry of William Blake may appear simplistic; he writes most often in regular metrical rhythm, apparently sticking to the rules, blunt observations on such mundane subjects as tigers, lambs and roses.   But if one were to finish with Blake and move on, left with only these initial impressions, it would be a great pity; true enjoyment of this poet can only come about through some understanding of his life, background, and skill in the manipulation of the tool of simple lyrical poetry, to convey deeper meaning.    Amongst his admirers, Blake is considered something of a renaissance man, a frustrated and hugely gifted artist and writer, a social renegade, and something of a true western mystic.  Ã‚   For our purposes here, it is sufficient to know that throughout his adult years he struggled with ideas of correct government, church corruption, unfair taxation, and Christian thought, to the point of near-lunacy.   Blake was born in London in 1857, and while still in his early teens (under 14) began privately writing poetry that is considered of high caliber.    Blake ¹s family had the wherewithal to send him to a  ³drawing school ² when he was ten, and he there began formal training in art.   He was greatly influenced by the art of the Renaissance world, and later wrote about his early total comprehension and appreciation of it.  Ã‚   He continued his formal education in art, and was apprenticed and working successfully in that world by his twenties.    But at heart Blake was a lover of words, and inclined to express his impressions of life through the pen as easily and readi... ...who would be helpful figures normally - are blindly making their rounds dressed in black.   Black is the color of death, deception, the villainous, of loss of hope, of the opposite of innocence.    It would be a mistake to read the poem as a comment on an individuals experience with the vision of a dream.   Blake always has many layers in mind: one should remember that    Blake's own mind was enormous, and capable of juggling various meanings simultaneously.   Especially where Church, Innocence, Death, and such images as demonic priests are involved, one can count on the hint of commentary on society at large.    "The Garden of Love"   stands as an excellent example of Blake ¹s ability to use simple meter and language as a foundation, and then twist the foundation ever so subtly to induce a particular idea.

Tuesday, September 3, 2019

A Marketing Strategy for Nestles Milo Essay example -- Business Mana

A Marketing Strategy for Nestle's Milo Overview In this brief I am going to discuss the key features of my marketing mix and create my marketing strategy by using the information attained from my SWOT analysis, PEST analysis and a Competitive Audit. I am going to choose an area of the product (Nestle's Milo) that I feel needs improving and improve it. To achieve this I’m going to use the four P’s to meet the objectives of Nestle and the needs of customers. I have chosen to improve the packaging (the product factor of the marketing mix) because I believe that it is inadequate in quality and it is the area that could give Milo that competitive edge. Also if I’m going to promote it in the UK through advertisements and promotional activity it appearance should be at its optimum. The Marketing Mix All businesses need a marketing mix to achieve its marketing objectives. The marketing mix refers to the factors known as the four P’s * Product * Place * Price * Promotion In marketing, product refers to both goods and service. Goods are physical objects, such as sports clothing, home entertainment equipment or food and drink. Services involve a combination of skills, information or entertainment, such as football match, use of a swimming pool or a theatre production. There are three critical factors to consider when developing a product: * Product characteristics * Position of the product within the product life cycle * Brand image of the product Without one of these three factors the product will not sell to its potential. Product characteristics like the brand are very essential when developing a product. Branding is the process that gives a product or service a distinctive identity with the aim of creating a unique image that will make it easily identifiable and separate from its competitors. For example, in blind tests 51 per cent of people prefer Pepsi. However, when customers can see the brand that they are drinking, 65 per cent say that they prefer Coca-Cola. What these 65 per cent of people are in fact saying is that they prefer the brand represented by the Coca-Cola image rather than the product itself. Place involves the location and availability of a product or service and the method by which it is distributed to consumers. If a product or service is not accessible to potential customers, then no matter how well it has been priced and promot... ... be an advantage to Milo because as stated in my SWOT analysis â€Å"Sponsorship through sporting events† shows that Milo has an opportunity to expand. I would (again) like to promote the product Milo in the UK because it is stated in my SWOT analysis that â€Å"Promotion hasn’t been done in the UK† and as a result of this competitors should have a competitive edge over Milo. Also stated in my Competitive Audit â€Å"Currently no promotion in the UK† suggests that product awareness is minimal. The only promotion available to the UK on Milo is websites; â€Å"Websites promotion is available to the UK† as stated in my Competitive Audit. This may not help the sale of Milo as it does not state in my Competitive Audit. This may not help the sales of Milo as it does not state where people may be able to purchase the product. An opportunity that may save money for Milo is by using advertising methods from Australia as Milo have â€Å"Good sponsorship and adverts in Australia† as stated in the Competitive Audit. A disadvantage of this is that the UK population may prefer a different kind of promotion to those of Australia hence; if promotion is not done correctly competitors will gain a competitive edge over Milo.