QUESTION 1 Which of these is not an advantage of the straight line method of depreciation? A It is easy to work out due to a simple formula B Calculated once for all the years C Depreciation added to maintenance costs rise as the asset ages D The cost of the asset is spread evenly through its useful life. Which of the following is not correct regarding depreciation? A It is due to the use of an asset B Is not incurred if the asset is not used C It is a portion of a long term expense D
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Why study Organisational Behaviour? We study organisational behaviour to learn how to deal with different behaviours for example the previous list‚ effectively and correctly. We study this topic so we can learn skills and be able to apply them in the best way possible regardless if you are a manager or not‚ you still have to interact with different behaviours. Organisational behaviour is very important as it “is an essential tool for managing effective teams and helps to understand and predict human
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Altruism and Prosocial Behavior According to the Webster altruism definitions having unselfishness‚ regard for devotions to the welfare of others. Animals especially can carry that same trait. They can act on behavior that is not beneficial to them. As the behavior we as humans can utilize the same behavior. In my own opinion for some one to behave altruistically they would be more selfless than anything. They tend to think of others before themselves. They again what is called self-fulfillment
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CONSUMER BEHAVIOUR REPORT CASE STUDY: ADIDAS EXECUTIVE SUMMARY This report contains information regarding the global brand Adidas in relation to the consumer’s decision making process and its positioning strategy. The report starts off with a brief introduction followed by the consumer decision making process section which goes into how a consumer would end up purchasing an Adidas product. This is then followed by the positioning strategies section which includes a perceptual map and discusses
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Personality and Social Psychology Bulletin http://psp.sagepub.com/ The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational‚ Longitudinal‚ and Experimental Studies Douglas A. Gentile‚ Craig A. Anderson‚ Shintaro Yukawa‚ Nobuko Ihori‚ Muniba Saleem‚ Lim Kam Ming‚ Akiko Shibuya‚ Albert K. Liau‚ Angeline Khoo‚ Brad J. Bushman‚ L. Rowell Huesmann and Akira Sakamoto Pers Soc Psychol Bull 2009 35: 752 originally published online 25 March 2009 DOI: 10.1177/0146167209333045
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Defining the Problem Consider an individual in your class whose behaviour is problematical. Can you type this behaviour as due to a lack of belongingness‚ esteem‚ or self-actualisation needs? Or is it a combination of these? Considering Solutions What do you do in most classes that satisfies: Self-actualisation needs? Self-esteem needs and the need for esteem from others? Belongingness needs? Recognising and Devising Some Strategies Which strategies
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Prosocial behavior is behavior that helps another without expecting anything back. Empathy is sensitivity to how somebody else is feeling "I feel your pain". A form of empathy can be found in infants by them crying in response to other children crying. At around age 2 children will show empathy by trying to help somebody in distress. An increase in empathy and prosocial behavior usually results in a decrease in aggressive behavior. Girls tend to show more empathy than boys. The reasons that girls
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Research suggests that children are exerting more influence over family buying decisions. What are the implications of this for retailers‚ brands and marketers? Children are an important part of the family buying process. But what roles do they play? Marketing theory suggests five main roles in a family buying process: - Initiator - Influencer - Decider - Buyer - User Which roles do children play in addition to the obvious one – “the user” Children certainly influence family buying
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PILLAI’S COLLEGE OF ART’S COMMERCE & SCIENCE (NEW PANVEL) NAME :- SAIF. M. DESHMUKH CLASS :- S.Y .B.M.S. ‘A’ ROLL NO. :- 2518 SUBJECT :- R.M. TOPIC :- CONSUMER BEHAVIOUR A.YEAR :- 2010 -11 PROJECT GUIDE: - PRERNA SHARMA. INDEX SR. NO TOPIC NAME PG.NO 01 02 03 04 05 06 07 08 09
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RRSE 6: Prosocial effects of Video Games When people think of video games’ effects on society‚ many envision apathetic young adults wasting time in their parent’s basement‚ mashing buttons in front of a glowing television screen instead of looking for a job; some envision rabid children‚ screaming into microphones and throwing tantrums in stores to get their parents to buy the latest popular video game; still others envision the violent‚ disturbing images‚ and antisocial content in many video games
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