Advantages and disadvantages of entertainment to society? Present day entertainments are either good or bad or ugly. Advantages: good ones with pure fun‚ frolic‚ knowledge dissemination through various media keep us in good moods‚ healthy thoughts and entertained. Bad ones can be ignored by matured audience or readers but nonetheless‚ they leave a bad impression on our minds. The ugly ones are those that border on vulgarism like hard core porno entertainments‚ horror movies or badly worded books
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Q-1 A surgeon wish to predict the live or death (status) of a CABG patient through their pulse rate‚ systolic blood pressure‚ sugar level‚ hemoglobin etc. He got the data from last 1600 surgeries held in a local hospital and applied an analysis. He got the following result Identification: It is binary logistic regression (LOIGT) Coding 0 = Death 1 = Alive The two post-operative status of the patients are death and alive coded by 0 and 1 respectively to use in binary logistic regression. Hosmer and
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the circus or to marine parks. Therefore‚ seeing animals being used for human entertainment is part of everyday life. But are the ways animals are treated in zoos‚ circuses and marine parks fair and humane‚ are the animals’ habitats small and dirty? Are animals forced to perform tricks that are harmful to them? Is using animals in entertainment really worth it? I am strongly against the use of animals in entertainment and in this essay I will explain why. Animals are present in almost all of
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Socially Awkward Entertainment http://www.ign.com/articles/2007/09/28/the-big-bang-theory-pilot-review http://www.thecultden.com/1/post/2012/07/the-big-bang-theory-pilot-review.html http://www.izlesene.com/video/the-big-bang-theory-s01e01-pilot-hd/3166413 Every network on television has a sitcom whether they have big budget‚ small budget‚ about a family or even just a single guy from a small town living in the big city now. Sitcoms are the fluff that everyone appreciates and is able to unwind
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our stuff and were ready to go home. Before leaving the seaside we also visited the aquarium and the play-land. There we saw many kinds of colorful fishes. The play-land was also worth seeing. It had even more people of all the ages with many entertainments for them. After enjoying every moment of the excursion to the seaside‚ we returned home
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Marvel Entertainment Inc. BUSINESS STRATEGY Marvel Entertainment Inc. is a media and entertainment company. The entertainment and the media they provide are based on characters like Spider-man‚ Spider-Man‚ Incredible Hulk‚ Fantastic Four‚ X-Men‚ Blade‚ Captain America and so forth. Their primary operating segments include Publishing‚ Licensing and Film Production. The Licensing segment earns revenues from selling rights to movies‚ television production companies‚ video game publishers‚ merchandise
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Entertainment in the Media The American culture is a culmination of various lifestyles and ethnical backgrounds. Regardless of race‚ ethnicity‚ or religion‚ all humans are affected by the world around them. Whether a person chooses to surround himself with people who he views as a positive influence or video games and television shows that make him feel more comfortable due to lack of social stressors‚ it is human nature to be affected by the environment that surrounds oneself most often. From
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A brand is a “name‚ term‚ design‚ symbol or any other feature that identifies one seller’s good or service as distinct from those of other sellers. Proper branding can result in higher sales of not only one product but on other products associated with that brand. Brand is the personality that identifies a product‚ service or company and how it relates to key customers‚ staffs‚ partners‚ investors etc. People engaged in branding seek to develop the expectations behind the brand experience
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Chapter I INTRODUCTION Background of Study As early as 2600 BC‚ games are universal part of human experience and present in all countries as part their cultures. Games are usually for enjoyment‚ leisure‚ and sometimes used as educational tool. Key components of games are goals‚ rules‚ challenge‚ and interaction. Games generally involve mental and physical stimulation‚ and often both. Games can take a variety of forms‚ from competitive sports to board games and video games. One of the
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IKEA has created a global brand focused on low prices and contemporary designs. In 2009‚ Interbrand ranked IKEA 28th on its list of the top 100 global brands (# 35 in 2008 indicating 10% increase in brand value over just year). IKEA’s success is attributed to its vast experience in the furniture retail market‚ its product differentiation and cost leadership. The brand Ikea has become iconic in consumers’ minds. CEO‚ Anders Dahlvig‚ states “the awareness of our brand is much bigger than the size of
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