* After defining the original definition of online communities‚ Johnston updates the term by stating‚ "Today‚ online communities aren’t bounded by virtual geography any more than they are by physical geography‚ and they emerge and transform and disperse in ways that are confounding to understand‚ even more so to influence" (p. 20). What does the author mean by this statement? The author is saying that virtual geography has no influence on online communities. There is no set virtual locations where
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In her work‚ High Stakes: Seminole Gaming and Sovereignty‚ Jessica Cattelino writes on her studies and observations with the Seminole Indian tribe in south Florida. Within her ethnographic research‚ she analyzes how the Seminole Indians have reconstructed and materialized their sovereignty through tribal gaming. Since the start of American history‚ all Native Indian tribes have fought for their land‚ culture and self-worth. When the United States began to be recognized as its own nation‚ citizens
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PROJECT REPORT A STUDY ON PRESENT MARKET ACCEPTANCE OF PINEAPPLE SIP (OMFED) Submitted To: Prof. BADAL RATH Submitted By: Smruti Ranjan Panda Asish Kumar Sahu Sephali Beura SRI SRI UNIVERSITY ACKNOWLEDGEMENT We are deeply indebted to Mr. Sandeep Khadenga who gave us full support‚ gave insights about OMFED and marketing prospective of its horticulture products. He also helped us for research and writing this project. Our thanks also go to all the stockist and consumers of OMFED of Bhubaneswar and
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4C stakeholder’s analysis of Nintendo Wii Market in 2006 Customers: Nintendo Co Ltd (Nintendo) and its new president Satoru Iwata believed potential existence of a consumer market that distanced itself from gaming. They opined that existing games were not only difficult to understand and play‚ but also found the consoles complex to operate. The games were built more on fantasy and targeted towards traditional over 18 year old male[1] population. Nintendo made a conscious attempt to bring
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Linda Bernstein’s article “Gaming the Console” addresses the possible effects that video gaming has on teenagers and children. The article supports both sides of the debate: whether or not video gaming has negative consequences. Ultimately‚ Bernstein lets the reader form his or her own opinion on the subject. Some scientists and experts claim that video gaming is harmful as it may negatively affect areas of the brain‚ academic and social skills‚ and can become highly addictive. Other experts argue
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2121 – Writing for MIT Dr. Tim Freeborn January 31‚ 2012 Gaming the Console – Rhetorical Essay In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior‚ or a decrease in academic and social skills. On the other hand‚ there is a belief that some video games can have positive
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method has been introduced in the market place‚ and this new method was popularly known as video games [1]. Video games created large impact among the game lovers. Time to time‚ people who develop video games‚ introduces different consoles using advance technologies. Today the leading competitors using very advance technologies to market their consoles to the consumers. Among that Nintendo Wii U‚ PlayStation Vita‚ Nintendo 3DS are some of the high end video gaming consoles which are available in the
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Market Research Proposal Proposal to Conduct Grocery Store Service Preference Research Prepared for: Clifton’s Grocery Store Prepared by: June 2009 Objectives The overall objective of this study would be to distinguish what customers want in a grocery store. Questions to be addressed include: Which of the competitors provides the best value for select goods? What are the prices of those select goods? What services would customers desire in a full service grocery
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2008‚ representing 30% of the total packaged-software market‚ which was $297 billion. [2] Adobe ’s share of this for the same period was $1.023 billion‚ which was an increase of 9% year-on-year. Software sales are projected to grow by 15% in the United States‚ Europe and Japan collectively in this timeframe. Company Information Before founding Adobe Systems‚ Inc. in 1982‚ John Warnock and Charles Geschke worked at the Xerox Palo Alto Research Center in the 1970’s. They created Adobe with the goal
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of the Study ➢ Methodology ➢ Limitations of the Study CHAPTER-II ➢ Industrial profile ➢ Company profile CHAPTER-III ➢ Theoretical framework CHAPTER-IV ➢ Analysis of study
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