External Analysis : PESTEL a) Technological To explain the technological aspect‚ we have to point out the fact that consumers face now more and more technologies and frequent innovations. As a matter o fact‚ after launching the 3G innovation‚ groups as Orange launched the EDGE revolution. Indeed‚ the 3G is characterized by a technology’s standard of mobile phone that is accessible to consumers since 2002. Thus‚ the EDGE revolution permits to complete the 3G innovation in 2005. The debit can
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TATA MOTORS PESTEL ANALYSIS Tata Motors Limited is an automotive vehicle manufacturing company based in India. The company is engaged in development‚ design‚ manufacture and assembly‚ sale‚ and financing of vehicles‚ as well as sale of auto parts and accessories. The company primarily operates in India‚ South Korea‚ South Africa‚ Thailand‚ Bangladesh‚ Indonesia‚ Singapore‚ Spain‚ and UK. The company is headquartered in Mumbai. TATA Motors got listed on the New York Stock Exchange in 2004. SWOT
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2013 CONTENTS PAGE 1. EXTERNAL ANALYSIS 1.1 Wider Macro-Environmental Analysis - US Airline Industry POLITICAL The extant US Airline Deregulation Changes in the political environment can have major consequences for the airline industry. One such political consideration that has had a major consequence for the airline industry is the recent deregulation of the industry. This has made it easy for new entrants to enter the industry and competition is becoming more intense (FAA
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PESTEL Analysis 3.1 Political Forces Subway can easily apply its business license in plenty of the countries. It is because that Subway is operated by complying with the political rules such as tax policies‚ environmental protection laws‚ employment laws and other political rules. 3.2 Economic Conditions Having set up with low cost‚ it is a very good advantage to Subway. Subway has fully supports from its major suppliers so that it has its completely adequate materials and needs to work out its
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VIDEO GAMES IN EDUCATION Are Video Games the Future of Education? YOUR NAME HERE University of South Dakota Are Video Games the Future of Education? Synopsis Old school methods of teaching have become known as “chalk and talk” where a teacher stands in front of the chalkboard and lectures the whole period with limited time at the end of class to discuss what the students have learned. Some of these methods have become obsolete with new computer-based technology changing the educational
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The Bad Effects of Video or Computer Gaming Submitted by: Kevin Richard G. Operiano Kevin Eric R. Siangco Table of Contents 1. Introduction 3 1. Gaming Culture 4 2. Video Game Culture 5 3. Massive-multiplayer Online Gaming
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Video Games and Education Jeremy Cotto Arroyo S01007090 Prof. Figueroa Video games and education‚ too very different topics to talk about‚ video games being a topic mostly talked about by teens and children and education by adults‚ video games also being a topic talked down by adults because they see it as a waste of time‚ and really who could blame them? It is a waste of time‚ but for teens and children at the end of the day is more than just that‚ but‚ will get more into video games
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Ryanair Analysis Section A. 1. Analysis of the Business Environment In order to analyze the airline industry‚ we need to conduct the PESTEL Analysis. Political and Legal - Regulations for the air travel industry are getting even more stringent. The European Union authorities demand that airlines operate in an open‚ transparent manner. Any state subsidies to airline companies are prohibited in order to make working conditions equal to anyone and to boost competition in the industry. There
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their lives at risk. In movie industry‚ special effects created to simulate real situations have achieved amazed the audience with legendary films like Titanic (James Cameron‚ 1997) or Avatar (James Cameron‚ 2009)‚ movies in which the 90% of its scenes were created by a computer program. Unsurprisingly‚ videogames programmers took advantage of this “boom” of recent times to start a millionaire industry. According to ESA magazine 2007‚ the annual sales of video games and their accessories in the U
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In the 1970s‚ video games were introduced into all our lives. At first‚ people saw them as a game to spend an entertaining time with but throughout the decades‚ scientists are becoming interested in the negative and unfavorable effects it is providing to the young. Video games are a unique form of entertainment because they encourage players to become a part of the game´s script. In violent video games‚ the player is often required to take the point of view of the shooter or perpetrator. Players
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