with the concept of “capability” development‚ according to which government’s performance should be evaluated against the capabilities of their citizens (Sen‚ 1979). Nevertheless‚ Sen recognized the relation to Adam Smith’s (1776) analysis of necessities and living conditions and Karl Max’s (1844) concern with human freedom and emancipation‚ but the strongest connection is with Aristotel’s theory of political distribution and human flourishing (Clark‚ 2006). The Capability Approach Explained
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Sony BMG Music Entertainment‚ the second largest record music company in the world. This study is about the Sony BMG’s Market Entry into Second Life‚ as Virtual World of Second Life becomes increasingly popular. It started as a little 3D online community in 2003 developed into a sophisticated virtual world with more than 4 million users from around the globe and with an economy larger than that of a small real-world country. As part of its search for new revenue streams in an industry that has frequently
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The Evolution Of Sony PlayStation The gaming industry at one time mocked‚ know a steady increasing industry. Just think it all started from a man named Ralph Bear. Mr. Bear released Magnavox Odyssey in 1972‚ unlike conventional systems today it was powered by batteries. One of their mistakes was misleading consumers into believing that the Odyssey would only on Magnavox televisions. It did‚ however‚ prove that consoles for the home could be designed. He list goes on from Atari Pong‚ Magnavox Odyssey
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Why Sony fail? When I read “Leading Change Why Transformation Efforts Fail”‚ I directly linked Sony with the transformation fail. Sony‚ the previous electrical giant‚ announced a record annual net loss of $6.4 billion for fiscal year 2011 in May 22 2012. This marks the fourth consecutive year that Sony reported substantial losses. Transformation efforts couldn’t turnaround the bad situation of Sony due to the mistakes that made by Sony in those transformation. First‚ Sony did not establishing a
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Importance of the Eye Toy product for Sony The Eye Toy was a revolutionary product because the underlying technology to interpret incoming video signals was clearly the first in the market. The case indicates that the Eye Toy Play appealed to a broad audience both in terms of demographics as well as gaming experience. Based on the consolidated income statements for Sony Corporation in Exhibit 2 of (Harvard Case 9-505-024 page 13) the game business segment accounted for 61.5%
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Sony Eye Toy 1 G R OUP 2 : DA N I K USW A NTO ( 12 400036 7 1) DENNY J C HANDR A ( 12 40002 611 ) FR A N S I S C US A SI NG G I H ( 12 40003 71 5) S I R EG A R SI DDI K ( 12 400036 3 3 ) VI TA HEL I A DESY ( 12 40002 78 2 ) Table of Content 2 Background Business & Industry Backround Sony Eye Toy Product Analysis Concept Development Marketing Strategy Market Performance Product Development Pipeline Future of EyeToy $62 billion annual sales (2004) • Sony Computer Entertainment
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Contents About Sony Ericsson About the report Financial results 1 2 3 4 5 6 7 8 10 12 14 16 18 19 20 21 Corporate A word from our President and Chief Executive Officer Governance People Vision in sustainability GreenHeart™ Contents The Life cycle approach Life cycle analysis Carbon footprint Recycling Substance control Supply chain Factory Health Community engagement 2011 Sustainability Report | Contents About Sony Ericsson Sony Ericsson is a 50:50 joint venture between Sony Corporation
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Table of Contents Capability Maturity Model (CMM) 3-6 People Capability Maturity Model (P-CMM)... 7-8 Software Acquisition Model (SA-CMM) 8 Capability Model Model Integration (CMMI) 9-11 CMM and ISO 9001 11-12 A process is "a system of operations in producing something ... a series of actions‚ changes‚ or functions that achieve an end or result" (Webster’s Dictionary). With the growing emphasis
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Introduction to Sony Corporation Massaru Ibuka is the man behind some of the most successful high-tech products that consumers use today. Massaru Ibuka is the founder of Sony. After WWII‚ he opened up a radio shop and named his company “Tokyo Telecommunications Engineering Corporation‚” (Sony Corporation‚ 2008‚ Introduction section‚ para. 1) which was then later changed to Sony. “The next year the company changed its name to Sony (from "sonus‚" Latin for "sound‚" and "sonny‚" meaning "little
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Capability Maturity Model Capability Maturity Model is a reference model of mature practices in a specified discipline‚ used to assess a group’s capability to perform that discipline. CMM is a collection of instructions an organization can follow with the purpose to gain better control over its Software development process. Capability Maturity Models differ by discipline‚ structure (staged versus continuous)‚ how maturity is defined and how capability is defined. CMM are used in process Improvement
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