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    The 1950’s were a time of fun entertainment and prosperity. Many famous musicians and actors were taking the stage to change the way people thought of music and films in America‚ and even change their racial views somewhat. Stars like Elvis Presley‚ Bill Haley‚ and Nat King Cole with their “rock n’ roll” music changed the way people viewed music and viewed other races. The film industry of the fifties set precedence for future American filmmakers and set the standard of the industry higher than ever

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    Microsoft and Sony

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    Nintendo’s Strategy in 2009: the Ongoing Battle with Microsoft and Sony Assignment Questions 1 What are the defining business and economic characteristics of the video game console industry? What is the industry like? What forces are driving changes in the video game console industry? 2 What is competition like in the video game console industry? Do a five-forces analysis to support your answer. Which of the five competitive forces is strongest? Which is the weakest? Would you characterise

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    fast entertainment

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    Has Entertainment Taken Over Society? Entertainment has provided society with an escape from reality‚ which at times may be very stressful and chaotic. Fast entertainment is the center of everyone ’s day‚ maybe its music‚ television‚ internet‚ or your cell phone. We are all seeking and craving entertainment all throughout the day. Entertainment today has become a skyrocket business. Mostly everything in our lives has something to do with entertainment. Certain forms of entertainment have overtaken

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    Sony Aibo Case Study

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    Sony AIBO case analysis AIBO‚ a robotic dog doesn’t do anything useful at all‚ but provides “entertainment” by stimulating some of the personality characteristics of a pet without the inconvenience of a real animal. According to Toshitada Doi‚ Sony’s leading computer engineer‚ AIBO is a computer that provides love and healing for people. The first generation ERS-110 can imitate dog’s behaviors‚ “see”‚ show “emotions”‚ “learn” and evolve “personality”. The second generation ERS-210 has voice recognition

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    Arts and Entertainment

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    ARTS AND ENTERTAINMENT: Art is that three-letter word which encompasses literally everything around us. The world we live in and everything in it that spells beauty‚ creativity and innovation‚ is a piece of art. The world itself is God’s creation‚ a piece of His art. We human beings‚ and everything ’living’ are God’s masterpieces‚ His works of art. And then there are miracles man created... his works of art. Forms of art are many...music‚ dance‚ drama‚ painting‚ pottery... and the list just goes

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    Consumer Behaviour Assignment -2012-13 PlayStation 3 Sony Rahul Pandit M.A. Advertisement & Marketing 200735024 CONTENT No. | Particulars | Pg.No. | 1. | Company Introduction. | | 2. | Product Introduction. | | 3. | The Perceptual Process. | | 4. | Attitude; The Functional Theory Of Attitudes. | | 5. | Need & Behaviour; Need Recognition Process. | | 6. | Conclusion. | | Company Introduction Sony Corporation is a Japanese multinational conglomerate

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    Modern Entertainment

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    Entertainment is something that holds the attention and interest of an audience‚ or gives pleasure and delight. It can be an idea or a task‚ but is more likely to be one of the activities or events that have developed over thousands of years specifically for the purpose of keeping an audience’s attention.[1] Although people’s attention is held by different things‚ because individuals have different preferences in entertainment‚ most forms are recognisable and familiar. Storytelling‚ music‚ drama

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    Sony Company Background

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    Sony Company Background and Management Sony Corporation Company Profile‚ History‚ Management‚ and Culture Company History Akio Morita‚ Masaru Ibuka‚ and Tamon Maeda (Ibuka’s father-in-law) started Tokyo telecommunications Engineering in 1946 with funding from Morita’s father’s sake business. The company produced the first Japanese tape recorder in 1950. Three years later‚ Morita paid Western Electric (US) $25‚000 for transistor technology licenses‚ which sparked a consumer electronics revolution

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    Sony and Philips

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    a culture of embracing technical innovation. On the production side‚ Philips was a leader in industrial research‚ and scrapped old plants in favor of new machines or factories whenever advances were made. On the product side‚ strong research enabled the company to broaden its product line‚ starting with light bulbs but growing into vacuum tubes‚ radios and X-ray tubes by the 1930s. Because Holland was such a small country‚ Philips was forced to start exporting in the early 1900s in order to

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    Pest Anlysis of Sony

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    Pest Analysis of Sony Pest analysis is another marketing tool. Pest analysis examines the changes in the marketplace caused by political‚ economic‚ social and technological factors. Political factors changes involve one party to another who are in control. For example rises in private healthcare and privatisations‚ which is under the conservative government. Economic factors changes include changes such as a recession creating activity at the lower ends of the product price ranges. Also for

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