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    Does entertainment influence society’s attitude towards violent behavior? In order to fully answer this question we must first understand what violence is. Violence is the use of one’s powers to inflict mental or physical injury upon another‚ examples of this would be rape or murder. Violence in entertainment reaches the public by way of television‚ movies‚ plays‚ and novels. Through the course of this essay it will be proven that violence in entertainment is a major factor in the escalation of violence

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    Question 1: Choose one or more definitions from the theory discussed in class to describe CRM as implemented by Harrah´s Entertainment Inc. I believe that the combination of Kotler´s and Zigmund‚McLeod‚ Gilbert definition of CRM perfectly describes the situation of Harrah´s Entertainment Inc. Kotler refers to CRM as: “the process of managing detailed information about individual customers and carefully managing all customer touch points to maximize customer loyalty”. Zigmund‚ McLeod‚Gilbert definition

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    with a mom at home and dad at work. This era instilled values of respect and self worth with little controversy. However‚ as time passed technology evolved and so did visual media. Visual entertainment began to develop into more controversial issues that changed the way we viewed the world. For instance‚ entertainment media began to talk about racism and mistreatment towards others; this lead Americans into the civil rights movement and equal treatment for everyone regardless of their skin color. This

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    Blizzard Entertainment® is a premier developer and publisher of entertainment software. After establishing the Blizzard label in 1994‚ the company quickly became one of the most popular and well-respected makers of computer games. By focusing on creating well-designed‚ highly enjoyable entertainment experiences‚ Blizzard has maintained an unparalleled reputation for quality since its inception. Blizzard’s track record of back-to-back number one selling games spans more than a decade‚ and with blockbuster

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    KKB101 Practitioner Profile Your full name: Jasmine Rielly Your Student no: 9717358 Your Discipline/major(s): Entertainment Industries What is really important to you in life? We’re getting at core values here... think about your creative motivations and the mapping exercise we did this week to help with this question. Write down three and why they are important. OK‚ now (a) what are you really good at‚ and (b) what skills do you have aptitude/potential for? List at least two of each

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    Facts and Starting points for Sony Music Entertainment Chapter 1: Mission‚ Vision Core Competences Mission Sony BMG does not have a publicized mission statement. However‚ the mother company Sony has changed its mission statements several times in history‚ whereas it is the following: ‘’To become a leading global provider of networked consumer electronics‚ entertainment and services.’’ (Sony 2010) Vision Equal to the mission‚ SONY BMG does not have a publicized vision. The general vision of

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    groups

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    INDIVIDUALS A group can range in size from two members to thousands of members. Very small collectives‚ such as dyads (two members) and triads (three members) are groups‚ but so are very large collections of people‚ such as mobs‚ crowds‚ and congregations (Simmel‚ 1902). On average‚ however‚ most groups tend to be relatively small in size‚ ranging from two to seven members. One researcher ( J. James‚ 1953)‚ after counting the number of people in 7405 informal‚ spontaneously formed groups found in

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    in 33.5 hours‚ made him an international hero. It was an era when anyone who appeared in the press became an instant celebrity. In this decade‚ termed the "Roaring Twenties"‚ jazz journalism was dominant. The press was often preoccupied with entertainment‚ rather than concentrating on reporting significant stories or intepreting news events. Typical stories glorified celebrities and built up sordid events‚ such as murder trials‚ into national sensations. The tabloids thrived on controversy. To gain

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    patriotism and unity swell to heights of exuberance at the sight of the increasingly diverse entertainment industry and

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    Jackie Sparagna Gregory Sumi Roman Public Entertainment: A Juxtaposition Between the Circus and Amphitheater Public entertainment was a crucial component of Roman culture and identity in the ancient world. Thousands of fanatical fans would gather in numerous venues which hosted exciting games and events to cheer on their favorite competitors‚ curse their rivals‚ and celebrate their victories. The circus and the amphitheater were the prime structures

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