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    Video Use in Social Science Research and Program Evaluation Barbara Rosenstein Barbara Rosenstein‚ PhD.‚ Freelance Program Evaluator‚ Beer Sheva‚ Israel Abstract: In light of technological advances in producing‚ viewing and storing moving images‚ it is appropriate to survey the literature concerning the use of moving images in research over the past few decades. A review of the literature shows that the use of video technology for research falls into three areas: observation (including data collection

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    Sampa Video Solution

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    Summary Financial Information FY 2000 in $ ’000s Sales 22500 EBITDA 2500 Depreciation 1100 Operating Profit 1400 Net Income 660 Terminal Value Growth 5.00% Initial outlay 1500 Additional Assumptions Risk free rate Proj. cost of debt Market Risk Premium Marginal Corporate Tax Rate Proj. Debt Beta Asset Beta for Kramer.com Expected Asset Return 5.00% 6.80% using CAPM 7.20% 40.00% 0.25 1.50 15.80% using CAPM Projections for Home Delivery Project 2002E 2003E 2004E 2005E 2006E Sales 1200 2400

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    Trek Video Case

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    1A) The role of a buying center is to find the best suppliers and vendors for the organization’s purchases. However‚ at Trek‚ buying centers make sure that purchasing managers are partnering with vendors who benefit the company. In addition‚ buying centers serve the role of confirming purchasing managers of the suppliers that do‚ in fact‚ meet the qualifications and standards set by Trek. They are a small team focused on negotiating prices that benefit both Trek and the supplier. 1B) At Trek‚ purchasing

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    Violent Video Games and Their Effects on Youth and Adolescents Stephanie Keith Research Writing / Com 220 July 18‚ 2010 Maisah Robinson Violent Video Games and Their Effects on Children and Adolescents Why all the violence? Are we endorsing violence through media? With the violence of video games and other media‚ are children more prone to violent behavior? While some psychologists and researchers argue that it has not been proven that violent behavior in children and

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    Video games are harmful to adolescents With the number of 80% 12-17 years old adolescents in America own a video game console‚ video games become the leading type of electronic entertainment among the society. Nowadays‚ video game grows into a common free-time activity for many young people. The adults and moreover the society now have more concern about the effects of video games on teenagers. Video games negatively related to the development of social skills. As playing video games require

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    short music video. I decided to make a music video because I felt is was significant to a problem in todays society. Today‚ popular culture‚ such as today’s hits music‚ has a negative impact on women and young girls. For example‚ in a lot of songs with a male artist‚ the male will degrade women. With that said‚ one may turn on the radio‚ or television‚ and hear a song about how the male artist is so wealthy that he can sleep around with any girl that he would like. In the music video of the same

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    GEEN 2113 - Writing & Research Prof. Eneida Rivera Video Game Violence Is Not the Villain Harold Rios Torres B00273402 Have you ever taken the time to see why children behave a certain way after playing violent videogames? Some parents fail to see this. But the few who see the change in behavior quickly blame the video game industry for said changes. Violent video games are not the cause of violent behavior in children. Every video game has its rating. Each rating has an age range letting

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    mainstream media outlets explain that video games like call of duty ‘desensitise’ murder and ‘train children how to kill’ but is any of this really true? Over 70% of 13-15 year olds in first world countries play video games and the majority of them play video games depicting murder and violence. I mean‚ almost every day I go home and shoot somebody in the face with a shotgun. Does this make me a violent person in real life? The way the media talks about video games makes them sound like an abomination

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    Video Game Addiction in Teenagers There are many stages in life which everyone has to encounter and the teenage stage is probably one of the most important stages of a person’s life. During your teen years you really learn about what kind of person you are and what kind of person you want to be. Do you want to be the type of teen who stays home all day and play video games alone or go and hang out with your friends? This is where video game addiction comes into play. Some teenagers would rather

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    In the early ages of video gaming‚ males were predominantly targeted by game companies‚ which resulted in games that were designed for mostly heterosexual males (indie games were created and variations of mainstream games‚ but they were not profound and didn’t become well known). Within the past decade‚ this stereotypical idea has diminished‚ and females currently represent almost half of the gaming demographic‚ about 46% to be exact. Gaming holds a greater significance than we thought‚ which is

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