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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CHILDHOOD OBESITY: WHO’S THE BLAME Jerriett Hand ENG 122 English composition 2 Instructor Amanda Price December 2‚ 2012 With Childhood obesity on the rise‚ who should be held responsible for such epidemic? Should it be the children‚ the parents‚ genetics‚ or the media? I believe that the scope and nature of childhood obesity should start with the parents. Parent plays a major role on the decisions of their children’s meal choices. The choice that parents choose to make is crucial to their
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Video Games can be educational‚ non-violent‚ or violent and may have a negative learning impact on youth. Only about half of the Americans today years 8-18 have video games in their bedrooms and about 40 percent play video games. According to a survey from a Kaiser Family Foundation‚ boys spend more time playing video games than girls do (“Video Games” par. 89). The Entertainment Software Association say Americans spend more money on video games each year. Video games had changed from 2004 at
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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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Effects of Video Games on Youth Technology has been evolving since the days of the cavemen and has become an integral component of our everyday life. Technology has been integrated in education‚ media‚ the workplace‚ and our world runs around the evolution and ever developing fast pace of technology. Modern technology especially effects the youth of today’s day and age‚ because they have grown up with extremely advanced technology and are completely engrossed by it. The primary concern people
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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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can Can Video Games Be Educational? Have you ever thought a videogame can be educational? Video games are widely known as an excellent source of entertainment‚ and according to some‚ they can be of great help as an educational tool because of their interactivity. What a lot of people don´t know is that they can be good for those who play them for fun as well for learning. Nowadays the development of technologies is so rapid that it involves all layers of society‚ regardless their
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This annotated bibliography reviews how gaming affects one’s mental. Example of some main types of games in this bibliography are computer games and video games. I choose to write this topic because I am an Information Technology student and I have always been interested in activities related to games since young. After doing a lot of researches about this topic‚ I found no negative relationship between game and creativity‚ this means playing games will not reduce one’s creativity but stimulating
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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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EFFECTS OF VIOLENT VIDEO GAMES A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and non-experimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decrease pro-social behavior
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