Adware and Spyware

Total Page:16

File Type:pdf, Size:1020Kb

Adware and Spyware Matt Deline CIS 2 02/08/2007 Introduction: Subway, Eat Fresh. Your World, Delivered. It’s the network. Expect More, Pay less. Just Do it. A Diamond is forever. Hungry? Grab a Snickers. Chances are you are familiar with more than a few of these advertising slogans. People can find them in almost every aspect of their daily lives. They’re everywhere, on billboards, buses, on the radio, on the internet, in movies, and in television. The average American is exposed to an estimated 2500 ads in some form or another each day (Phillips and Rasberry). Imagine if those same advertisements could collect personal information from you. For example: how far from the ad you are, how long you view an ad, which ads you are viewing, and even what angle and distance you are looking at it from. Luckily for us most advertisements can’t, yet; but some computer game advertisements can. Dynamic in- game advertisements found in new PC games come in a specialized form of spyware. Though the intent of Dynamic in-game advertising is not malicious it is a brazen intrusion of our privacy. Furthermore, the capabilities used in the software may be expanded to in the near future to collect more personal information from a user than most would find necessary or decent. Advertising in Computer Games: Advertising in computer and video games is not a new technique. Ads can be found in sports games dating as far back as the Nintendo Entertainment System (NES) in the 1980’s. Spending on advertising in games is expected to reach and exceed $400 million dollars by the year 2009 (Lombardi). This is a significant number, especially considering the amount spent in 2005 was only $80 million. As the market expands for the game industry beyond its mainstay male ages 18-34 audience, so do its prospective investors. This type of rapid growth in spending parallels the exponential growth in television marketing in the early 1990’s. It is prudent to assume that rapid growth in game advertising might follow a similar trend, and greatly surpass the 400 million dollar mark in the years following 2009. As new technology develops, so do clever ways of integrating real world products into games. Product placement, a technique used to subtly market items by placing them in direct view of the camera, has been used by the film and television industries for years. Now that graphics in games are approaching photorealism it is possible to put in a coke can, stick a snickers banner on a wall, or even put a 30 second spot on a screen that populates the game world (Massive Incorporated). Adware and Spyware: It is important to note that while most current in game advertisements do not collect information from the players, the technology known as Dynamic in-game advertising (pioneered by Massive Incorporated) does. In order to know how this system works, we must first define what exactly adware and spyware are. Most people know of spyware likely because they have one or many programs designed to protect against it already installed on their computers. “Spyware is software that covertly tracks and monitors the actions of a PC user, using the internet to secretly send this intelligence to a third party” (Lomas). Spyware is most dangerous when it is used to steal critical personal information such as but not limited to bank account numbers, credit cards, passwords, and personal files. Adware, though similar in operation to spyware, collects personal information based on browsing history and interests in order to serve up advertisements based on the user’s preferences. Adware is completely legal software, although the lines are blurry with regards to its methods and legislation threatening its use is in development. Dynamic In-Game Advertising: In July 2005 a patch was released for the game SWAT4 for the PC. Among the list of updates was a line stating “*Added Massive Streaming Ad Support” (Smith and Wood). The technology developed by Massive Incorporated placed advertisements in the game that were streamed to the user’s computer via the internet. The following images are from the first batch of advertisements added to the game, followed by a screen capture from the game itself (Smith and Wood). The advertisements The advertisements while in the game environment. On the surface the update appears harmless. Upon further investigation, after exiting the game a packet of information is returned to a server owned and operated by Massive Incorporated. At this point a timestamp and the user’s session/gamer id are sent. Gamer ids are unique to each user. Information linked to that specific gamer id based upon the advertisements is also sent once the game is closed. This lets the advertisers know who saw the ad, the time it was viewed, for how long, the distance from the ad (in virtual space), and the average viewing angle (Smith and Wood). Reflection: SWAT4 was published in 2005, and the example of Dynamic In-Game Advertising shown above was a first generation product. Now, in 2007, Massive Incorporated has expanded its “Massive Network” to include support for 100 games (both released and in development) across 37 publishers (Massive Incorporated). According to Massive Incorporated “Advertisers receive daily reports of audience data from the Massive Ad Server which provide full insight into campaign delivery and facilitate the ability to adjust campaigns in real time” (Massive Incorporated). This statement is fairly vague. Any amount of any kind of data could be contained in those reports. Even though it might not pose any serious danger to the security of computer gamers, it is most definitely a breach of their privacy. As the integration of most major home devices into a single unit approaches, could this technology be translated to other advertising mediums in the future? If so, the public would surely rise against its use. For now, consider this chilling possibility of the future of advertising in computer games courtesy of the web comic Penny-Arcade. (Holkins) Works Cited Holkins, Jerry "Tycho". Penny-Arcade. 18 October 2006. 5 February 2007 <www.penny- arcade.com/2006/10/18>. Konrad, Rachel. "Game firms profit from ads, cheats." 21 January 2007. Contra Costa Times. 5 February 2007 <http://www.contracostatimes.com/mld/cctimes/news/local/states/california/16512568.ht m>. Lomas, Natasha. "Security from A to Z: Spyware." 28 November 2006. CNET News.com. 5 February 2007 <http://news.com.com/Security+from+A+to+Z+Spyware/2100-1029_3-6138687.html>. Lombardi, Candace. "In-game ads to hit $400 million by 2009." 15 June 2006. CNET News.com. 5 February 2007 <http://news.com.com/In- game+ads+to+hit+400+million+by+2009/2100-1024_3-6083919.html>. Massive Incorporated. Massive Incorporated Press Release. 24 July 2006. 5 February 2007 <www.massiveincorporated.com/site_network/pr/07.24.06.htm>. —. Massive Incorporated-In Game Advertising. 2006. 5 February 2007 <www.massiveincorporated.com>. McKenna, Aaron. "Swat 4 in-game adverts do more than just advertise." 5 August 2005. The Inquirer. 5 February 2007 <www.theinquirer.net/default.aspx?article=25256>. Phillips, Michael and Salli Rasberry. "Marketing Without Advertising: Inspire Customers to Rave About Your Business to Create Lasting Success." 5 April 2005. Nolo. 8 February 2007 <http://www.nolo.com/product.cfm/objectID/5E5BFB9E-A33A-43DB- 9D162A6460AA646A/sampleChapter/5/111/277/#summary>. Smith, Andrew and Peter Wood. Online advertising for the gamer generation. 1 July 2005. 5 February 2007 <nationalcheeseemporium.org>. .
Recommended publications
  • Before the FEDERAL TRADE COMMISSION Washington, DC 20580
    Before the FEDERAL TRADE COMMISSION Washington, DC 20580 In the Matter of ) ) Request for Public Comment on the ) P104503 Federal Trade Commission’s ) Implementation of the Children’s Online ) Privacy Protection Rule ) COMMENTS OF The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum Of Counsel: Angela J. Campbell, Guilherme Roschke Pamela Hartka Institute for Public Representation James Kleier, Jr. Georgetown University Law Center Raquel Kellert 600 New Jersey Avenue, NW Andrew Lichtenberg Washington, DC 20001 Ari Meltzer (202) 662-9535 Georgetown Law Students Attorneys for CDD et al. June 30, 2010 SUMMARY The Center for Digital Democracy, American Academy of Child and Adolescent Psychiatry, American Academy of Pediatrics, Benton Foundation, Berkeley Media Studies Group, Campaign for a Commercial-Free Childhood, Center for Science in the Public Interest, Children Now, Consumer Action, Consumer Federation of America, Consumer Watchdog, Consumers Union, National Consumers League, Privacy Rights Clearinghouse, Public Health Institute, U.S. PIRG, and World Privacy Forum are pleased that the FTC has begun a comprehensive review of its children’s privacy regulations. In general, the Children’s Online Privacy Protection Act (COPPA) and the FTC rules implementing it have helped to protect the privacy and safety of children online. Recent developments in technology and marketing practices require that the COPPA rules be updated and clarified.
    [Show full text]
  • The Video Game Industry an Industry Analysis, from a VC Perspective
    The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored.
    [Show full text]
  • A Case Study on Merger of Skype and Microsoft
    European Journal of Business, Economics and Accountancy Vol. 8, No. 1, 2020 ISSN 2056-6018 VALUATION OF TARGET FIRMS IN MERGERS AND ACQUISITIONS: A CASE STUDY ON MERGER OF SKYPE AND MICROSOFT Nguyen Vuong Bang Tam Thu Dau Mot University VIETNAM [email protected] ABSTRACT Mergers and acquisitions have become the most popular used methods of growth for the company and it’s one of the best ways to make a shortcut to get the success. They create the larger potential market share and open it up to a more diversified market, increase competitive advantage against competitors. It also allows firms to operate more efficiently and benefit both competition and consumers. However, there are also many cases that the synergy between acquiring company and acquired company failed. The most common reason is to not create synergy between both of them. In recent months, the merger between Microsoft and Skype is a very hot topic of analysts and viewers…etc. This acquisition presents a big opportunity for both firms, Skype give Microsoft a boost in the enterprise collaboration. To exchange for this synergy, Microsoft paid $8.5 billion in cash for Skype, the firm is not yet profitable. Skype revenue totaling $860 million last year and operating profit of $264 million, the company lost $6.9 million overall, according to documents filed with the SEC. Is that a good deal for Microsoft? Many analysts have different point of view but most of them have negative perspective. Research was to provide the analysis of Skype’s intrinsic value with an optimistic view of point about Skype’s future, Microsoft overpaid for Skype.
    [Show full text]
  • (BHC) Will Be Held Friday, September 25, 2020 10:00 AM - 12:00 PM
    BALDWIN HILLS CONSERVANCY NOTICE OF PUBLIC MEETING The meeting of the Baldwin Hills Conservancy (BHC) will be held Friday, September 25, 2020 10:00 AM - 12:00 PM Pursuant to Executive Order N-29-20 issued by Governor Gavin Newsom on March 17, 2020, certain provisions of the Bagley Keene Open Meeting Act are suspended due to a State of Emergency in response to the COVID-19 pandemic. Consistent with the Executive Order, this public meeting will be conducted by teleconference and internet, with no public locations. Members of the public may dial into the teleconference and or join the meeting online at Zoom. Please click the link below to join the webinar: https://ca-water-gov.zoom.us/j/91443309377 Or Telephone, Dial: USA 214 765 0479 USA 8882780296 (US Toll Free) Conference code: 596019 Materials for the meeting will be available at the Conservancy website on the Meetings & Notices tab in advance of the meeting date. 10:00 AM - CALL TO ORDER – Keshia Sexton, Chair MEETING AGENDA PUBLIC COMMENTS ON AGENDA OR NON-AGENDA ITEMS SHOULD BE SUBMITTED BEFORE ROLL CALL Public Comment and Time Limits: Members of the public can make comments in advance by emailing [email protected] or during the meeting by following the moderator’s directions on how to indicate their interest in speaking. Public comment will be taken prior to action on agenda items and at the end of the meeting for non-agenda items. Individuals wishing to comment will be allowed up to three minutes to speak. Speaking times may be reduced depending upon the number of speakers.
    [Show full text]
  • Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
    >> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables.
    [Show full text]
  • Free Minecraft Account - Free Mincraft Account 2021!
    * `AGmKK` FREE MINECRAFT #UPDATED FREE MINECRAFT ACCOUNT - FREE MINCRAFT ACCOUNT 2021! (Online Users: 54,567) Updated: May 22, 2021 12 SEC AGO CLAIM YOUR free minecraft TODAY | ACT NOW!!!!!! free minecraft account free minecraft account and password free minecraft account and password 2021 free minecraft account and password 2020 free minecraft accounts 2020 generator free minecraft accounts reddit free minecraft accounts 2021 free minecraft account and password generator free minecraft accounts generator free minecraft account and password java edition free minecraft account and password 2020 java free minecraft account and password 2021 java free minecraft account authenticator free minecraft account bedrock free minecraft bedrock account generator free mc bedrock accounts free minecraft account not banned on hypixel can you still get minecraft bedrock for free can i get minecraft bedrock for free can you get a free minecraft account how to get minecraft bedrock for free 2020 free minecraft account checker free minecraft account codes free minecraft account creator free minecraft account cracked free minecraft account code generator free minecraft account credentials free minecraft account cyber hub free minecraft account create free minecraft account discord free minecraft account details free minecraft account dispenser free minecraft account download free minecraft account dump free minecraft account discord bot free minecraft dungeons account free minecraft account email and password free minecraft account email and password 2021
    [Show full text]
  • Microsoft Acquires Massive, Inc
    S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces.
    [Show full text]
  • Measuring Player Perceptions of Advertising in Online Games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected]
    Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2006 Measuring player perceptions of advertising in online games Ben Lewis Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Lewis, Ben, "Measuring player perceptions of advertising in online games" (2006). LSU Master's Theses. 793. https://digitalcommons.lsu.edu/gradschool_theses/793 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. MEASURING PLAYER PERCEPTIONS OF ADVERTISING IN ONLINE GAMES A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Mass Communication in The Manship School of Mass Communication by Ben Lewis B.A., Louisiana State University, 2003 December 2006 ACKNOWLEDGMENTS I must thank Dr. Lance Porter for his outstanding guidance, vast experience, and fantastic sense of humor throughout the past year. Without his supervision, I may never have made it past the research phase of this project. Credit also goes to my other committee members: Dr. Anne Osborne for her helpful insight and suggestions along the way, and Dr. Margaret DeFleur for her willingness to join my committee on such short notice. I must express my gratitude to Dr.
    [Show full text]
  • El Dorado Park Neighborhood Plan
    F in A L P L A N | N O V E M BER 2009 El Dorado Park Neighborhood Plan PREPARED FOR THE CITY OF FRESNO PLANNING & DEVELOPMENT DEPARTMENT & THE FRESNO REDEVELOPMENT AGENCY PREPARED B Y MW Steele Group in C O ll ABORA ti O N W ith RECON, INC ACKNOWLEDGMENTS City of Fresno El Dorado Park Citizens Advisory Committee Mayor Ashley Swearengin Debbie Astone, Fresno State Auxiliary Services Larry Westerlund, Council Member, District 4 Crispina Cardenas, Faith in Community, Resident Andy Souza, City Manager Lorraine Cook, El Dorado Park Resident John M. Dugan, AICP, Director, Planning & Development Department Angela Dundore, Better Opportunities Builder, Inc. Keith Bergthold, Assistant Director, Planning & Development Department Arthur Dyson, Architect Kevin Fabino, Planning Manager, Planning & Development Department Kathy Garabed, Stone Soup Fresno, Property Owner Sophia Pagoulatos, Supervising Planner, Planning & Development Department Vickie Healy, Wesley Methodist Church, Property Owner Danielle Thiesen, Planner, Planning & Development Department Matthew Jendian, Ph.D., Fresno State Humanities Dept. Rick Duncan, Planner, Planning & Development Department Cindy Teniente-Matson, Fresno State Admin. VP and CFO Carl Richardson, Property Owner Fresno Redevelopment Agency Rollie Smith, U.S. Dept. of Housing and Urban Development Marlene Murphy, Director Jessica Sweeten, Fresno State ASI President David Martin, Project Manager Milton Turner, El Dorado Park Resident Suzy Wren, Building Corp. President, Alpha Xi Delta Consultants MW Steele Group RECON, INC Peters Engineering Group PREFACE The El Dorado Park Neighborhood Plan is a plan of possibility. From January 2008 – July 2009, over 300 stakeholders created the plan through a collaborative process that included two design charrettes in 5 languages and over 50 meetings with residents, property owners and concerned stakeholders.
    [Show full text]
  • Microsoft from Wikipedia, the Free Encyclopedia Jump To: Navigation, Search
    Microsoft From Wikipedia, the free encyclopedia Jump to: navigation, search Coordinates: 47°38′22.55″N 122°7′42.42″W / 47.6395972°N 122.12845°W / 47.6395972; -122.12845 Microsoft Corporation Public (NASDAQ: MSFT) Dow Jones Industrial Average Type Component S&P 500 Component Computer software Consumer electronics Digital distribution Computer hardware Industry Video games IT consulting Online advertising Retail stores Automotive software Albuquerque, New Mexico Founded April 4, 1975 Bill Gates Founder(s) Paul Allen One Microsoft Way Headquarters Redmond, Washington, United States Area served Worldwide Key people Steve Ballmer (CEO) Brian Kevin Turner (COO) Bill Gates (Chairman) Ray Ozzie (CSA) Craig Mundie (CRSO) Products See products listing Services See services listing Revenue $62.484 billion (2010) Operating income $24.098 billion (2010) Profit $18.760 billion (2010) Total assets $86.113 billion (2010) Total equity $46.175 billion (2010) Employees 89,000 (2010) Subsidiaries List of acquisitions Website microsoft.com Microsoft Corporation is an American public multinational corporation headquartered in Redmond, Washington, USA that develops, manufactures, licenses, and supports a wide range of products and services predominantly related to computing through its various product divisions. Established on April 4, 1975 to develop and sell BASIC interpreters for the Altair 8800, Microsoft rose to dominate the home computer operating system (OS) market with MS-DOS in the mid-1980s, followed by the Microsoft Windows line of OSes. Microsoft would also come to dominate the office suite market with Microsoft Office. The company has diversified in recent years into the video game industry with the Xbox and its successor, the Xbox 360 as well as into the consumer electronics market with Zune and the Windows Phone OS.
    [Show full text]
  • Case 9:12-Cv-80577-KAM Document 211 Entered on FLSD Docket 02/09/2017 Page 1 of 57
    Case 9:12-cv-80577-KAM Document 211 Entered on FLSD Docket 02/09/2017 Page 1 of 57 IN THE UNITED STATES DISTRICT COURT FOR THE SOUTHERN DISTRICT OF FLORIDA BRIAN KEIM, an individual, on behalf of ) himself and all others similarly situated, ) ) Plaintiff, ) Case No. 9:12-cv-80577 v. ) ) Hon. Judge Kenneth A. Marra ADF MIDATLANTIC, LLC, a foreign ) limited liability company, ) Magistrate Judge William Matthewman AMERICAN HUTS INC., a foreign ) corporation, ) ADF PIZZA I, LLC, a foreign limited liability ) company, ) ADF PA, LLC, a foreign limited liability ) company, and ) PIZZA HUT, INC.,* a foreign corporation ) ) Defendants. ) DEFENDANTS’ OPPOSITION TO PLAINTIFF’S MOTION FOR CLASS CERTIFICATION David S. Almeida, Esq. (admitted pro hac vice) [email protected] Mark S. Eisen, Esq. (admitted pro hac vice) [email protected] SHEPPARD, MULLIN, RICHTER & HAMPTON LLP 70 West Madison Street, 48th Floor Chicago, Illinois 60602 Telephone: (312) 499-6300 David V. King, Esq. [email protected] KING & CHAVES, LLC 444 W. Railroad Ave., Suite 400 West Palm Beach, FL 33401 Telephone: (561) 835-6775 Florida Bar No.: 438200 Counsel for Defendants * Effective as of May 20, 2016, Pizza Hut, Inc. was merged into Pizza Hut, LLC, and thus no longer exists. To avoid confusion, this brief will continue to use Pizza Hut, Inc. Case 9:12-cv-80577-KAM Document 211 Entered on FLSD Docket 02/09/2017 Page 2 of 57 REQUEST FOR HEARING Pursuant to Local Rule 7.1(b)(2), Defendants respectfully request oral argument on Plaintiff’s Motion for Class Certification. Plaintiff’s Motion involves the novel attempt to certify a putative “friend-forwarded” class, predicated on the provision of a party’s phone number to Defendants by a third party.
    [Show full text]
  • Hospitality Review Volume 22 Issue 2 2004 FIU Hospitality Review Florida International University, [email protected]
    Hospitality Review Volume 22 Article 10 Issue 2 Hospitality Review Volume 22/Issue 2 May 2014 Hospitality Review Volume 22 Issue 2 2004 FIU Hospitality Review Florida International University, [email protected] Follow this and additional works at: https://digitalcommons.fiu.edu/hospitalityreview Recommended Citation Hospitality Review, FIU (2014) "Hospitality Review Volume 22 Issue 2 2004," Hospitality Review: Vol. 22 : Iss. 2 , Article 10. Available at: https://digitalcommons.fiu.edu/hospitalityreview/vol22/iss2/10 This work is brought to you for free and open access by FIU Digital Commons. It has been accepted for inclusion in Hospitality Review by an authorized administrator of FIU Digital Commons. For more information, please contact [email protected]. Hospitality Review Volume 22 Issue 2 2004 Keywords Michael Kasavana, Food and Beverage, Food service, Organizations, Hospitality Administration and Management, Finances, Smoke-free. Restaurants, bars, Sales, No Effect, Smoke-free. Restaurants, Bars, Hoteols, Smoking Bans, Hotel, lodging, International, Human Capital This full issue is available in Hospitality Review: https://digitalcommons.fiu.edu/hospitalityreview/vol22/iss2/10 VOL. 22, No. 2 Fan 2004 A 101of . and Tourism Management Publication J*& r &&:,A- .- a,...:-. orida International University's Biscayne Bay Campus Contents © 2004 by FIU Hospitality Review. The reproduction of any artwork, editorial or other material is expresslv prohibited without written permission from the publisher, excepting thatone-time educational reproduction is allowed without express permission. Contents © 2004 by FIU Hospitality Review. The reproduction of any artwork, editorial or other material is expresslv prohibited without written permission from the publisher, excepting thatone-time educational reproduction is allowed without express permission.
    [Show full text]