A 2014 Study by the Entertainment Software Association (ESA)
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Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
Outline of a Business Plan Plan Summary Company And
APPENDIXB OUTLINE OF A BUSINESS PLAN A business plan is a description of your proposed or existing business and should include information on the business' products or services, markets, marketing strategies, manufacturing procedures, ownership, management structure, needs (organizational, personnel and fmancial) and projections. A well-prepared business plan serves two important functions. First, it is a basic management tool that helps guide the future direction of your company. Second, it is a mandatory document if you plan to seek business fmancing. How much detail should your business plan contain and in what order? What will help make it effective in communicating your proposed or existing company's strengths and potential? The purpose of this section of the handbook is to help you answer such questions. Not all plans need to be alike. Some sections of this outline may be more applicable to your company than others. You should make every effort to tailor your plan to your company's specific set of circumstances. PLAN SUMMARY A well-written business plan summary allows prospective lenders and investors to quickly decide if they want to examine the entire plan in detail. Therefore, your objective in the plan summary is to convince them to study the plan further. Although a plan summary appears first, it should be the last part you write. The summary should briefly highlight the key elements of your business plan and include the following points: - A brief history of your business or business concept; - A description of your products or services with emphasis on their distinguishing features, the market needs they will meet, the market potential and assessment of the competition: - How the products will be made, or services performed; - An outline of your management team's experience and talent; - A summary of your fmancial projections; and - How much money you are seeking, in what form, for what purpose and how it will be repaid. -
Runway Shows and Fashion Films As a Means of Communicating the Design Concept
RUNWAY SHOWS AND FASHION FILMS AS A MEANS OF COMMUNICATING THE DESIGN CONCEPT A thesis submitted to the College of the Arts of Kent State University in partial fulfillment of the requirements for the degree of Master of Arts By Xiaohan Lin July 2016 2 Thesis written by Xiaohan Lin B.S, Kent State University, 2014 M.A., Kent State University, 2016 Approved by ______________________________________________ Name, Thesis Supervisor ______________________________________________ Name, Thesis Supervisor or Committee Member ______________________________________________ Name, Committee Member ______________________________________________ Dr. Catherine Amoroso Leslie, Graduate Studies Coordinator, The Fashion School ______________________________________________ Dr. Linda Hoeptner Poling, Graduate Studies Coordinator, The School of Art ______________________________________________ Mr. J.R. Campbell, Director, The Fashion School ______________________________________________ Dr. Christine Havice, Director, The School of Art ______________________________________________ Dr. John Crawford-Spinelli, Dean, College of the Arts 3 REPORT OF THESIS FINAL EXAMINATION DATE OF EXAM________________________ Student Number_________________________________ Name of Candidate_______________________________________ Local Address_______________________________________ Degree for which examination is given_______________________________________ Department or School (and area of concentration, if any)_________________________ Exact title of Thesis_______________________________________ -
BID TABULATION #2836 OFFICE SUPPLIES Req/PO #: 176688
BID TABULATION #2836 OFFICE Req/PO #: 176688 2/19/21 SUPPLIES PYRAMID SOUTHWEST ACCO SCHOOL & OFFICE LN Qty Unit Description/Product ID BRANDS BRAND BRAND SCHOOL BRAND QUILL BRAND OFFICE BRAND DEPOT USA PRODUCT SUPPLIES S 1 96 EA 1510015 NO BID $3.81 $3.72 07 $5.60 8 $4.40 03 WASTEBASKET, RECTANGULAR PLASTIC 12 3/4"DIA X 16 2818BK 12/CAS 1/4"H, 7 GALLON, GRAY OR BLACK E BLACK ,***1510015 99 OR EQUAL 01 RUBBERMAID #2830 02 LOMA 823 03 RUBBERMAID 2956 0415X11X15 TENEX RECTANGULAR16024 RECT. 7 05GAL RUBBERMAID 69179 06 RUBBERMAID 69176 07(BLACK) CONTINENTAL 221-481 2818BK 08 COASTWIDE 124867 2 96 EA 1510035 NO BID $3.41 99 NO BID NO BID $3.55 04 BOOK, CLASS RECORD, TEACHER'S, K-12, SPIRAL WARD BOUND ,***1510035 HUBBARD HUB910L SKU#365 930 99 OR APPROVED EQUAL ***Wasn 01 GEOGRAPHY WORK BOOK 02COMPANY EASTMAN #201 ER110 03 WEBBER P3-206030 04 IMPERIAL 11300 PYRAMID SOUTHWEST ACCO SCHOOL & OFFICE LN Qty Unit Description/Product ID BRANDS BRAND BRAND SCHOOL BRAND QUILL BRAND OFFICE BRAND DEPOT USA PRODUCT SUPPLIES S 051510015 HAMMOND & STEVENS 610- 06PWASTEBASKET, ELAN R1010 RECTANGULAR PLASTIC 12 3/4"DIA X 16 1/4"H,07 TOPS41200 7 GALLON, (524- GRAY OR 3 2100 PKG BLACK1510040975)/NOT ,***1510015 ACCEPTABLE NO BID $17.16 NO BID $5.22 5 $6.50 06 BOOK, COMPOSITION, 40 SHEET/80PAGE ,10 X 8", EACH LINNET COVERING, FAINT PRICE RULING, 12 PER ,***1510040 99 OR EQUAL 02 MEAD 09-4075 03 CLASSMATE #1040 04 PRUDENTIAL FEIDCO 0522571 AVERY 43-461 06 IMPERIAL 1142 40M 07 EVERETTE 1040 11 SOUTHWEST 114240M 4 300 PKG 1510045 NO BID $3.58 99 NO BID NO BID $3.90 08 BOOK, DAILY LESSON PLAN 11 X 9 3/8", 52 SHEETS, WARD TWIN WIRE, 7 PERIODS HUBBARD ,***1510045 HUB18 SKU#365 846 99 OR EQUAL ***Wasn 01 WESTAB INC #50-1500 02 MEAD 50-1500 03 G W SCHOOL SUPPLY 04 PAC. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Service Power Warranty Claims Management
A Special SFGSM Analyst’s Take Ensuring Quality Customer Service Performance in the Global Insurance Segment Written by Bill Pollock ServicePower.com Enabling InsurTech Organizations to Enhance your Customer’s Experience and Boost their Bottom Line August 2018 Bill Pollock Putting Things Forward from the Perspective President & Principal of the Global Insurance Industry Consulting Analyst Strategies For GrowthSM / The results from research analyst firm, Strategies for PollockOnService Growth’s 2018 Warranty Chain Management Benchmark Survey clearly reveal that insurance organizations that have either implemented a new warranty management solution or, at the very least, upgraded their existing solution, are now experiencing an average of up to 10% improvement in warranty claims processing times, as well as commensurate upticks in customer satisfaction and the overall customer Westtown, Pennsylvania USA experience. +1 610-399-9717 As many of these implementations are now supported by [email protected] state-of-the-art Artificial Intelligence (AI) technology, those www.PollockOnService.com organizations that have taken this path benefit twice – from both the improved functionality of their “new” warranty management systems, as well as the introduction of AI technology into their business operations. A SPECIAL SFGSM ANALYST’S TAKE 1 “The insurance segment will continue to be highly dependent on the introduction of new technology into their business operations and, as a result, will be searching for vendors and solutions that will ease their -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
لینک دانلود کتاب ERP for Textiles and Apparel Industry.Pdf
ERP for Textiles and Apparel Industry © 2016 by Woodhead Publishing India Pvt. Ltd. © 2016 by Woodhead Publishing India Pvt. Ltd. ERP for Textiles and Apparel Industry R. Surjit, R. Rathinamoorthy and K. J. Vishnu Vardhini WOODHEAD PUBLISHING INDIA PVT LTD New Delhi © 2016 by Woodhead Publishing India Pvt. Ltd. CRC Press Woodhead Publishing India Pvt. Ltd. Taylor & Francis Group 303, Vardaan House, 7/28, Ansari Road 6000 Broken Sound Parkway NW, Suite 300 Daryaganj, New Delhi – 110002, India Boca Raton, FL 33487-2742 © 2016 by Woodhead Publishing India Pvt. Ltd. Exclusive worldwide distribution by CRC Press an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20160217 International Standard Book Number-13: 978-93-85059-59-9 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reason- able efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. -
Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership
Contact: Eileen Wunderlich Dodge Brand Launches New TV Commercial and Social Gaming Sweepstakes in Conjunction with Syfy and Trion Worlds ‘Defiance’ Partnership Co-branded television spot launches May 20, coinciding with first appearance of Dodge Chargers as hero vehicles in the ‘Defiance’ TV program airing Mondays at 9 p.m. on Syfy 30-second ‘Dodge Charger | Defiance’ ad follows the vehicle’s endurance from present day to the 2046 transformed planet Earth featured in TV show 'Dodge Defiance Arkfall Sweepstakes,’ launching May 24 at www.DodgeDefiance.com,includes social gaming component allowing fans to compete against one another and share stories on Facebook Weekly prizes awarded with one grand prize of trip for two to world’s largest pop culture event May 19, 2013, Auburn Hills, Mich. - The Dodge brand is extending its partnership with Syfy and Trion Worlds on the “Defiance” television show and online video game with a new television commercial and social gaming sweepstakes. As the exclusive automotive sponsor, the Dodge brand “Defiance” partnership includes vehicle integrations in the TV show (Dodge Charger) and online video game (Dodge Challenger) as well as custom co-branded advertising and promotions crossing multiple media platforms, including television, digital, social media, mobile, gaming and on- demand. “Defiance” allows Dodge a prime opportunity to speak to its socially engaged customers. The co-branded TV commercial, titled ‘Dodge Charger | Defiance,’ debuts May 20, in conjunction with the first appearance of the Dodge Charger as the hero vehicle driven by main character Nolan (Grant Bowler), the city of Defiance lawkeeper. The 30-second spot shows the endurance of the Charger as it survives obstacles in a changing world, ending with a transformed planet Earth in the year 2046 where “only the defiant survive.” The spot will be posted on the brand's YouTube page,www.youtube.com/dodge. -
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. -
The Adaptation of the Cultural and Creative Industries Cluster Policy In
The Adaptation of the Cultural and Creative Industries Clusters Policies in Eastern Asian Cities: The Case Studies in Taiwan By PEI-LING, LIAO A thesis submitted to the University of Birmingham For the degree of Doctor of Philosophy Department of Management Birmingham Business School College of Social Sciences University of Birmingham June 2014 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. Acknowledgments This thesis is dedicated to my parents and brother, who gave up so much for me to complete this work. Thank you to my first supervisor Dr. Caroline Chapain, and second supervisor Dr. Lauren Andres, my examiners Professor Graeme Evans, Dr. Christopher Collinge and my Chair Dr. John Gibney, without your supervision, support and encouragement, I will not able to complete this thesis and my study. I express gratitude to my friends , especially Jung-Chen, Jennifer, Chun-Ting, Liang-Ting and Ya-Hui, and my colleagues Kong, Li-Yun, Chun, Jin-I, Bing, Yanan and David, no matter where you are, you gives me many support and power to complete my work. To the professionals and academicians who help with my research and deserve credit for encouraging me to enter the Doctoral program, I express my sincere thanks. -
The US Footwear Industry Market Drivers
An In-depth Look at Footwear Retail YTD The U.S. Footwear Industry Market Drivers 12 months ending Jun ‘15 Prepared for FDRA members September 2015 Copyright 2015. The NPD Group, Inc. All Rights Reserved. This presentation is Proprietary and Confidential and may not be disclosed in any manner, in whole or in part, to any third party without the express written consent of NPD. The NPD Group, Inc. | Proprietary and Confidential Introduction The NPD Group provides market information and advisory services to help our clients make better business decisions. We help companies develop and offer the right products and get them in the right places at the right prices for the right people in order to grow their businesses. For more information, visit npd.com and npdgroupblog.com. Follow us on Twitter: @npdgroup. The NPD Group, Inc. | Proprietary and Confidential 2 Highlights The total footwear market is estimated at $64B for the 12 months ending (ME) Jun’15 and grew +5% YOY. Footwear has benefited from consumers’ increased spending on health and wellness categories, driving the comfort and athletic markets. ■ Women’s footwear represents the largest wearer segment, and generated an absolute dollar gain around +$1.3B. Men’s footwear also contributed over +$1B in incremental sales. ■ Millennials drove industry dollar growth, particularly ages 25-34. This segment increased +37%. But still keep watch on 65+ consumers which increased +14%, generating over +$500MM in growth volume. ■ Online footwear sales totaled $15 billion, up +13% in dollar sales. 23% of total footwear dollar sales are generated online. ■ Performance footwear contributed the largest dollar volume growth of about +$2B.