Friday, December 27, 2019

Stereotyping of Hispanics in Hollywoods Films Essay

Stereotyping of Hispanics in Hollywoods Films [Cinema] manipulates the human psychology, sociology, religion, and morality of the people...(Cine-Aztlan 175). I has been said to be used by capitalists and socialists as a powerful weapon in the struggle for social justice. In all the Hollywood films and documentaries about Mexicans and Mexican-Americans, none have escapes stereotypes. And it hasnt gone unnoticed. Thomas Martinez states that the symbolic function of advertising in one level of understanding the racist implications of the mass media, especially regarding the Mexicans and Mexican-Americans(Camplis, in Noriega 284). To completely understand Latinos struggle for liberation, the term Raza has come up†¦show more content†¦So the question arises, What is the role of cinema in the struggle for Cubans to be heard? In the 1960s, radical political movements in Chicano and Puerto Rican communities took place in the U.S., influenced by the Civil Rights movement of around the same time. They did this in order to e xpose and emphasize the terrible treatment theyd been forced to live through, such as forced abortions as shown in the documentary, La Operacion, or Operation Bootstrap. American-run institutions regulated the number of births as a way to control population by sterilizing women who unknowing went through with the procedure without adequate knowledge of the entire process. Many, once tuned in to what the whole process was, would have preferred alternate methods of contraception, but after being misled, there was no turning back and thousands of children that were killed, thousands of women who had no opportunity to have another child by a government so engrossed in politics and economics that they were too busy to see any moral wrongdoing. So, Puerto Ricans, like Chicanos took a stand and exposed the injustices they had experienced by the American government, that was trying to help the country by destroying lives. This is where the Raza came in. As stated before, the Raza allows these groups to uncover theShow MoreRelated The Representation of Minorities in American Cinema Essay2440 Words   |  10 Pagesheritage and how Jews were portrayed i n films of the same era. I grew up learning about the various stereotypes that have been associated with Jews throughout history, but never have I explored the portrayals of Jews through film history in the United States. My curiosity led me to research Hollywood’s image of the Jew, providing me with a better understanding of the role Jews and Jewish family life have played in American Cinema from the very beginnings of film history. 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Chapter 2: Diversity in Organizations †¢ Entirely new Opening Vignette (The Rise and Fall of Erin Callan) †¢ New feature: glOBalization! †¢ New Myth or Science? (â€Å"Dual-Career Couples Divorce Less†) †¢ Enhanced coverage of stereotyping and discrimination research †¢ Revised content regarding age discrimination and implications of an aging workforce †¢ Updates to discussion of disability in the workplace †¢ Expanded coverage of sexual orientation discrimination †¢ New material and

Thursday, December 19, 2019

The Impact of Self-Management Leadership on Organizational Creativity

Essays on The Impact of Self-Management Leadership on Organizational Creativity by John Politis Article ï » ¿ The complexity of modern business can be best attributed to the revolutionary changes occurred during the last century notably since the emergence of globalization and industrialization. In order to vie with the emerging market contingencies reasonable changes are inevitable with regard to an organization’s internal and external environments. It is not only the matter what the proposed changes are, but the mode of strategic implementation play a crucial role in the success of a venture. The given article- ‘The impact of self- management leadership on organisational creativity’ is the project work of John D. Politis. The article scientifically experiments the correlation between self management leadership and creativity factors. It clearly illustrates that a management without effective leadership quality and participative approach cannot confront with the vehemence of the modern high-tech competition. His arguments have been supported by his experiments bas ed on statistical method of fact finding. According to him, a management without innovative notions and well developed structure cannot par with the excellence required for the modern market trends. The following part includes the critical summary of his findings along with the similar perceptions found in some other volumes. How become more creative? Although business firms understand the essential of employees’ creativity, the tough task lies in this transition process. Politis states that management must employ an effective supervisory inspiration in order to motivate the employees to be more creative in their performance. An aggressive supervisor would little succeed with forming a creative workforce. In contrast, if a manager or a supervisor successfully maintains interpersonal relationship with his employees he would best make use of their potential. The manager must also be a role-model for his employees by demonstrating extraordinary level of quality in work performance. Politis also describes the importance of providing innovative job chances to employees (2). He argues that as a leadership tactic, employees can be given opportunity to be innovative in their own way so as to outsmart their co-workers in work performance. In addition to reducing employees’ workload manager must ensure workers feasibility to a ccess adequate resources such as technical knowledge and effective advice. The correlation between mental state and work performance is a trivial subject for research today as they have been emphasized by many of the organizational experts in their promotional experiments of employees’ creativity (Rego, Machado, Leal Cunha). The essential focus of every promotional theory goes toward the quality of work environment which can ensure workers’ mood consistency. It involves an employee’s scope of getting maximum support from seniors as well as from co-workers in his pursuit to achieve creativity. Obviously the introduction of modern technical facilities has been proven successful as they assist employees to dispose their duties rapidly and efficiently. Politis strongly recommends that employees will be more active if they are provided the opportunity to share their innovative concepts with management officials and with co-workers (2). Group assignment would promote integration of various departments and thereby employees’ self management aptitude and organizational cohesion. Organizations should try to ensure employees’ participation while taking important strategic decisions. Moreover managers must pay genuine concern even to employees’ small achievements which will add to their enthusiasm. Reward system becomes an important area of concern at this context with regard to employee motivation. For instance, management can initiate incentives or awards to promote employees with creative ideas or outstanding work performance. Why should make employees creative? The survival of an organization today heavily depends on its flexibility to adjust with new market trends. In the view of Politis, the flexibility of a firm is almost based on the innovative ideologies of its employees to create the situation which fits with frequent market fluctuations (1). For instance, assume that Nokia Cell Phone Company introduces a handset with 10 mega pixel camera and 25 GB internal memory support. In this situation, Sony Ericsson-the competing company must develop some handsets with more attractive features in order to retain its market. The opinion of Penttila would be appropriate to quote here; â€Å"Creative people are driven by exciting work more than by a paycheck, and they need to express themselves through their work† (Penttila, 2003). The creative employees engage in their work more emotionally which aids the firms to have diversified product lines. Similarly, an organization can minimize its operational costs if the employees are creative beca use their creativity helps the organization to avoid the costs of consultancy services. In case of creative employees, wastage will be at minimum rate so that cost of production can be minimized. In short, creative, self-managed employees are valuable assets of an organization since they retain the market stature of the company. To what extent a leader can motivate employees? The article tends to convey the notion that self-management leadership stimulates the inherent abilities of the employees through a variety of techniques. According to Politis, managers or supervisors can encourage and motivate the employee to be more creative until the exertion of motivation cause to alienate their innovative attitudes. In addition to this, the over work load may weaken the efficiency of employee performance and it adversely affects the business operations of the firm (Mcshane Glinow, 81). The article precisely opines that a leader with hierarchical ideologies cannot successfully implement self-management programs since he follows an orthodox concept. The leader must also understand the maximum capacity of a worker beyond which he/she is not to be forced. Self-management leadership and elements of creativity In the opinion of Politis, self-management leadership encourages various individual factors such as ‘self-observation, self-goal setting, self-reinforcement, self-expectation, rehearsal, and self-criticism’. In addition to encouraging these six factors, the self-management leadership also stimulates the positive factors of the creativity such as ‘freedom, sufficient resources, and challenging work’. In other words, leaders stimulate various inspirational factors of the employees and also provide favorable working environment to make use of employees’ creativity. The leaders engage in these two activities with the intention of coordinating the phenomenon of idea generation with process of idea implementation. From the hypothesis testing of Politis, the obtained results reflected some moderate positive correlations between self-management leadership factors and stimulant elements of creativity. On the other hand, the results showed non-significant or ze ro correlations between self-management leadership factors and negative stimulants of creativity (10). Even though leaders try to bring the best results from employees through encouragement and inspiration, sometimes they do not get the desired results due to stimulation of negative elements of creativity. Negative stimulation occurs when the leaders exert over workload on employees. Impact of self-management leadership on organizational structure We discussed the experimental results of Politis from his hypothesis testing. The leaders who encourage the employees’ self management leadership factors get good results since this activity promotes positive elements of creativity. The stimulation of positive work dimensions creates a creative atmosphere in the organization. His findings also suggest that a participative and self-leadership style enable the management to mould employees with creative concepts. The results also points out that the stimulation of some obstacle factors impedes the creative activities of the organization. In the words of Politis, excessive workload pressure, internal strife, conservatism, and rigid, formal management structure are the main obstacle factors. The effective leadership can stimulate the positive ingredients of creativity very well and thereby a working environment with positive strength. Politis’s hypothesis testing illustrates the correlation between self- management behavior and components of creativity. He got positive correlations between self-management factors and stimulant elements of creativity whereas non-significant or zero correlations existed between self-management leadership factors and obstacle elements of creativity. In short, the idea it conveys is that a leader’s approach makes his employees creative or mechanical. Works Cited Grant, Ken (Ed). Fourth European conference on management, leadership and governance. UK: Academic Conferences Limited, 2008, Print. Hughes, Jason, Seow, Christopher. Workplace Learning. Emerald Group Publishing, 2005. Print. Mcshane, Steven L. Glinow, Mary Ann Von. Organizational Behavior: Essentials, New York:Tata McGraw-Hill, 2007, Print. Politis, John D. ‘The impact of Self-management leadership on organizational creativity’. Higher College of Technology. United Arab Emirates. Penttila, Chris. â€Å"An art in itself: managing your creative employees can be a challenge, but doing it well is crucial to your business†, bnet Business Publications. Dec, 2003. Web 7 Dec 2010 Rego, Armenio. Machado, Fernanda. Leal, Susana Cunha, Miguel Pina e. â€Å"Are hope full employee more creative?An emprical Study†. Academic papers.org. n.d. Web 6 Dec 2010

Wednesday, December 11, 2019

Electronic Arts Analysis Essay Example For Students

Electronic Arts Analysis Essay Bare tried to find a buyer for his invention but had trouble finding interested parties. Finally in 1371 he struck a deal with Magna to produce the Magna Odyssey which was sold in 1972. Unfortunately the product was poorly advertised and extremely overpriced and eventually was forgotten by most people. This event marked the beginning of the video game industry which took another 10 years or so to evolve. On May 28, 1982 Trip Hawkins new venture Amazing Software was established with an estimated $200,000 personal investment, Several months later, in December, Hawkins stabilized the company further with 2 million dollars of venture capital from Sequoia Capital guaranteed. Shortly thereafter the company changed its name to Electronic Arts (EAI). They took a novel approach at giving credit to its developers which is one of their early trademarks. EAI was the first video game publisher to treat its developers like artists in an industry where developers were more likely to be treated like factory workers, EAI also shared lavish profits with their developers, which added to their industry appeal. Electronic Arts, Inc. Engages in the development, publishing, and distribution of interactive software games that are playable by consumers on in-home video game players, personal computers, mobile video game players, the Internet, and worldwide (www. Finance. Yahoo. Com). They manufacture many different types Of games Which include adventure, action, role playing, simulations, strategy, and sports. The company has development and production studios situated around San Francisco, Los Angles, Orlando, Chicago, Vancouver, Montreal, London, and Tokyo. Develops their games from within the company but they also elaborate with other game developers to produce the software which EAI eventually publishes, markets, and distributes. They also offer a free web site which carries four brands of games which include: Pogo, EAI Games, EAI Sports, and EAI Sports Big, Electronic Arts operates with, or uses four different suppliers in the production of their video games. Sony and Nintendo supply the CDC, DVDs, and optical disks on which Electronic Arts furnishes to make video games. There are companies that press the disks and convert them into video games. There is a company that makes and prints the instruction booklets. And finally here is a company that packages and boxes the video games tort shipment. There are around 250 to 300 million video gamers worldwide that play video games frequently and about 100 million infrequent users. The average age of video gamers ranges from 20 to 40 year old range including preteens, teenagers, and young adults. The average age of video gamers is rising due to the amount of teenagers continuing to play throughout their adult years. As a result of this game developers are releasing games with more mature content. The video game industry has grown because Of several factors including broader game intent, the evolution of the video game consoles, better graphics, and the ability to play games online. The software segment of the video game industry was highly competitive, characterized by the continuous introduction Of new games and updated game titles and the development of new technologies for creating and playing games. The developers of software games ranged from small companies with limited resources to large corporations with significantly greater resources for developing, publishing, and marketing video game software (Thompson Gamble, 2006, pig. 08). While these companies are in competition with each there they are also in competition with Sony, Microsoft, and Nintendo to get licensed to make games for specific consoles. EAI manufactures its games tort use with three major consoles in the video game industry, EAI revenues in 2003 for each platform included from Sonnys Palpitation 2, 7% a ttributed to Nineteens Gamecock, and 9% generated from Microsofts Oxbow. In 1994, Electronic Arts was authorized to develop and distribute Cd-based software for Palpitation, with all Palpitation Cads being sourced from Sony (Thompson Gamble, 2006, pig_317), They released I g new video game titles in 2003 as compared to 18 in 2002. Their relationship with Sony is considered good. In 2001 EAI signed a licensing agreement stating that Nintendo would supply all the optical disks for making the games directly to EAI. They released 17 games worldwide as opposed to 5 in 2002. EAI believes that they have a strong relationship vita Nintendo. In their licensing agreement with Microsoft Electronic Arts was authorized to develop and distribute DVD-based video games to play on the Oxbow; unlike its agreement with Sony and Nintendo, it was not compelled to source its DVDs from Microsoft (Thompson Gamble, 2006, pig. 318). Their relationship was further strained when Microsoft denied the collecting of revenues from online play of Oxbow games. It is not clear though whether this would affect their relationship with Microsoft in the future. There is widespread competition within the development and production of video games. Trifles EssayElectronic Arts relies on the strength Of its brands, marketing and development prowess, and through acquisitions and strategic partnerships. Atop of the electronic garbing industry Electronic Arts is emerging as the leading developer and publisher of interactive entertainment software for personal computers(Dell PCs), Sony Palpitation 2 computer entertainment systems, Sonnys SSP, Microsoft Oxbow 360 video game console, Nintendo Gamecock, and Game Boy Advance. The company markets its products worldwide under four brand logos and has more than 33 product franchises that ACH has reached more than a million unit sales worldwide. To create its games, Electronic Arts incorporates video, photographic images, motion capture, 3-d face and body rendering technologies, computer graphics, and stereo sound with contributions from story. Verities, film directors, and musicians, They also have a strong hold on licensing deals with big name sports figures including Tiger Woods. Recently the company paid 800 million for exclusive rights to make games using players and team logos from the NFG The increasing popularity of sports games among consumers culminates substantial sales for the company. As a result, Electronic Arts can put more money into the research and development and the technology of their games. The next element of Electronic Arts business strategy is the companys ability to develop procedures into efficient, standard, and repeatable processes. By its nature, creativity defies standardization, and Electronic Arts has found a way to balance these two competing business needs. Electronic Arts runs an impressively tight supply chain that enables it to send games for localization in multiple languages and releases them around the world, usually within the same day. Those repeatable processes have fostered trust between Electronic Arts and its retailers. When the company launches a title to, its retailers all know they will have the new game on their shelves at exactly the same time their competitors will have it. Nintendo historically has been strong in this market. They typically have been positioned at a younger demographic, They tend to be first-party centric in terms of their software, where they control a lot more of their own software sales on their platform. Their new platform the Nintendo Revolution is expected to be out in the spring. Songs array tot hardware and software products is creating a new high definition value chain that starts with cameras and goes through projectors and television sets and finally Palpitation 3, due out in the fall of 2006. Owning the content as they do is all of the sudden part of the integrated relationship with its devices. Each understands the value of the other and that is vatu makes Sony so unique, since they make them both. Microsofts Oxbow 360 avgas just released on November 22 with 18 titles as opposed to the original Oxbow which was released with only II titles. The reason why is because hey have more third-party support from publishers like EAI and Activation. These two developers alone are producing g out of the 18 games available which come from a total of four publishers. Some say that the lineup is a little sports heavy but there is actually a good mix between sports, shooters, first person, action, adventure, and racing games. Dont say goodbye to the original Oxbow yet, Microsoft says that they have enough parts and supplies to manufacture it through next summer. This will help smaller developers to publish games for the older systems so they dont have to go head to head With EAI and Activation on he newer consoles. In the short term game innovation could become a problem in the marketplace. The soaring development costs for the new consoles will put at least a few smaller game publishers out of business. Electronic Arts is by far the most successful third-party publisher today. Not only is it the lone computer game publisher to survive the Golden Age (1979-1992) still controlling its own fortunes, but those fortunes have surpassed all others in the industry routinely making over one billion dollars each year, In fact, several classic publishers are now wholly owned subsidiaries tot Electronic Arts including: Origin, Maxis, Westwood Associates, and Bullfrog. Electronic Arts success over the years was built upon a huge library of great games. Unfortunately all of these studios were closed except for Maxis leaving many top designers and programmers out of a job and not willing to work for EAI.

Tuesday, December 3, 2019

Warriors Dont Cry Essays (2359 words) - , Term Papers

Warriors Don't Cry Warriors Don't Cry by Melba Pattillo Beals, the author describes what her reactions and feelings are to the racial hatred and discrimination she and eight other African-American teenagers received in Little Rock, Arkansas during the desegregation period in 1957. She tells the story of the nine students from the time she turned sixteen years old and began keeping a diary until her final days at Central High School in Little Rock. The story begins by Melba talking about the anger, hatred, and sadness that is brought up upon her first return to Central High for a reunion with her eight other classmates. As she walks through the halls and rooms of the old school, she recalls the horrible acts of violence that were committed by the white students against her and her friends. In 1954, the Supreme Court ruled in the case of Brown vs. The Board of Education that schools needed to integrate and provide equal education for all people and it was unconstitutional for the state to deny certain citizens this opportunity. Although this decision was a landmark case and meant the schools could no longer deny admission to a child based solely on the color of their skin. By 1957, most schools had began to slowly integrate their students, but those in the deep south were still trying to fight the decision. One of the most widely known instances of this happening was at Central High School in Little Rock, Arkansas. It took the school district three years to work out an integration plan. The board members and faculty didn't like the fact that they were going to have to teach a group of students that were looked down upon and seen as "inferior" to white students. However, after much opposition, a plan was finally proposed. The plan called for the integration to happen in three phases. First, during the 1957-1958 school year, the senior high school would be integrated, then after completion at the senior high level, the junior high would be integrated, and the elementary levels would follow in due time. Seventeen students were chosen from hundreds of applicants to be the first black teenagers to begin the integration process. The town went into an uproar. Many acts of violence were committed toward the African-Americans in the city. Racism and segregation seemed to be on the rise. Most black students decided to stay at Horace Mann, the black high school that was underfunded and didn't boast a very high graduation rate, let alone much of a college acceptance percentage. Some out of fear and others just accepted the harsh and unfair circumstances. The state and town passed laws and ordinances as the school year drew near in order to keep the school from integrating. Even the state governor refused for the desegregation process to happen without resistance. Some blacks also opposed the desegregation for fear of future repercussions. The nine brave students, however, refused to be stopped. On September 3, Elizabeth Eckford, Ernest Green, Jefferson Thomas, Minnijean Brown (Trickey), Carlotta Walls (LaNier), Terrence Roberts, Gloria Ray (Karlmark), Thelma Mothershed-Wair, and Melba Patillo Beals set off for school. The governor of Arkansas, Orvel Faubus, had sent National Guardsmen to the school the previous day to surround the building and keep all African-Americans from entering its doors. He stated in an interview that the reason for the troops was he heard a rumor that white supremacists were going to riot and he was just protecting the students. He declared Central High off-limits to all people of color "in order for their own protection". The students never did make it into school that day. Before they even reached the property they were met with great resistance from racist citizens who spat upon them, mocked them, threw sharp objects at them, and even physically beat them. Melba describes the deep hurt she felt as for the first time in her life she saw the harsh reality of racism at its worst. The next day the students met with Daisy Bates, the head of the regional NAACP, and decided to all walk in together. The problem was, Ms. Bates had tried to call all of the students but one girl, Elizabeth Eckford, didn't own a phone. She never heard of the plan and attempted to walk into the school herself. A mob of people surrounded her and threatened to hang her all the while the Arkansas National Guard did nothing. She escaped without injury but Beals and the others realized how serious of a matter this