Thursday, October 31, 2019

Critically evaluate the reform and governance of China's national oil Essay

Critically evaluate the reform and governance of China's national oil companies - Essay Example The Deng Xiaoping led economic reforms that instituted capitalist market principles into China were clustered into two categories of which the first category to be implemented during the 1070s and the early part of the 1980s involved granting permission to entrepreneurs to set-up their own businesses, allowing foreign investors into the country, and de-collectivization of agriculture (Naughton and Yang, 2004). The second category of reforms that were implemented in during the late 1980s and 1990s involved eradication of protectionist policies, price controls, and privatization as well as contracting out of industries that were largely state-owned (Rene, 2013). However, Singh et al. (2013) noted that despite these reforms, the Chinese government still retained its monopoly on key sectors such as the petroleum and banking industry. This present paper is based on the petroleum industry and in particular, it seeks to critically evaluate the reforms that have so far being implemented with in the industry and the general governance of China’s national oil companies. The discussion will focus on three critical areas that include the relationship between the ownership and the corporate governance. Secondly, the regulatory environment of the China’s oil industry and the influences of the nomenklatura system on China’s national oil companies. The relationship between the ownership and corporate governance of China’s national oil companies A discussion about the relationship between the ownership and corporate governance of China’s national oil companies necessitate the analysis of agency theory. In the studies by Chen (2009), agency theory has been described as a concept that explains the relationship that exists between an agent and a business. Leng (2009) on his part wrote that the theory explains the relationship between two parties where one is the principal while the other is an agent working on behalf of a principal. In the busines s context, the common forms of agency relationship normally exist between stockholders and the managers of the business organization, whereby the managers are acting on behalf the stockholder, or owners of the business. To begin with, Singh et al. (2013) stated that the reforms instituted in the Chinese petroleum industry, which is dominated by three key players that include the China National Petroleum Corporation (Petro China), China Petroleum & Chemical Corporation (Sinopec), and the China National Offshore Oil Corporation. The reforms were largely aimed at ensuring that the corporate governance within the corporations was sufficient to make the corporations highly successful. Leng (2009) on his part wrote that the reforms were geared towards introducing a new form of corporate governance that was capable of providing adequate incentives to the managers to ensure that they do their best to make the corporations successful. Secondly, to discourage them from misappropriating assets , and to have a legal framework to eject corporate managers who have proven to be incompetent. Leng (2009) wrote that in modern corporations there is a well defined distinction between control and ownership, and even the distribution of equity among investors. In regards to corporate governance, Thomas (2004) described it as an institutional arrangement whereby

Tuesday, October 29, 2019

History of H&M Essay Example for Free

History of HM Essay H M, (Hennes Mauritz AB) is a Swedish multinational retail-clothing company, known for its trendy fashion clothing for men, women, teenagers and children. It started out as a single womenswear store in 1947, and subsequently transformed to a global company offering fashion for the whole family, and their home. The business concept is to give the customer unbeatable value by offering fashion and quality at the best price. HM ensures the best price by having few middlemen, having a broad, in-depth knowledge of design, fashion, textiles, buying the right products from the right markets, and being cost-conscious at every stage. HM is driven by seven core values, namely; Keep it simple, Straight forward and open-minded, Constant improvement, Entrepreneurial spirit, Cost conscious, Team work, Belief in people. HM’s quality testing is extensive, coupled with hard work to make sure goods are produced with least possible environmental impact and under good working conditions. Production is outsourced to independent suppliers as HM does not own any factories. Apart from this, HM does not own any of its stores, as they rent store space from international and local landlords. HM is present in 43 countries and has employed about 94,000 people as of 2011. It has 2,325 stores at end of 2011 and 2,629 stores at end of August 2012. It is ranked the second largest global clothing retailer behind Zara and No. 1 user of organic cotton worldwide. Current Logistics process of HM HM does not own any factory, they have outsourced to external suppliers that managed two departments: Procurement and Production. The Procurement function focuses on customers, fashion and composition of the range. The clothing designs are created in Sweden by around 100 internal designers, 50 pattern designers and an estimated 100 buyers. HM’s method of production is customer-driven. The company puts emphasis into research and forecasting of emerging trends, both through traditional research methods and innovative ones such as street trends. This activity is conducted by central staff and national offices which are responsible for detecting new trends. The production function involves 21 production offices. HM purchases garments from about 750 suppliers, in which 60% of production takes place in Asia and the rest mainly in Europe. The production offices have a mediating function between the internal buying department and external suppliers. They ensure that the buyers’ orders are sent to the right supplier, the goods produced are of the correct price and quality and that the suppliers adhere to the company’s code of conduct. Additionally, production offices also deal with the checking and testing of sample garments, which contributes to reducing lead times. The decision of determining which supplier is the right one is not only a matter of cost-efficiency but is dependent on other factors such as transport times, import quotas and quality control aspects. To reduce risk, buying is carried out on an ongoing basis throughout the year. Continuous IT developments over the years have helped to support HM logistics. While the inventory management is primarily handled within the HM organisation, transport is outsourced to third parties. In terms of distribution, HM adopts sea transportation where their finished products are shipped to a distribution centre in Germany, which will serve as a transit terminal. The transit terminal will be en-routed to receive the goods from all the suppliers across the world. Upon arrival at the designated location, goods are inspected and allocated either in a store or in the centralised warehouse. The role of the warehouse is to hold and replenish inventory levels in stores according to selling trends.

Sunday, October 27, 2019

Arguments Against Transformational Leadership Management Essay

Arguments Against Transformational Leadership Management Essay A person can have many distinctive qualities, leadership is among those qualities, not everyone possess such quality, which made this quality special and extraordinary. In the field of business, a decision often comes down to success and failure, leadership is one of the most important quality for a managerial person to have. As Thomas J. Watson, Jr. had put it: I believe the real difference between success and failure in a corporation can be very often traced to the question of how well the organization brings out the great energies and talents of its people. Leaders that can bring positive or beneficial effect to a group or enterprise are consider as a transformational leader, they are energetic, passionate, not only they focus on the systems and the structure of a business, they also focus on the individual employee to do well and to be successful as well. According to Cox (2001), leadership is divided into two categories: transactional leadership and transformational leadership. The distinction between the two, according to James McGregor Burns work on political leader (1978), are those ones who uses the policy of rewards to motive and earn his/her employees efficiency and loyalty, is called transactional leader; and those ones who gets involve with his/her employee, also possess determination and committed towards success as well as motivates its employees in exchange for their high performance, also their loyalty. However, in this ever changing world, business leaders needs improve his/her skill and ability in order to coordinate wit h the change. In this particular essay, the main focus will be on the transformational leadership and some of the arguments and criticisms against it, as well as some counter arguments in favor of the transformational leadership; along with supporting explanations, facts and various examples. Arguments against Transformational Leadership Theory: Study results shows that Transformational Leadership have its positive effect on organizations, improve its work productivity, performance and as well as the creativities, according to Bass and Avolio (1994), it can be found in every aspect of an enterprise, because sometimes transformational leaders are the type of leaders needed for an company to survive, according to Burn (1978): recognizes and exploits an existing need or demand of a potential followerà ¢Ã¢â€š ¬Ã‚ ¦ looks for potential motives in followers, seeks to satisfy higher needs, and engages the full person of the follower. A transformational leader in an organization often break through its frame of organization culture and thrive, which made transformational leadership one of the most renewed and popular leadership theory in modern days, nevertheless, its resplendency is not without oppugns. There are many criticisms against the theory of transformational leadership, one of the criticism is transformational theory is very difficult to be trained or taught, because its components are too comprehensive; on the other hands, one of the argument against transformational leadership is that followers might be manipulated by leaders and there are chances that what they gain is so little compare to what they lost. Among them all, one of the important key criticisms against transformational theory is accusing it to be only for the selected individuals, which may lead to abusing of power. As Colonel Mark .A Homig (2001) have stated that: Transformational leadership is a double edged sword. Which means that, when a transformational leader over done his part in terms of leadership, his/her innate defect in personality or even later life experience can turn him/her into another type transformational leadership, the one on the opposite side-Pseudo transformation leadership. According t o Mark. A. Homig: has a potential immoral and unethical dimension that could be exploited by an unscrupulous leader inflicted on naive and unsuspecting followers. For example, Adolf Hitler was elected as the leader of Germany, he came into power during Germanys economic inflation and depression in 1920s, he did pull Germany out of its economic depression, however, after first couple of years honeymoon between him and the country, his follower later become so obsessed with him and followed him blindly into his conquest for his so called Lebensraum for Germany, which brought one of the worst disaster to Europe. Other example is Shoko Asahara, founder and leader of Aum Shinrikyo, also known as Aleph, a Japanese cult that is responsible for the Sarin gas attack on the Tokyo subway in 1995. The second key argument against transformational leadership is the un-clarity of its definition and components, since the definitions of the four components (Inspirational, Intellectual, Idealized, and Individualized) associated with transformational leadership are overlapping each other. According to Brayman (1992), the transformational leadership looks more suited to be a set of personality characteristics rather than special requirements. There are other various arguments against transformational leadership as well, like the ones associated with ethics, according to Avolio and Howell (1992), qualities that makes a great leader can lead to unethical act, as the first key point in this section stated, such leader can make his/her follower to make unethical decisions and even commit crimes as well, according to Yukl.G. (1998). One example for this case is Hitler. Within this essay, the focus will be on the above arguments, in the following section, and in-depth analysis will be done. Supports for the Transformational Leadership theory: Two of the key arguments against transformational leadership theory primarily focus on the un-clarity of its concepts, and accusing it to be misleading. However, if we take a closer look at the details and examine the core components of the transformational leadership theory, one can easily notices the arguments against transformational leadership is losing its roots. Based on Benard. M, Bass (2006)s book on Transformational leadership, the qualification of transformational leaders are those who has great personality qualities and the ability to influence others in exchange for their loyalty, it focuses on the processes between the leader and followers. Therefore, those who uses negative examples of transformational leadership such as Adolf Hitler, Benito Mussolini to fault the transformational leadership theorys core concept is false, because idea or the overall construction of the theory of the transformational leadership is solid, and does not varies when people interpolate it dif ferently. Arguments such as the requirements for transformational leadership are sets of personality traits, and it cannot be taught or learn, Oscar Arias have stated: More than knowledge, leaders need character. Values and ethics are vitally important. The basics of leadership can be taught. What is desperately needed is more responsible leadership a new ethic to confront the challenges of our day. Based on an interview and commentary essay done by Jonathan P. Doh (, many educators believes that transformational leadership can be taught, in fact all types of leadership can be taught and learned. Here are some of the quoted interviews from that report: Jay Conger (Professor of Organizational Behavior at the London Business School and Senior Research Scientist, Center for Organizations at the University of Southern California in Los Angeles) have :Yes, most definitely. Here work experiences, bosses, special projects, and role models, education all play a role in leadership development. Using an analogy with sports, not everyone can become an outstanding player despite coaching, yet most will benefit and improve their game. A few will go on to become stars or outstanding leaders given coaching, extensive experiences, and personal drive. Also from Kim S. Cameron (Professor of Organizational Behavior and Human Resource Management at the University of Michigan Business School.) said that: Some people have an inclination to learn some competencies faster or better than others, of course, and some people reflect more charismatic or likable characteristics than others. But many great leaders are not those that appear on the covers of Time and Fortune. They have learned to achieve spectacular results in their own circumstances. Think of parents. Can people learn to become better parents, or are we just born either competent or not? Everyone would agree that effective parenting can be learned and improved. So can effective leadership. Leadership can also be taught, according to Jay Conger, Kim Cameron, and Steve Stumpf (cited in Jonathan P. Dohs interview essay), have all agreed that leadership can be taught, but only to a certain extent. The reason behind this is the three dimensions of leadership: skills, perspectives and dispositions. Just like in school, everything can be taught to students, but there are always some students do better than others, in terms of adapting knowledge, and the ability of applying the knowledge that they have learned. Skills can be taught, and perspectives can be trained, however, dispositions such as ambitions, mental capacity, etc.à ¢Ã¢â€š ¬Ã‚ ¦.is difficult to teach. Bottom line is, leadership can be taught and learned through education and training. There are a lot of examples of leaders that proved valuable to a company, just to name of few in this essay. Steve Jobs is one of the perfect example, he was fired from apple and later came back, and turned Apple into one of the most profitable technology company in the world. Another example is Gordon Bethune, CEO of Continental Airlines (merged with United in 2010), and he joined Continental Airlines during its bankruptcy, during that time, company was losing $55 million dollars per month, he, however, not only eliminated the debt they had at that not, but also increased Continental Airlines stock price from $2 a share to $50 a share. Conclusion: In conclusion, Transformational leadership theory have proved its value throughout the modern days, even if there are some criticisms, it still not enough to effect the core concept of transformational leadership theory. Counter arguments in support for the transformational leadership theory, have proved its aptitude in work performance, quality and earn their loyalty. Key arguments have been vindicated in this essay, even though, motive of a leader sometimes is questionable, but this does not change the core construction of the theory; transformational leadership theory or any leadership theory can be learned or taught, only difference is how well one can adapt and apply the knowledge of leadership. Transformational leadership is surely one of the most popular theory, and most likely will become the resolution for todays organization, as todays enterprises facing many tough challenges such as creativity, sustainability, and uniqueness.

Friday, October 25, 2019

Censorship - A Clash of Wills and Morals Essay -- Argumentative Persua

Censorship - A Clash of Wills and Morals A list of the greatest literature of the English language could be compiled almost solely by using a chart of the works most often censored by schools and libraries. Some people believe that the books most frequently banned consist only of trashy paperbacks and frivolous â€Å"beach-reading.† However, usually in censorship cases, there is a clash of wills and morals between the teacher or librarian who finds a work worthy of students’ and community members’ time and the parent or citizen who sees little literary value in the work of choice. Seldom is the teacher or librarian alone in thinking a work justified for reflection. More often than not, the controversial work has made it into several canons of great literature and onto several great books lists. The conclusion that may logically be drawn is that something about these controversial books is special enough to cause commotion on both ends of the critical spectrum. It may even be suggested that a book is censored for the very same reasons it is canonized. The great works of the literary canon are each striking texts that encapsulate a new voice, idea, point of view, or controversial subject matter; each of these works contains a new and exciting concept. If there were nothing striking about these works, they would never have been canonized. However, with these new ideas and points of view comes suspicion and fear. If one critic lauds a novel for giving a new perspective on a controversial issue, there is no doubt that there will also be a citizen looking to maintain the status quo and suppress these new ideas. It is quite clear that the controversial works of great lit... ....bb.com/bbbanned.cfm. Burress, Lee. Battle of the Books. Metuchen, NJ: The Scarecrow Press, Inc., 1989. Garry, Patrick. An American Paradox: Censorship in a Nation of Free Speech. Westport, CT: Praeger Publishers, 1993. Heins, Marjorie. Sex, Sin, and Blasphemy. New York: The Nex Press, 1998. Karolides, Nicholas J., Margaret Bald, and Dawn B. Sova. 100 Banned Books. New York: Checkmark Books, 1999. Kranich, Nancy. â€Å"Develop Yourself: Expose Your Mind to a Banned Book.† American Library Association, 2000. Online. www.ala.org. Levine, Michael G. Writing Through Repression: Literature, Censorship, Psychoanalysis. Baltimore: Johns Hopkins University Press, 1994. Noble, William. Bookbanning in America. Middlebury, VT: Paul S. Eriksson, 1990. Woods, L. B. A Decade of Censorship in America. Metuchen, NJ: The Scarecrow Press, 1979.

Thursday, October 24, 2019

The Video Game Industry

Abstract This research paper will cover the different aspects of project management in video game development. Focus will also be on discussing and overviewing the project lifecycles as it pertains to game development. There is also interest in seeing within the realm of video game development how the application of knowledge, various skills, tools, and the techniques are used. The will also be focus on examining pre-production, production and post production in the gaming industry. Topics will explore issues pertaining to, but not limited to, stakeholder expectations, timeliness of implementation, and optimization of resources. Additionally, information will be given covering the concepts of meeting the needs of business's vision and mission regarding development and exploring how the identification of and addressing any issues that may arise in game project development.? Introduction The video game industry has been steadily growing for over almost four decades. From Nintendo to Sony, there have been a myriad of games that have been made for the platform over the course of the video game industry. The initial commercial history of video games and the birth of this industry inevitably begins with the US military's computer hardware and networks. At the time, infrastructure was beginning to shift towards facilitating both game development and market consumption. Over the course of almost four decades, many games have been made, but the question is, exactly how are these spectacular pieces of art being made. When people buy video games, their focus is not on the people who actually make the product, or even on the process it takes to create the game that they own. Consumers only see the end product that is distributed and hit store shelves. For most, their energies and focus are on purchasing the product and investing in actual game play. However, the process and ma n power it takes to create a game is an intricate undertaking. It is stated that the intricacy of modern video games requires workers with varied skill sets such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers (Weststar, 2015). For starters the biggest component to game development are video game developers (VGDs) (Weststar, 2015). Additionally, these projects can consist of a producer and studios have a range of upper managers and administrative personnel. Weststar stated that with project-based model the outputs of each new game are unique. In turn the environment is complex and uncertain. Coordination among project members is rooted in diffuse and informal power relationships in relation to their roles as it pertains to those that direct the work and those who perform it (Weststar, 2015). Thusly, with the consumer, the process of making video games is a non-factor, largely an unknown, and rarely registers in the thoughts in most people's minds. Many again just see the end product, of which is what is their main motivating factor of going to a retail store and purchasing it. However, there is a select pocket of individuals who are more cognizant of the game development process and they are more greatly invested. For this segment, they faithfully follow their favorite game, or for some developer, and will be a ware the specifics from the announcement of the game and will stay engaged until the game goes gold. This is, going gold, that the game is finished and ready to be put on a disc and distributed. The creation of each video game is a project with a well-defined production cycle of pre-production, production, and post-production phases of which reach require different and various resources (Weststar, 2015). HistoryBefore one can actually delve it the game development process, it is important to have some background understanding on the development of the gaming industry. Nolan Bushnell is credited as the pioneer of the worldwide commercial video game industry. Bushnell was the founder of Atari and is responsible for generations of home and arcade gaming hardware and software including the truly influential game, Pong (Grantham ; Readman, 2006). Arcades games were very popular and peaked in the early 1980s. As time progressed and newer technologies burst onto the market most titles were converted to play on the evolving home technology – home computers and consoles (Grantham ; Readman, 2006). It was also during this time of change and development, many independent develop ers and publishers started to emerge. One of the most noted and widely known, Activision for example, was founded by former Atari developers seeking greater ownership and control over their developments (Grantham ; Readman, 2006). Over time people have come to recognize software games as new and very popular mode of entertainment and an important application of technology. This outlook has become increasingly accepted and by people of all ages. In today's culture, technology is easily accessible and has become more convenient. In turn more and more people like to play games and are also becoming motivated to design their own games. Also, software games are gaining importance because they are not only used for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care (Aleem, Fernando- Capretz, & Ahmed, 2016). Game Development ProcessPre-productionAs with any industry as it relates to project development, within the gaming industry, pre-production is the beginning phase of the life of a game, the project. It is during this phase that developers/project managers determine how long will it take to game to make, the personnel needed, and the budget needed to make the proposed project. During pre-production it is paramount that very specific goals are fleshed out of which will be essential to a successful project. Walfiz, Zackariasson and Wilson pointed out that certain elements are fundamental to projects: commitment to timing, staying within a budget, and producing an output (Zackariasson, Walfisz, & Wilson, 2006). Also, it is important to note that, these fundamentals are developed before the project starts, and thus commit both parties to specific activities/objectives. Drew Liming and Dennis Vilorio states that in the pre-production phase, the lead designers outline a game concept with the help of lead artists and programmers (Liming & Vilorio, 2011). Additionally, it is at this time that the lead designers might select special feature(s), such as an innovative gameplay element, or powerful graphics, that will make the game unique (Liming & Vilorio, 2011). It was also pointed out that when the game finally receives the funding needed, programmers begin building its technological framework (Liming & Vilorio, 2011). Pre-production considerations tends to produce a hierarchy of plans that guide the project and the pre-production phase is instrumental in producing the basis on which to build the game (Zackariasson, Walfisz, & Wilson, 2006). The over-ridding goal of pre-production is essentially to create a game plan that will be the road map in which the player(s) will finish the game. The game plan must include information of the game concept, the unique feature(s), the constraints that affect this concept, and analyzing risk assessment.Risk management is a necessary aspect of game project development. Alem, Carpatz and Ahmed states that the importance of risk management is essential for the efficiency of game development. Thusly this is often the focus for project management (Aleem, Fernando- Capretz, & Ahmed, 2016). Alem, Carpatz and Ahmed also state, that it is with the upmost importance to identify risk factors early in the game development process (Aleem, Fernando- Capretz, & Ahmed, 2016). During game development, the project manager is the game's producer and must bring together management, the technical components, and the appealing aspects to create a successful video game. They also identified two risk factors that must be addressed during this development process: failure of development strategy and absence of the fun factor (Aleem, Fernando- Capretz, ; Ahmed, 2016). Additionally, it is important to realize that in game development, other important risk factors can have an impact such as the development strategy, the fun factor or extent of originality, scheduling, and budgeting. With these, there will always be some level of â€Å"the unknown† when addressing risk factors. Taking time early on to identify risks is paramount as there will always be unforeseen issues in a project. Working to minimize as many issues initially will decrease unadvantageous developments later in the project development/production cycle. Thus, efficient work done during pre-production will work to minimize or even eliminate unforeseen issues. Production Now that the risks, personnel, and assets are identified, for the project, it can now to enter the production phase. Thusly, the completion of the prototype signals the start of the production phase of development (Liming ; Vilorio, 2011). During the production phase the project team can now move forth with focusing on the cusp of the project work. Energies can now finally be channeled towards actual development of the game. It is importance to note that certain aspects of the work can be initiated during pre-production. Thus, there can be at times, some objectives running concurrent and simultaneously with those that are just commencing. Even though the project team is in full stride during this phase, and most of the ideas are being carried out, some new plans can happen that may have an impact and thus alter work. For starters, assets can be added or even removed at this point. Accordingly, with these alterations, it is important that changes are accurately noted and are effectively communicated to the project team, the developer, studio upper management, and the publisher. Making such changes are crucial and essential and must be relayed in a timely manner. It is imperative that during development, the project document continues to remain as a point of reference for the entire project team. As pointed out by Liming and Vilorio, during the production phase, teams of designers, artists, and programmers use the project document as a guide to ensure efficient game creation (Liming ; Vilorio, 2011). When the plan is communicated to the project team, it is the role of the project manager to remain vigilant on keeping the plan up to date. Ensuring that there is sound communication and a streamlined vision/design, will allow the project teams to collaborate to make the most of each other's expertise (Liming & Vilorio, 2011). There is feedback during production that helps the project team revise the document as needed. For instance, feedback might encompass how to improve a game's mechanics, or more so, remove an unfeasible feature (Liming ; Vilorio, 2011). Throughout production, developers continually build improved versions of the game. This allows for the creation of more content that is better looking, more streamlined within a design, and thus is more refined (Liming ; Vilorio, 2011). Liming and Viliorio also went on further to state that the conclusion of the production phase is that the fully playable game includes art, music, and sound effects. This milestone is referred to as â€Å"content complete.† (Liming ; Vilorio, 2011).Post production Production ends when the developer and publisher agree that no more features are needed; thus, no features are added during post-production. Instead, the main goal of this phase is to finalize software quality. The post-production phase starts at least three months before the end-of-project deadline. During post-production the focus is on playing the game to test for errors, called bugs, and on tweaking it to eliminate unwanted elements (Liming ; Vilorio, 2011). Post-production is key for the game develop process as quality assurance and process validation are critical components. The quality assurance staff tests the game by playing it and attempting to do things the development staff never considered (Liming ; Vilorio, 2011). It is during this time that such things as bugs and compatibility issues are fixed. Additionally, work will be done to ensure that all coding is optimized. Process validation plays an important role in assessing game quality. Also, during this phase, the development process as a whole is analyzed. Collection and evaluation of process data from the pre-production phase through to the post-production phase can provide evidence that the overall development process produces a good-quality game. Congruously, analysis can depict either product errors, in-complement coding, or that the final product does not measure up to expectations. It is known, as the game testers find bugs, they document the errors and assign them to a programmer, designer, or artist to be addressed and fixed (Liming ; Vilorio, 2011). Efficiently identifying and correcting issues is essential for the game roll-out deadline. Additionally, the developer may sometime want the game put into consumer hands before official release. Such instances could be in the form of advance releases, or advance copies for select consumer testing and gameplay which is a marketing strategy in gaming. Developers also use beta testing. Beta testing in games is used to gage overall game functionality using external testers or a select segment of identified consumers (Aleem, Fernando- Capretz, ; Ahmed, 2016). Beta testing is a kind of first public release for testing purposes by users. Game publishers often find it effective because bugs are identified by users that were missed during the in-house testing process (Aleem, Fernando- Capretz, ; Ahmed, 2016). Dealing with bugs and tweaks can make postproduction time-consuming. Thus, the process may take as long as production, especially for more complex games that have bigger budgets (Liming ; Vilorio, 2011). Conclusion The video game industry has grown tremendously over the last four decades. From Nintendo to Sony, a plethora of games have been made over the course of the video game industry. Games, the end-products, are the results of the efforts of many. The process of video game development is an intricate undertaking. The production cycle encompasses a myriad of derivatives which adhere to pre-production, production, and post-prediction phases. During the entire production cycle of a game key players such as computer engineers and programmers, visual artists, audio engineers, animators, game designers, writers, and quality assurance testers are involved. The pre-production phase helps lay out the groundwork and plan that will be followed as the game develops. During pre-production specific goals are fleshed out and key fundamental elements to the project are identified. It also during this phase that focus is on working to minimize as many issues initially. This works to decrease unneeded or potentially negatively impacting developments later in the project development/production cycle. During the production phase the project team's main focus is on the actual creation of the game. It is during the production phase that new plans can happen which can have impact and alter work. A project document is used to ensure efficient game development and thus the project manager must ensure that the plan is up to date. Additionally, the project manager will work to ensure that there is sound communication for the entire team. When the game has entered post-production, the focus is on playing the game to test for errors and other unwanted elements. There is a lot of focus on quality assurance. Within the gaming industry, testing can be done both in-house and the use of a select segment of consumer beta testers. Though most consumers only see the end product that is distributed and hit store shelves, there is a lot that has happened to ensure that the they will have a quality game playing experiences. Additionally, there is a select pocket of consumers who are more engaged development process and have a greater apperception for the game development process. Overall there is a great deal that transpires in the development of a game. From stakeholder expectations to timeliness of implementation, a lot of resources have been invested to create that end-product game. Understanding the life of a game through the lens of game development production cycle helps to foster a heightened appreciation for the final pro duct.

Wednesday, October 23, 2019

Accountability, Uniformity and Time Management

Accountability doesn't just mean showing up on time. It means responsibility. It means that if i fail my small part of the mission (to be on time), i must be held liable for my failure. Accountability also reflects the responsibility the unit has over each and every person in the unit. Everyone is required to report for duty so that the commander can verify that he/she has all the unit personnel accounted for.If i don't show up and nobody notices, the commander reports 100% accountability, but no one notices that i am not physically accounted for, they may find me some time later and be uncertain of what to think because they did not know i was not physically present, which puts the unit and the unit commander at risk for some evasive action. if there are times that i must be late then i should inform someone so that i can be accounted for. Which could also tie in with uniformity.What is the importance of uniformity, dress right dress, and discipline in the army? the importance of un iformity is to make everyone become and look equal. there are no differences between us, no separation because we are all a team. what is the point of uniformity, when a whole platoon is uniformed it shows accountability, responsibility, discipline and being in uniform is one of the things that is part of the foundation of the army. Without uniformity there cannot be discipline, and then it turns into a chain reaction and destroying the foundation of the army. being in uniformity shows soldiers how they can do things together and how working together, we as people can do anything we want to accomplish. it also teaches soldiers that uniformity also shows responsibility that when things are disorganized nothing ever gets done, but when there are no differences holding back from completing the mission anything can be done 110%. Everything needs discipline in order to be successful and uniformity, not only in dress code allows for working in harmony to get things done right and in a timely manner. Speaking of timeliness, personal time management skills are essential for professional success in any workplace. Those able to successfully implement time management strategies are able to control their workload rather than spend each day in a frenzy of activity reacting to crisis after crisis – stress declines and personal productivity soars! These highly effective individuals are able to focus on the tasks with the greatest impact to them and to the organization, which help to make them more successful in the end then those who have poor time management skills. In writing this essay the importance and purpose of these three words have become clearer to me. We need accountability, uniformity and time management in everything we do in order to be successful and efficient in all things we undergo. Read also: Time Management