Sunday, October 6, 2019

Pepsi Entry into india A lesson In globilization Case Study

Pepsi Entry into india A lesson In globilization - Case Study Example Haunting challenges in the political, public, economic and social front where there in store aplenty for Pepsi, but the paramount task was to appease the politicians, i.e., the government first, which would automatically reduce the burden in all other front to a great extent. Peter Druker had long back said about the future globe that reciprocity will be the central principle of international economic integration. Thus Pepsi knew that for it to enter India, it has to reciprocate by some deeds that would facilitate the The promises that Pepsi made to deliver if it were allowed access to Indian Market was aplenty. A few noteworthy ones are focussing on food and agro processing generating job opportunities for the people of Punjab, boosting the image of Indian products in foreign markets, etc. Given all these promises, If a question is asked whether the company materialized all that, the answer would be no. It did make an attempt to bring about a green revolution in the state of Punjab; there was a drastic increase in the production of tomatoes, farmers were given free farming equipments and agro based research centres were opened in Karnataka and Punjab. Corporate Social Responsibility is an often heard word now, but the colossal part that it plays is corroborated by Pepsi's entry into India. It was only through its social perks that it got access to the Indian Market.The cat was out of the bag in 1991, around two years after Pepsi's entry into India that it was conspicuous that Pepsi failed in mos t of its obligations. This was a double whammy for the same George Fernandez who blasted the Rajiv Gandhi run Government at the parliament. His accusations where that, pepsi was indulging in under invoicing and by consecutively preparing bogus receipts and hiding transactions to a great extent. That is a different case in itself. A foreign company should be polycentric- meaning, it should consider that each and every host country where they set there shop has got a different set of culture and habits and especially problems with which they wouldn't be in a position to appreciate any endeavour by a foreign company. Thus Pepsi was aware of it and Knew that winning public opinion is the only solution for there entry and especially the farmers of Punjab.There motto was "performance with purpose" which did sell well among the people of India and the politicians. Under this tagline, apart from engaging the farmers' pepsi did quiet a number of social activities like replenishing waste water, waste to wealth initiative, collaboration with farmers through contract farming etc. This only tells that for a multinational company to explore a new customer base, it has to deal with ordinary people of the host country first who may not be their customers in the first place. But still their good will is always necessary for the company to survive.

Saturday, October 5, 2019

Film History Essay Example | Topics and Well Written Essays - 250 words

Film History - Essay Example The year 1944 to 1948 marked its heyday (Walsh 169). The themes that characterized Film Noir are manifested in the â€Å"Sin City,† â€Å"Following,† â€Å"Memento,† â€Å"The Dark Night Strikes,† and the like. The â€Å"Sin City,† a crime thriller released in 2005 featured black and white landscapes, brutality of the narration, and the violent action. This film presented a style, which paid tribute to Noir Film (Mayer and McDonnell 380). Meanwhile, a film of Christopher Nolan entitled, â€Å"Following† also exhibited themes of Noir Film. The movie, which was released in 1998 relied on suspense, shadow, and pervading mode. Christopher Nolan also directed â€Å"Memento,† which is a 2001 thriller featured in a reverse manner. It portrayed themes of Film noir such as suspense, alienation, and irrationality (Schellhardt 319). A movie released in 2002 entitled, â€Å"The Dark Knight Strikes Again† similarly portrayed themes of film noir through its depictions of the Gotham City and it s psychologically damaged hero (Spicer 53). The use of film noir as a style of cinema in the current movies indicated that its theme proved popular beyond the 1940’s to

Friday, October 4, 2019

Cooper-Pearson case study Essay Example for Free

Cooper-Pearson case study Essay Healthcare benefits play a big part in employee satisfaction and retention, though many organizations do not see the importance, according to a recent survey conducted by insurance company MetLife. More than three-quarters of employees who say they have good healthcare benefits also report high job satisfaction, and 71 percent of those workers are loyal to their employers. Conversely, only about one-fourth of staff members who are dissatisfied with their benefits are happy and loyal to their organization. I have been given the task to research different medical insurance plans to assist Cooper-Pearson in selecting an insurance program for their marketing company. My aim is to provide them with enough details to make an informed decision on the different managed care plans. This information will allow them to provide their employees with a compensation package that is both affordable and desirable. Once an attractive compensation plan is in place; we expect the retention rate to improve and the recruitment of quality employees to increase. The primary differences between the HMO plan and the PPO plan is that you are required to have a primary care physician within the primary care network that you are assigned to. You dont have the option of visiting a physician outside of the network. You must have a referral from your physician to see a medical specialist and the specialist must be within the approved network. HMO plans normally cost less than a PPO but you may have a higher co-payment with a HMO plan. The PPO provides more information to the insured concerning cost sharing in or out of the network (Kongstvedt, 2007, p 25). According to (â€Å"benefithouse.com†, 2011), an indemnity plan allows you to use a medical provider of your choice to receive medical care. You must pay an annual deductible for the coverage before the insurance repayment takes effect. Once the deductible is paid then the plan will pay a percentage of your medical coverage and you pay the remaining balance. There is a cap on how much the insured has to pay towards his or her coverage with an indemnity plan. The company spends a lot of time recruiting young men and women directly out of college and are willing to provide them with a good salary to join the company. Most people who are directly out of college don’t have families and don’t focus on medical benefits. Their priorities are on making a good salary. However, over time as they begin to have families and or health issues, they come to the realization that the company doesn’t have an adequate health plan. This can lead to stress which can produce other health issues further complicating matters. It is important for this company to go with a managed care plan that has a customer focus approach. This will encourage current and future employees that the company believes in investing in quality medical care, as employees are there foremost priority. The goal is to have an understanding on what type of medical coverage is most important to the employee and use the information as a way to measure the quality provided in the managed care programs. It is common for the insured to play a key role in decisions concerning their healthcare. They are more apt to accept the cost sharing when they feel they are getting a choice on the type of care received. Once the managed care plan is made available to the employees, the desired result is to see an improvement in retention and recruitment. A possible negative impact could be an increase of cost for both the employer and the employee. However, creating an incentive plan such as a wellness program with an employee bonus could encourage a healthier lifestyle which could lead to fewer visits to a provider. Possibly cutting healthcare costs for the company and the employees. The managed care industry is increasingly using physician credentialing when seeking health care providers. The credentialing process must be conducted in a manner that meets the goals of the managed care program. When it comes to managed –care physician credentialing, it is primarily performed to protect patients. It is one of the most effective controls in medicine today and probably ranks right up there with residency training as a key to quality. Credentialing is also performed to protect the hospital and medical staff in case a patient is (or believes he/she has been) injured. Corporate negligence cases often allege that the hospital did not perform the credentialing function well. Good credentialing practices allow one’s hospital to easily demonstrate that you dotted all of the i’s and crossed all of the ts. Theres no question that if a hospital and its credentials committee do their jobs well, it becomes very difficult for a plaintiff attorney to demonstrate negligent credentialing. Employee benefit plans are dynamic. They need to be adapted to changing economic, business, demographic, and other forces that affect these plans and the business community. Otherwise, they can rapidly become outdated and unnecessarily expensive. The Prescription Drug component of the Employee Benefit program is a critical element of an employer-sponsored health and productivity benefit program. Understanding the organization’s position in relation to other employer-sponsored programs can help one measure the pharmacy benefit plan(s) relative to the employer marketplace. It also can help one compete effectively in attracting and retaining high-quality employees, managing prescription drug plan costs and developing appropriate strategies to respond to the challenges of the current economic environment. Finally, health insurance helps protect an individual or family from financial loss for costs incurred because of sickness or injury. According to the U.S. Census Bureau, an estimated 85 percent of all Americans have some form of health insurance. Roughly half of all Americans with coverage get it through their employer or their spouses employer. There are a number of reasons why it makes good business sense for employers to offer insurance benefits to their employees and their families. REFERENCES: 1. Kongstvedt, P. Essentials of Managed Health Care, 5th Edition. 2007. Jones and Bartlett: Sudbury, MA. 2. Benefit House, What is Indemnity Health Insurance, 2011. Retrieved 14 September, 2012 from 3. http://www.benefithouse.com/insurance/health/indemnity.html 4. https://www.bucksurveys.com/bucksurveys/Surveys/PrescriptionDrugBenefit/tabid/81/Default.aspx 5. http://smallbusiness.chron.com/importance-health-insurance-company-17225.html

Thursday, October 3, 2019

Foraging Strategies of the Common Day Critter

Foraging Strategies of the Common Day Critter Mark FreyFebruary 16, 2014 The foraging strategies of the common day critter Abstract: The reason for this lab is to comprehend foraging creatures methods and strategies. We will test the strategies and methods by imitating both biotic and abiotic deterrents. The material and routines were utilized as a part of request to develop a zone to imitate a foraging range. I utilized a 10m x 10m zone cornered off by tape and called it the foraging zone. 3m far from that zone were marked as a protected zone for the foragers to hold their chips throughout each trail. The calories gathered the forager’s marked plastic chips with numbers on the front and backs keeping in mind the end goal to demonstrate the measure of calories. For the outcomes I took the effects from the trials and utilized them to get the chi-squared value and attempted to demonstrate or discredit the null hypothesis. After the gathering of results and putting them into tables on excel; I found the calories per chip and the calories per forager. I then made two graphs to better display the numbers per tri al. The effects were fruitful in demonstrating our hypothesis. The numbers indicated that biotic and abiotic variables intensely influence gathering proficiency. The information could be identified with numerous creatures that search for survival. Introduction: All creatures need to look for food sooner or later to survive. This methodology can get to be extremely entangled because of numerous distinctive variables. While carrying limit, foraging distance and predation assume an enormous part in foraging proficiency; climate and experience or learning assumes a drastically overwhelming part on foragers. As the temperature falls the battle to survive becomes worse, however Foragers with broad information know how to battle climate and different obstructions. For instance, the different searching tactics of passerine birds foraging among the foliage of a northern hardwoods forest result in the capture of different kinds of prey. Five major searching modes are employed by the 11 foliage-foraging bird species. (Robinson and Holmes 1982) This unmistakably shows experience assuming a big time part in genuine foraging circumstances. In the lab we test trails mimicking the battles of commonplace foraging. It will uncover distinctive sorts of situat ions and the capacity to search for food successfully is corresponded specifically. Methods: A 10 m x10m square zone was made as the foraging zone and cornered off by tape on each of the four sides. This territory is utilized to give the foragers the results. A sheltered range is likewise built in the area of 3m far from the foraging territory, giving the foragers shelter. This region was utilized as a place of refuge throughout the trail periods. Plastic poker chips represented the food in this experiment. Three sorts of chips were utilized as a part of the test; they were blue, white, and red. Each of the chips was stamped with calories content on each side. Throughout each trail I included the totaled numbers of calories on each side of the chip and noted them. Before every trial started the chips were randomly disperse onto the foraging region before testing. Every trial was set up for diverse test conditions, which was dependent upon rivalry, no predators, and minimal handling time. Trail one started with a singular forager leaving the place of refuge and gathering two chips at once. The forager wasnt permitted to convey an unfathomable amount chips. This trial included no rivalry, predators, and minimal handling time for the forager. The forager is timed by 1 minute for each gathering trip. After each trail we count each color separately with the calories content on both sides. Trail 2 conditions were the same as trail 1 with predators being the expansion to the set. The predators partition in this trial included alternate people tossing balls at the forager as they attempted to gather the chips. Foragers were allowed to convey any amount of chips they saw fit throughout the trial as possible. However they needed to hold up 10 seconds in the safe area if the predators hit them. Trail 3 was intended to reproduce cruel winter conditions for foragers. They were given no rivalry, predators, and expanded taking care of time. Gloves were utilized within this trail to depict pitiless winter conditions. This restricted me to one chip throughout each trek. In this trial I was restricted to gathering chips in a 30 second interim. Trail 4 had exploitative rivalry, no predators, and no minimal handling time. All the people in the trail were going up against one another. Gathering one chip at a time throughout the trials minute time limit. After the time is finished you need to count the sum of the information in the same estate as in the recent trials. Trail 5 has a contest rivalry, no predators, and no minimal handling time. The greater part of the foragers in this trial will be contending with one another in the minute time limit. We were permitted to gather one chip at a time, but to lift it up you needed to contend in a rock, paper, and scissors challenge to get the chip. Much the same as trail 1 the foragers are subjected to the minute time limit and every forager had their place of refuge. Trail 6 sole object was to discover the impacts of dangerous searching. With conditions dependent upon no competition, minimal handling time, and high scavenger possibility; there was no confinement to the amount of chips you can convey immediately. I had the chance to carry the chips to my sheltered range or gather as numerous chips in the minute interim. An alternate forager a die 30 seconds before the time was up and took the amount of chips that was rolled every five seconds. Trial 7 was the last trail and then we knew the distinction in the chips. Conditions like no rivalry, no predators, and no minimal handling time were an advantage. I was permitted to convey 2 chips to my protected zone, in a minute time limit. My null hypothesis was that the foragers productivity wasn’t influenced by biotic or abiotic elements. However the theory wasnt true after the information was gathered for the trial. After the information was put into statistical results the critical value was only greater then the chi squared value twice. Therefor the null hypothesis was rejected 5 times out of 7, ensuing in another theory. Foraging proficiency is influenced by biotic and abiotic components. Results: The data from the experiments demonstrate that the type of environment and type of outside factors heavily influence the forager. In the trials inclement weather and predators determined what type of chips the forager would get and how many calories a forager would get per trip. In table 1 the values for each trials chi-squared are compared to the degrees of freedom and determined if the null hypothesis is rejected or accepted. To get the chi-squared value the observed value of chips taken in the experiment is multiplied by either .25 or .50 depending on the chip color to find the expected value. The formula observed- expected squared divided by the expected is used to find the values of the white, red and blue chips. These numbers are then summed together to find if the value of the observed rejects or accepts the null hypothesis; seven trials were ran in this experiment only two of the trials accepted the null hypothesis. (Table 1 Chi^2) In table 2 the values that are used for the graph are the number of calories per chips over the seven trials. In the raw data the calories of all the white, red and blue were added up and were averaged out to get each trial’s average calories per chip. After gathering up all the results they were put into an ANOVA test and many other factors were found. The d.f is equal to 2, the f is equal to 3.574, and the probability of the result is .0026. (ANOVA test 2, Table 2 Calories/Chip graph) In table 3 the values that are used for the graph are the number of calories the foragers got over the seven trials. In the raw data the calories for each forager was added up and averaged for each trial’s calories per forager. After getting all the results of the trials it was put in an ANOVA test and three other factors were found. The d.f. is equal to 2, the f= is equal to 47.35, and the probability of the result is .001. (ANOVA test 1, Table 3 Calories/Forager graph) Discussion: In the results about what we have acquired we understand that there were exceptionally removed contrasts in each of the trials. Some were more probable and clear then others. Such as in the winter reproduction where foragers were constrained by severe climate like obstacles and the increase of foraging effectiveness from absence of predation or convey limit. In one of the trails, information of the assets that are foraged assumes a part in the trial. The information brought about an increased effectiveness and number of calories acquired. Indeed squirrels additionally react emphatically towards territories theyre acquainted with or have a more knowledge of. The squirrels selected patches yielding high rates of energy intake even though these patches were not sites of concentration of the preferred food(lewis, 1980). In trail 7, because of the information of the higher indicated chips foragers went acquire the higher chips rather than the typically ones. Foragers whether it was no hol ds barred, taking from one another or even predators take after the principles of optimal foraging were as picking up a benefit controls as the most astounding necessity. The theory of optimal foraging (Emlen, 1966; MacArthur Pianka, 1966) predicts a predator will select an item when the ‘gains’ from eating it exceeds the ‘costs. (Hernadez et al, 2002) regardless, the effects were great in recreating genuine circumstances with genuine outcomes. Works Cited Dewitt et al . 2002. Coyote diets in the Chihuahuan Desert. Journal of Arid Environments 51: 613–624. Lewis R.. 1980. Patch Use By Gray Squirrels. The Ecological Society of America 61 1371-1379. Robinson K., Holmes T.. 1982. Foraging Behavior Of Forest Birds. Ecological Society of America. Table 2 Table 3

Wednesday, October 2, 2019

Drive-by Shootings at Henry David Thoreaus Walden Pond :: Thoreau Walden Pond Essays

In Walden, Henry David Thoreau said, "I went to the woods because I wished to live deliberately to front only the essential facts of life, and see if I could not learn what it had to teach, and not, then I came to die, discover that I had not live." Perhaps the last part of that statement is the most difficult aspect of our lives. A plethora of philosophers and everyday people alike have maintained that you should live your life as if it were your last day. Few, however, have been able to adopt that philosophy. In the '90's the future has become a key player in our lives. Education has been geared towards planning out our future and has almost forgotten that right now, we are here. In eighth grade, we were encouraged to plan out our high school classes. Our sophomore year weaved in a career unit, and this year we look at colleges. Some teachers teach a certain way only because they want to prepare us for college, not because they think that their way is the best. Why do we do all of this for a future that might not come? In a decade where drive-by shootings, drug overdoses, and alcohol-related accidents have become the norm, the way we look at the future may come as somewhat of a surprise to the objective observer. The future is presented in a way that assumes we will have a future, when, in fact, some of us may not have all that long to live in the present. We spend so much time planning for tomorrow, or even five or six years from tomorrow, that many of us forget that we are living today and that we should live out today. If a person tries to live out tomorrow right now and that person is on his death bed a few minutes later, then that one person may find that he has squandered his life preparing for the future. Aside from over planning, many of us do not think about enjoying the life we have. For example, for years many of us have had ample food to eat, yet we still rush through a meal as if a wild animal was going to snatch it away from us. We haven't taken the time to enjoy our meals and the usual conversation that accompanies them.

Sherlock Holmes - I am lost without my Boswell. Sir Arthur Conan Doyle. :: English Literature

Sherlock Holmes - I am lost without my Boswell. Sir Arthur Conan Doyle. Sherlock Holmes- I am lost without my Boswell. Sir Arthur Conan Doyle was born in Edinburgh in 1859, and had a good education. He received a tax demand a year after he married which prompted him to try to earn some extra money. At first he tried to get short stories published in the cheaper magazines of the time, but with no success. His big break came when Lippincott's Magazine, in the USA, offered Doyle an advance to write another Holmes and Watson story. His success continued, and he was knighted in 1902. He continued writing until he died in 1930. The three Sir Arthur Conan Doyle detective stories I have studied are: 'The Speckled Band', 'Scandal in Bohemia', and 'The Copper Beaches'. I am going to talk about the relationship between Sherlock Holmes and Dr. Watson. Holmes is the hero of the stories; he is a very clever detective who is exceptionally particular to detail. His powers of detection are breathtaking and he loves an intellectual challenge. He is usually calm and controlled, his behaviour is often eccentric and, emotionally he comes across as cold, detached and aloof. His romantic life is never referred to yet his admiration for Watson is clearly genuine. Despite his faults, he is also honorable and very brave. Watson is the narrator of the stories. He tells the story but is not as clever as Holmes, and he often fails to understand the significance of certain events and often misses what Holmes can see as a clue to the mystery. He is faithful companion to Holmes. Uncomplicated and trustworthy, Watson is portrayed as being slow and dimwitted, when compared to Holmes, a perfect ally to Holmes' acute intellect. The Speckled Band, is, in my opinion, the best out of these three stories. It is the most exciting and I think Holmes enjoys the case because of the intellectual challenge. It involves the Roylott family who lived at Stoke Moran. Helen Stoner consults Holmes when her sister dies in suspicious circumstances. At the beginning of this story, Miss. Stoner comes to see Holmes about the case, and accepts the Watson is Holmes' sidekick, 'This is my intimate friend and associate, Dr. Watson, before whom you can speak as freely as before myself.' This also happens in The Copper Beaches. When Miss. Hunter writes a letter to Holmes stating that 'I am very anxious to consult you'. From the start of this particular story you can see that Watson is hard working, and has a willingness to help Holmes in any way possible.

Tuesday, October 1, 2019

Technology and Modern World

Technology is currently taking over our modern world. Just a few years ago flying cars was something we only saw in a futuristic universe on a movie screen, but now, technology like this seems to be right around the corner for society. We are constantly advancing our technology to cater to our wants and needs. We are gaining more and more knowledge as we advance and move forward with technology. Even children are becoming smarter from this technology, but would anyone ever guess this could be because of video games? Studies show that video games could improve a person's intelligence and possibly lead to the solving of some of the world's problems. Of course, the world's problems today are extremely drastic and complex in today's society, but what if gaming could change all that? According to Jane McGonigal, a game developer, it is far less improbable than it may seem. She believes that gamers can use their creativity and ideas to change and possibly save the planet. McGonigal's work was deemed as one of the â€Å"Top 20 Breakthrough Ideas† by HBR as well as â€Å"#1 Bright Idea of the Year† by Brandweek. She has worked hard on discovering ways in which to prove this topics importance. At the World Innovation Forum in 2012 she spoke of her innovative idea, she stated that there are one billion people that play games for at least an hour a day and gave valid statistics of the popularity of certain games. This shows the large amount of people with very creative capabilities in the world today, including young children. Gamers are proven to be capable of solving real world problems easier than those who neglect the hobby. Overall, gaming is deemed important and several studies show that gamers could lead to solving the world's problems with their ideas and inventions in the future. The Book â€Å"Can Digital Games Help Seniors Improve their Quality of Life?† by Sauvà © L., Renaud L., Kaufman D. and Duplà  a E. provides information how not only children, but it is proven that already full-grown adults can learn and play digital games that could possibly influence both their health condition and their ability to carry on activities in their environment. The study that was provided with this idea consists of a goal to explore and define the user requirements for developing digital games of learning among older Europeans. This focused mainly on types of learning games, motivational and social aspects, and the preferences and views people may have on game controllers. An experiment was performed in the initial stage which included a qualitive focus group study of people in the countries of Spain, The Netherlands, and Greece. In this group games existing in the market and others that were developed and created as other European Commission projects were also included and presented to them. Both games were presented on video presentations and there was a possibility that some of these games were also provided to be able to be tested out as well. From this experiment, it was found that the causes or main keys to adults desiring to play these digital games was challenge, fun, escape from daily routine, socialization and the providing of learning opportunities. These learning opportunities and attractive qualities to these games could lead to better creative thinking and the more they are played due to their addictive qualities, the better thinkers these gamers become. These game users describe themselves with characteristics such as active and participating in many leisure activities. This level of activity the subjects describe appeared to be related with the contents which are proposed for videogames such as physical activity, culture, arts, history, geography, traveling, human sciences, daily life skills, etc. This knowledge and information gathered and interpreted from focus groups can and will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of the older Europeans. The New York Times wrote an article on the statements and questions of experts who have played the videogames that Americans have spent ten thousand hours playing by the age of twenty-one. Edward Castronova, a professor of telecommunications at Indiana University, provides information that, â€Å"Gamers are engaged, focused and happy. How many employers wish they could say that about even a tenth of their work force?† Castronova has also studied and designed games online and goes on to state that there are similarities between the activities in games and the activities done at the work place. He states, â€Å"Many activities in games are not very different from work activities. Look at information on a screen, discern immediate objectives, choose what to click and drag.† A well-known and credited game designer and researcher at the Institute for the Future, Jane McGonigal, sums up this new arisen argument in her book, â€Å"Reality is Broken: Why Games Make Us Better and How They Can Change the World.† Her book basically provides the encouragement as well as the persuasion for designers to aim higher with games that could solve scientific problems and possibly promote happiness in daily life.In the way distant past even, the emperor Charlemagne called a scholar who then gathered puzzles and games to challenge the young minds of the century at the time. Even the British during the less distant past credited their victory over Napoleon to the intelligence games played on the fields of Eton. When the time eventually came to the age in which intellectual games went digital the activity was denounced as â€Å"escapism† and an â€Å"addiction.† This was due to the fact that industry's revenues rivaled Hollywood's at the time. This time was also when children and adults gradually started to become more and more absorbed in these games and soon they even forsook television. This caused for gaming's unhealthy and troublesome reputation that has carried on over through the years, even up to present day. But meanwhile, at this time a group of researchers seemed to be more interested and occupied in understanding why players had become this focused and absorbed into the games they played in the first place. Gamers seemed to be achieving a certain state of â€Å"flow† that psychologists had used to describe championship athletes as well as master musicians. Except with gamers, this flow did not take years of training to accomplish. Nicole Lazzaro, game-design consultant and president of XEODesign, conducted an experiment or study in which she recorded the faces of those who were playing video games to take note of their facial expressions. She also planned to interview the gamer as well as their family and friends to find the important and crucial factors provided within a good game. â€Å"Hard fun† was a factor that was said to be important to be included in an entertaining game. â€Å"Hard fun† is described by Ms. Lazzaro as conquering and surpassing obstacles to reach an end goal. Even games and puzzles of older design had this attractive factor to them that gamers enjoyed. But the difference is that with video games, they now provide instant feedback and continual encouragement from the technology used, as well as fellow gamers. Most games provide video gamers with rewards using a steady and constant system throughout the entirety of the experience. As they progress in gaining more points and reaching higher levels, the challenges faced increase in difficulty as the players experience with the game as well as their skill with it increases. This causes for motivation and determination to defeat and progress the game despite the repetitive failing included in the experience. Dr. McGonigal has worked constantly on using this feeling and vibe from games for good in the real world. She has designed Cruel 2 B Kind. This is a game in which players advance by being nice and showing kindness to strangers located in public places. It has been played in more than 50 cities on four continents and has only had a positive impact overall. There are also other games and websites like Cruel 2 B Kind that improve peoples mood as well as actions and interactions with others. There is a massive number of positives to video gaming as well as this type of interaction that occurs between people. As we improve our technology further we are also improving the quality of video games and their positive influences and impacts on not only children, but adults as well. Hopefully as we continue to progress, the purposes of video games will contain more importance as well as unique and critical lessons and knowledge for all. But for now, video games are positively and greatly affecting our world and will hopefully continue doing so for generations to come.