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Consituitions of euro history essays

Consituitions of euro history articles The American Constitution which is still basically right up 'til the present time was signific...

Wednesday, August 26, 2020

Consituitions of euro history essays

Consituitions of euro history articles The American Constitution which is still basically right up 'til the present time was significantly more fruitful than the French Constitution that didnt even most recent a year after it was acknowledged in 1791. It reached a conclusion somewhat because of awful authority they were under. When King Louis XVI previously came into power, he realized that there were issues that existed he expected to comprehend. Before the upheaval was really in progress, France was supreme government. The sort didn't impart his capacity to anyone and he followed this offering an explanation to nobody however God. His principle concerns were the issues of the states including the accounts where his forces were sovereign as in the entirety of his choices were conclusive. In any case, in contrast to King Louis XIV and numerous different forerunners that really took counsel on significant choices, he can't. Louis XVI put stock in this a lot and he didn't perpetually do what a greater part of his clergymen suggested. Specifically, he thought he got fund, yet at long last it ended up being a game changing choice. Not exclusively was the money related issues a principle concern yet the issues lied the same amount of in the contrasts between the three homes. Louis XVI set up an illustrious way of life deliberately to assist himself from a fierce and unpredictable city that had individuals had challenged regal power. There werent numerous residents that were content with the established government. Louis XVI was scared at the National Assemblys activities. As result he left the nation with his better half just to be gotten, captured, and took back to Paris to acknowledge the constitution. In the wake of having done this, a portion of the progressives despite everything needed the sacred government still to be saved, and their were those that needed a republic because of the trust they needed the ruler. This is the thing that caused the French upheaval and The Estates General was where delegates from every social class cou ... <!

Saturday, August 22, 2020

Demand - Managerial Economics Essay Example | Topics and Well Written Essays - 1250 words

Request - Managerial Economics - Essay Example The vertical hub records the cost per unit or per parcel of the item. The interest bend in a model shows the organizations hypothetical deals level at different costs along the line. The descending bend is clarified by the way that as cost falls there is a comparing increment in the business volume. The descending incline implies that the flexibility coefficient drawn from the line is a negative number. Notwithstanding, financial experts have discarded the negative indication of that flexibility and have communicated it as a flat out number. Another point to recollect is that the straight-line request bend doesn't have a uniform versatility of 1 (likewise named unit flexibility) at all purposes of the line; rather, the bend is flexible over the mid-point and inelastic underneath that midpoint. Fig. 1 The interest bend in green shows a straight line with fluctuating versatilities at various focuses (D2), while inner bended line in red shows an interest bend with uniform value flexibility of 1 (D1). companys evaluating strategies. The firm would utilize the interest bend in talking about the outcomes of elective yield and evaluating approaches on the income focuses over a specific future period. Since income is basically the result of cost and yield (see Fig. 1), the board would investigate the different cost and yield options on the way to dynamic by its showcasing and creation divisions Value flexibility (Ep) of interest is the proportion of the rate change in amount and the rate change in a products value, every other thing staying unaltered. Logarithmically, this is communicated in the accompanying basic condition: where P and Q are the cost and amount, separately. This recipe expect point versatility for straightforwardness, albeit a circular segment value flexibility, which uses normal figures for every factor, may likewise be utilized. For this paper, the utilization of point versatility would empower adequate comprehension of the flexibility

Thursday, August 13, 2020

Guest Post Where to Buy Food MIT Groceries Guide

Guest Post Where to Buy Food MIT Groceries Guide Image courtesy of greggavedon.com The following is a guest entry by Elaine L. 18 This entry was originally published on Elaines blog  Food Parsed  on August 31, 2015. Buying your own groceries can be intimidating, so I have put together a complete guide of all groceries near MIT. General Advice for Grocery Shopping Bring an empty backpack. You should always bring an empty backpack when going grocery shopping because it’s much easier to carry groceries on your back than in your arms. When loading groceries into your backpack, make sure to put more durable items in first and to put fragile items on top. When I’m not careful about this step, I always end up squishing all of the bananas, and it’s very sad. Make a grocery list. Before buying more groceries, you should know what foods you already have. Then, you should plan out what to buy so that you can save time and money in the grocery store. Know how much food costs. Items marked sale are not necessarily on sale. If you buy groceries enough, you will get a sense of how much things cost. If you’re new to buying groceries, here is a reference for food prices. In general, to see how expensive an unfamiliar grocery store is, check how much they charge for a few benchmark items, such as bananas, eggs, and milk. To learn how to cook on a budget, I recommend the food blog Budget Bytes. Where to Buy Groceries On Campus La Verde’s, Campus Convenience Generic college convenience stores You should not do your primary grocery shopping at these locations because of the significantly higher prices. Good for a last minute gift or a quick ice cream fix. Stata Market Produce stand Located in the Gates Lobby of the Stata Center, the market is open Tuesdays from 10 am to 4 pm. Cash only â€" there are ATMs in the Stata Center. Also sells pita bread! I buy most of my produce here. Since I live in East Campus, I have enough time in between classes to buy groceries and go back to the dorm. If you live on west campus, you can take the Tech Shuttle. Grocery Stores Trader Joe’s Specialty grocery I love Trader Joe’s because it has a huge variety of snacks. However, shopping here can get expensive if you’re not carefully tracking your spending. Best prices for frozen vegetables, fancy pants foods, such as cheese and macarons, and some pantry staples, such as olive oil and a pound of chocolate. There are two locations near campus. Trader Joe’s on Memorial Drive Closer to west campus â€" 1 mile walk from Next House. You can also get here by the Trader Joe’s/Whole Foods shuttle. If you plan on using a car service, going to this location would probably be cheaper because it is located on a main road. Trader Joe’s on Boylston Street Closer to east campus â€" 1 mile walk across the bridge. I stop by here whenever I’m in Boston. Whole Foods Way too expensive grocery I don’t shop here because it’s far away from campus and too expensive. I went here once to get some freshly baked bread. There are bulk bins for grains, but the prices are cheaper at the Harvest Co-op. Star Market Standard grocery Best prices for meat. I buy meat from the discount meat section and freeze it for later. The store is rather hidden, and you end up having to go up an escalator. Very close to Random Hall and Toscanini’s. HMart Asian grocery Reasonable prices for produce. Good for Asian snacks or groceries. I buy napa cabbage, miso, tofu, seaweed, and dumpling skins here. Harvest Co-Op Standard grocery Reasonable prices for produce. I really like their bulk bins for grains and spices. You should buy spices in bulk because it’s cheaper than buying containers of spices and you can buy small amounts of spices for recipes. Spices cost a lot per pound, but you only use a small amount when you cook. Here’s a map of all the locations. Transportation Walking The grocery stores listed are all within walking distance of campus. I always bring a backpack so I can carry my groceries back to campus. If the groceries are too heavy, seek alternative transportation. Biking You can carry groceries in your backpack or in a basket when riding a bike. However, you may not be able to carry as many groceries. Subway From the Kendall/MIT subway station, you can take the red line to Central if you want to go to HMart or the Harvest Co-op. The other grocery stores are not easily accessible by subway. Campus Shuttles MIT has free grocery shuttles on the weekends. You might be able to catch the EZRide to the Trader Joe’s in Boylston or the Saferide to Star Market. I generally avoid the shuttles because the scheduled times tend to be inaccurate. I sometimes take the grocery shuttle when going back to campus so I don’t have to walk with groceries. Car Services Car services, such as Uber, Lyft, and Sidecar, cost more than the other modes of transportation.You can split the cost of the ride if you’re getting groceries with friends. Online You can order groceries online using Instacart. However, you should be careful because Instacart marks up some of the prices. I used Instacart a lot in the winter when it was too cold to go outside. I like to get bulk eggs, yogurt, and oatmeal from Costco, and I usually order with my friends to use up the bulk items. I hope that this guide helps you decide where to buy groceries at MIT. Have any specific questions about stores? Feel free to comment below or contact me at askelaine [at] mit [dot] edu. I’ll be writing another guide on what groceries to buy and how to make them delicious.

Saturday, May 23, 2020

The Great Gatsby By F. Scott Fitzgerald - 924 Words

â€Å"The Great Gatsby† by Francis Scott Key Fitzgerald brings a picture of the American society during the 1920`s. The 1920`s were a time of parties, drinking and having fun. Many longed to be rich and to become a member of the upper class. Although this was the dream for many Americans of this time, it seemed almost impossible to become a part of this social elite unless born into it. Fitzgerald criticizes the American Dream by creating characters from new money, old money and the working class, who all fail in gaining life, freedom and happiness. This is a critical period where the view of the American Dream has been transformed from the ideal dream to a materialistic dream. The old American Dream before corruption allowed you to gain wealth, power and high status through hard work and dedication. However, times have changed, so do values. The American Dream transformed into the materialistic aspects. Materialistic possessions determine success which shows corruption has taken root in society. Fitzgerald creates the tumultuous twenties by showing the division of classes. He does this by showing to the readers where the new money lives and where the old money lives. West Egg is home to â€Å"new money,† those who have acquired their wealth recently and lack an established social position. East Egg is home to â€Å"old money,† those who possess wealth that has been inherited through several generations. Fitzgerald talks about how people from the more wealthy side of town, East Egg,Show MoreRelatedThe Great Gatsby by F. Scott Fitzgerald1393 Words   |  6 PagesF. Scott Fitzgerald was the model of the American image in the nineteen twenties. He had wealth, fame, a beautiful wife, and an adorable daughter; all seemed perfect. Beneath the gilded faà §ade, however, was an author who struggled with domestic and physical difficulties that plagued his personal life and career throughout its short span. This author helped to launch the theme that is so prevalent in his work; the human instinct to yearn for more, into the forefront of American l iterature, where itRead MoreThe Great Gatsby By F. Scott Fitzgerald1343 Words   |  6 PagesHonors English 10 Shugart 18 Decemeber 2014 The Great Gatsby F. Scott Fitzgerald s 1925 novel The Great Gatsby is a tragic love story, a mystery, and a social commentary on American life. The Great Gatsby is about the lives of four wealthy characters observed by the narrator, Nick Carroway. Throughout the novel a mysterious man named Jay Gatsby throws immaculate parties every Saturday night in hope to impress his lost lover, Daisy Buchanan. Gatsby lives in a mansion on West Egg across from DaisyRead MoreThe Great Gatsby By F. Scott Fitzgerald1155 Words   |  5 PagesThe Great Gatsby The Jazz Age was an era where everything and anything seemed possible. It started with the beginning of a new age with America coming out of World War I as the most powerful nation in the world (Novel reflections on, 2007). As a result, the nation soon faced a culture-shock of material prosperity during the 1920’s. Also known as the â€Å"roaring twenties†, it was a time where life consisted of prodigality and extravagant parties. Writing based on his personal experiences, author F. ScottRead MoreThe Great Gatsby By F. Scott Fitzgerald1166 Words   |  5 Pagesin the Haze F. Scott Fitzgerald lived in a time that was characterized by an unbelievable lack of substance. After the tragedy and horrors of WWI, people were focused on anything that they could that would distract from the emptiness that had swallowed them. Tangible greed tied with extreme materialism left many, by the end of this time period, disenchanted. The usage of the literary theories of both Biographical and Historical lenses provide a unique interpretation of the Great Gatsby centered aroundRead MoreThe Great Gatsby by F. Scott Fitzgerald845 Words   |  3 PagesIn F. Scott Fitzgerald’s novel, The Great Gatsby, colors represent a variety of symbols that relate back to the American Dream. The dream of being pure, innocent and perfect is frequently associated with the reality of corruption, violence, and affairs. Gatsby’s desire for achieving the American Dream is sought for through corruption (Schneider). The American Dream in the 1920s was perceived as a desire of w ealth and social standings. Social class is represented through the East Egg, the WestRead MoreThe Great Gatsby By F. Scott Fitzgerald Essay970 Words   |  4 Pagesrespecting and valuing Fitzgerald work in the twenty-first century? Fitzgerald had a hard time to profiting from his writing, but he was not successful after his first novel. There are three major point of this essay are: the background history of Fitzgerald life, the comparisons between Fitzgerald and the Gatsby from his number one book in America The Great Gatsby, and the Fitzgerald got influences of behind the writing and being a writer. From childhood to adulthood, Fitzgerald faced many good andRead MoreThe Great Gatsby By F. Scott Fitzgerald2099 Words   |  9 Pagesauthor to mirror his life in his book. In his previous novels F. Scott Fitzgerald drew from his life experiences. He said that his next novel, The Great Gatsby, would be different. He said, â€Å"In my new novel I’m thrown directly on purely creative work† (F. Scott Fitzgerald). He did not realize or did not want it to appear that he was taking his own story and intertwining it within his new novel. In The Great Gatsby, by F. Scott Fitzgerald, he imitates his lifestyle through the Buchanan family to demonstrateRead MoreThe Great Gatsby By F. Scott Fitzgerald1607 Words   |  7 Pages The Great Gatsby is an American novel written in 1925 by F. Scott Fitzgerald. One of the themes of the book is the American Dream. The American Dream is an idea in which Americans believe through hard work they can achieve success and prosperity in the free world. In F. Scott Fitzgerald s novel, The Great Gatsby, the American Dream leads to popularity, extreme jealousy and false happiness. Jay Gatsby’s recent fortune and wealthiness helped him earn a high social position and become one of the mostRead MoreThe Great Gatsby By F. Scott Fitzgerald1592 Words   |  7 PagesMcGowan English 11A, Period 4 9 January 2014 The Great Gatsby Individuals who approach life with an optimistic mindset generally have their goals established as their main priority. Driven by ambition, they are determined to fulfill their desires; without reluctance. These strong-minded individuals refuse to be influenced by negative reinforcements, and rely on hope in order to achieve their dreams. As a man of persistence, the wealthy Jay Gatsby continuously strives to reclaim the love of hisRead MoreThe Great Gatsby By F. Scott Fitzgerald1646 Words   |  7 PagesThe 1920s witnessed the death of the American Dream, a message immortalized in F. Scott Fitzgerald’s The Great Gatsby. Initially, the American Dream represented the outcome of American ideals, that everyone has the freedom and opportunity to achieve their dreams provided they perform honest hard work. During the 1920s, the United States experienced massive economic prosperity making the American Dream seem alive and strong. However, in Fitzgerald’s eyes, the new Am erican culture build around that

Tuesday, May 12, 2020

Federal States of Germany and Nationalities in German

One of the nice things for natives to hear from foreigners is the names of their country in their language. They are even more impressed when you can pronounce their cities correctly. The following list includes an audio pronunciation of cities and Bundeslà ¤nder in Germany as well as neighboring countries from Europe. Scroll down to see how your or other countries, nationalities and languages sound in German.   Die alten Bundeslà ¤nder (the old German States)   Capital Schleswig-Holstein-KielNiedersachsen-Hannover  (Hanover)Nordrhein-Westfalen (North Rhine-Westphalia)-Dà ¼sseldorfHessen (Hesse)-WiesbadenRheinland-Pfalz (Rhineland-Palatinate)-MainzBaden-Wà ¼rttemberg-StuttgartSaarland-Saarbrà ¼ckenBayern (Bavaria)- Mà ¼nchen  (Munich)   Die neuen Bundeslà ¤nder (the new German States) Capital Mecklenburg-Vorpommern (Mecklenburg-Western Pomerania)-SchwerinBrandenburg-PotsdamThà ¼ringen (Thuringia)-ErfurtSachsen-Anhalt (Saxony-Anhalt)-MagdeburgSachsen (Saxony)-Dresden Die Stadtstaaten (city states) Those are cities and at the same time federal states. Berlin and Bremen struggle with their finances while in Hamburg youll find the most millionaires in Germany. It still has some remarkably high debts. Berlin-BerlinBremen-BremenHamburg-Hamburg   Other German-Speaking Countries Ãâ€"sterreich-Wien (Vienna)  (click here for a sample of their  language)Die Schweiz-Bern (click here for a sample of their  language) Andere Europà ¤ische Là ¤nder (other European countries) If you  take a closer look at the following nationalities you will notice that there are mainly two large groups of words: those ending in -er (m) / -erin (f) and those ending in -e (m) / -in (f). There are only very few exceptions like e.g. der Israeli / die Israelin (not to be mistaken for der Israelit, as that was biblical folk. The name of the German nationality is quite special it behaves like an adjective. Take a look: der Deutsche / die Deutsche / die Deutschen (plural) BUTein Deutscher / eine Deutsche / Deutsche (plural) Luckily it seems to be the only one behaving like this.  Almost all names of languages end in -(i)sch in German. An exception would be: das Hindi Land/ Country Brger/ Citizenmale/ female Sprache/ Language Deutschland der Deutsche/ die Deutsche Deutsch die Schweiz der Schweizer/ die Schweizerin Deutsch (Switzerdtsch) sterreich der sterreicher/ die sterreicherin Deutsch (Bairisch) Frankreich der Franzose/ die Franzsin Franzsisch Spanien der Spanier/ die Spanierin Spanisch England der Englnder/ die Englnderin Englisch Italien der Italiener/ die Italienerin Italienisch Portugal der Portugiese/ die Portugiesin Portugiesisch Belgien der Belgier/ die Belgierin Belgisch die Niederlande der Niederlnder/ die Niederlnderin Niederlndisch Dnemark der Dne/ die Dnin Dnisch Schweden der Schwede/ die Schwedin Schwedisch Finnland der Finne/ die Finnin Finnisch Norwegen der Norweger/ die Norwegerin Norwegisch Griechenland der Grieche/ die Griechin Griechisch die Trkei der Trke/ die Trkin Trkisch Polen der Pole/ die Polin Polnisch Tschechien/ die Tschechische Republik der Tscheche/ die Tschechin Tschechisch Ungarn der Ungar/ die Ungarin Ungarisch Ukraine der Ukrainer/ die Ukrainerin Ukrainisch The Awful German Article You might also have noticed that certain countries use the article while most others dont. In general every country in neuter (e.g. das Deutschland) but that das is almost never used. An exception would be if you spoke of a country at a specific time: Das Deutschland der Achtziger Jahre. (the Germany of the eighties). Other than that you wouldnt use the das which is actually the same way youd use a countrys name in English.   Those who use a different article than das always (!) use their article. Luckily those are only a few. Here are some more known ones: DER:  der Irak, der Iran, der Libanon, der Sudan, der TschadDIE  :  die Schweiz, die Pfalz, die Tà ¼rkei, die Europà ¤ische Union, die Tschechei, die MongoleiDIE  Plural:  die Vereinigten Staaten  (the United States),  die USA, die Niederlande, die Philippinen This might get a bit irritating for you because as soon as you want to say that you come from one of these countries the article will change. An example: Die Tà ¼rkei ist ein schà ¶nes Land. BUT   Ich komme aus der Tà ¼rkei. This is due to the word aus in front of the article which requires the dative case. Edited on the 25th of June 2015 by: Michael Schmitz

Wednesday, May 6, 2020

Managing Individual Performance Free Essays

string(163) " way the members of the team interact with each other because a team works successfully only in case when the communication among members is on the highest level\." It’s crucial for the manager to make right decisions about the members of his team. The organization can be very successful only in the case of well-balanced personnel, and it’s the manager’s responsibility to employ the right people for the positions. Even when all the technical resources in the company are at the highest level, the skills of employees appear to be the most important key to the organization’s success. We will write a custom essay sample on Managing Individual Performance or any similar topic only for you Order Now It’s a well-known fact that â€Å"†¦everyone wants to feel that they are on a winning team, that the company is moving ahead, and that they are an integral part of the group.† (3) Therefore, it’s necessary for the manager to take employment of personnel very seriously. First of all, the manager needs to make sure he knows all the major objectives which the company sets in front of itself. Without the deep understanding of the organization’s goals, it’s impossible to employ people to achieve those goals. As soon as the goals are determined, it’s necessary for the manager to do his best to find people whose education, general background, and personality will fit the best into the positions available. There is no general criterion for choosing the members of the team because the decision of the manager depends on the goals which he sets for his team. The manager has to analyze the profiles of the potential employees very carefully in order to get a full idea about them. The major criterion is ensuring that every employee in the team will have a position which answers both his expectations and expectations of the company. The goals of the organization will be achieved only in the case when the manager makes right decisions about the choice of employees and the responsibilities which each of them can fulfill the best. However, the task gets more complicated because â€Å"building the winning team requires more than just hiring a bunch of talented people. It means hiring people who will work well together. It means developing a shared vision and commitment. It means physically bringing people together in formal group meetings for open discussion of broad-based issues. It means encouraging positive, informal interactions between group members. It means instilling a â€Å"winning† attitude throughout the organization. It means watching for and quickly trying to reverse team-building problems such as jealousy, cynicism, and defensive behavior.† (3) In the simulation I chose the following employees into the team: Tony Wu for the position of building case files; Lisa Stafford to moderate self-help groups, Nicola Minelli for performing follow-ups, and finally Daniel Nichols to supervise confrontation sessions. Out of all the employees whom I selected Daniel Nichols has the most experience, he also has an MBA which puts him one step ahead of everybody else who only have bachelor’s degrees. That is why he gets a very complicated task of supervising confrontation sessions. In order to keep Daniel Nichols motivated, he needs to have an important position, so I chose one for him with the most responsibility. Tony Wu is a good professional, and he cannot fulfill the functions on a very important position just yet because he has never worked as a manager. He is not very ambitious as the profile shows, so he is much better on the position when he has to exercise duties like building case files. Tony Wu has a very important feature of character- accuracy, and this feature is very useful in the position which I have offered to him. For Tony Wu, it’s better to work with documents and build case files because when he has to make important decisions, he might fail them due to his mild character. Lisa Stafford necessarily has to be on my team due to her success-orientation. She is not the type of employee who will sit in the shadow of somebody else during her whole life. She wants to fight for success, and she is very ambitious. Her future is pre-destined by her character, and she will be in the manager’s chair shortly. For the moment, she doesn’t have enough experience to be a manager or supervisor, so the best suitable position for her is moderating self-help groups. However, I as a manager realize that it’s very important to motivate Liza in every possible way because she expects to have the most important chores, and wants to show herself from the best possible side. Out of the last 3 potential employees I have chosen Nichola Minelli. She had almost equal chances with other 2 candidates but I preferred her to them for a couple of reasons. The position which remains vacant is performing follow-ups. I had 3 alternatives for the position: Nicola Minelli, John Connor, and Michelle Levy. The negative side of Michelle Levy is that she is a pessimist. This quality is absolutely inapplicable for the team which we are forming, considering the goals of our organization. John Connor is a very experienced worker but I prefer to include younger members in the team who have a high potential. They have a much better performance due to their expectations of future promotion. Nicola Minelli possesses a very important quality which makes her a perfect candidate for the position is that she has good analytical skills. In order to manage the created team effectively, I had to consider many factors. First of all, the ways to motivate every one in the team. Every employee has his own interests and needs, and in order to choose the right strategy of motivation, I needed to study their profiles carefully. Whenever I felt that one member of the team was growing uninterested towards the functions which he was fulfilling, I had to apply different forms of motivation for him. I also needed to check all the time what new responsibilities I can give to the members of the team if I saw they were ready for that. I as well had to consider the way the members of the team interact with each other because a team works successfully only in case when the communication among members is on the highest level. You read "Managing Individual Performance" in category "Essay examples" An individual’s personality plays a crucial role in the success of my team as I have discovered. Every person in the team is a part of it. The system can work efficiently only in the case when every part of it works efficiently. If I employ a person for some position whose personality doesn’t answer the responsibilities which he will have to bear, he will not be able to fulfill his duties at the required level. If one of the members stops performing at his required level, it immediately has a deep effect on the work of the whole system because every member is dependent on each other. Another influence on the member’s personality is communication with other members of the team. Individuals employed in one team need to be as compatible as possible by their characters in order to bring success to the organization. â€Å"The 126 item Myers-Briggs Type Indicator (MBTI), Form G, provides data on four sets of preferences. These preferences result in 16 learning styles, or types. A type is the combination of the four preferences.† (8) E (extroversion) versus I (introversion) tells about how people â€Å"change their batteries†. Extroverts find all of the support in the outside world, as well as see the outside world as the reason of their failures, if they occur. Such employees are better on important positions because they are very action-oriented. Introverts are more concerned about their inner world of ideas, so they are better at exercising tasks given to them by other people. N (intuition) versus S (sensing) tells about a person’s preference in relying on and making decisions. Some people prefer to rely on their intuition, others on sensing. For my team, I chose 2 members who have intuition preference (men) and 2 members who have sensing preference (women). This creates a good balance. T (thinking) versus F (feeling) tells whether a person trusts to his mind more, or to his feelings. People who prefer feeling make decisions according to what their heart says to them. Others are guided by their rational mind. I have also used the same proportion of team members with this preference because this proportion can help employees have right decisions. P (perception) versus J (judgement) describes the way people act in their lives. Perceptive people make spontaneous decisions, and can do things at once when they think of them. Judging people weight their actions first, and provide the analysis of the situation. Perceptive people are more preferable for positions in teams because they make decisions very quickly. Maslow’s hierarchy of needs can be described as the following: 1) Physiological: hunger, thirst, bodily comforts, etc.; 2) Safety/security: out of danger; 3) Belonginess and Love: affiliate with others, be accepted; and 4) Esteem: to achieve, be competent, gain approval and recognition. (7) The hierarchy of needs effects motivation in such a way that every employee has his needs. One employee only needs his 2 basic needs to be satisfied (psychological and safety). Others will not be satisfied unless they are accepted by others and gain recognition. In order to motivate every employee, you need to know about his needs. You as a manger need to focus on his need satisfaction as the key to motivating him. It’s important to select such team members whose needs are relatively high because they will perform at a very high level in order to achieve the goals which they set for themselves. In the team which I selected, Lisa Stafford and Daniel Nichols are the most competitive, and their needs are definitely on the highest level- of esteem. In order to motivate them, I have to give them the most challenging tasks which will let them show how smart they are and be recognized by everybody. Tony Wu and Nicola Minelli don’t have such high ambitions, and their needs stop at the level of belonginess and love. In order to motivate them, I don’t need to give them high responsibilities for them to be recognized by management. They need to have tasks which from their point of view will bring use to the society and the company. My team selections worked perfectly, exactly like I expected. At the end, I got 100% of performance which is the highest result. I chose all the members of the team in the most efficient way, and placed them on the right positions, and motivated their activity during years in such a way that they performed at their maximum of abilities. The factors which I selected for motivating my team include: reminding them about the importance of the mission for which they are working. Whenever employees felt pessimistic about their work (for example Tony Wu and Nicola Minelli), I made sure he realized how important his work was for the society. giving them an opportunity to show their skills. It was important for Daniel Nichols and Lisa Stafford to show their intellect through difficult assignments they had. giving high responsibilities to the team members who are very ambitious. I needed to motivate Daniel Nichols and Lisa Stafford to keep high interest in the work they were doing. giving recognition to the members who are performing the best. Every member of the team needed recognition for the important work he was doing. promising possibilities of promotion to members who work the hardest. Lisa Stafford and Daniel Nichols need to be promoted soon in order to keep the level of their performance equally high, so I needed to talk about future opportunities with them. Since I chose the best possible team during the first run of the simulation and got 100% performance at the end, all of my later runs of the program didn’t make the result better because my first choice was completely accurate. This lesson learned in the workplace is very useful because it helps us to develop our skills as future managers. When managing real teams at companies, we’ll be able to apply everything learned in practice and achieve equally high results which will lead to the success in the organization. Bibliography. Franken, R. (2001). Human motivation (5th ed.).. Pacific Grove, CA: Brooks/Cole. Managing People: Motivation Building the Winning Team // www.businesstown.com Maslow, A. (1943). A theory of human motivation. Psychological Review, 50, 370-396. Maslow, A. (1954). Motivation and personality. New York: Harper Nohria, N., Lawrence, P., Wilson, E. (2001). Driven: How human nature shapes our choices. San Francisco: Jossey-Bass. William G. Huitt. Maslow’s Hierarchy of Needs. February 2004. www.gsu.edu How to cite Managing Individual Performance, Essay examples

Sunday, May 3, 2020

Sor juana ines de la cruz Essay Example For Students

Sor juana ines de la cruz Essay Truly the Americas First Feminist?Failing to Set a PrecedentIn Estela Portillo Trambleys play Sor Juana the main character Sor Juana Ines de la Cruz was considered to be one of the earliest feminists. Sor Juanas eternal struggles to study and unshakable craving for knowledge and wisdom, from whatever source it may be, support this attribute. In my opinion however, there are also significant elements of the play that suggest that Sor Juana would not be considered a true feminist. Of these reasons, there are three major ones that I will analyze. The first reason is that Sor Juana gave up her struggle for the acquirement of knowledge from books and settled for reading from religiously accepted writing, essentially giving up what she had been originally fighting for and abandoning her previous ideals. Secondly, Sor Juana only fought for herself and what she wanted to pursue. She did not fight for other women or in other political, economic, or social spheres. Finally, the play fails to identify how Sor Juana set any kind of precedent or example by accomplishing anything that women before her had never accomplished. In the remainder of this essay I will analyze how Trambleys representation of Sor Juana is that of a woman concerned only with her own desires and also a woman that gave up her struggle for personal rights that she had once been so motivated to attain prior to setting any precedent for women as a group. One major reason that I do not consider Sor Juana to be the Americas First Feminist is that she gave up her struggle for what she originally wanted so badly. In the beginning, Sor Juana went through so much and worked so hard to learn and read and attain knowledge. She seemed so strong, looking past being laughed at and not taken seriously and continuing her quest to study. She began to give in and her original goals started to slip away. and the Church will let me learn. (151). This quote illustrates how Sor Juana joined the convent to be able to learn because she was not allowed to learn otherwise. Sor Juana settled for life in a convent. She was then forced to live a stricter lifestyle and was limited in her reading materials. It seems she complied with little struggle. Then she felt guilty for having used God in the first place to help her achieve her goal. This led to the abandonment of her original purpose altogether. Sor Juana says, My whole life was sinful (164), and They accuse me of loving knowledge more than God. (171). Both of these quotes show how Sor Juana used the Church to be able to learn rather than to continue fighting for admittance into a university. This whole progression of events is evidence that Sor Juana was never a true feminist. Although she was an assertive and determined young woman earlier in life, Sor Juana learned to accept the way the world was, abandoned what feminist ideals she had had, and devoted her later life to pleasing God and being a good nun. Sor Juana Ines de la Cruz, as portrayed in Trambleys play is only concerned with her own desires. She never shows interest in other womens rights and she never speaks to otherwomen about the idea of equal rights. She does not encourage her fellow females to fight to attend colleges and learn. It is like to Sor Juana, there is no such thing as another woman who desires the same things as she. To me this limits the extent to which Sor Juana could be called a feminist. She never, in any way, attempted to fight for the rights of anyone beside herself, and for no thing besides the freedom to study and become learned. It is much more applicable to refer to Sor Juana as one of the first in a sort of evolutionary linearity of what finally became feminism. .ue80488965890b412041b7fce64cb81f9 , .ue80488965890b412041b7fce64cb81f9 .postImageUrl , .ue80488965890b412041b7fce64cb81f9 .centered-text-area { min-height: 80px; position: relative; } .ue80488965890b412041b7fce64cb81f9 , .ue80488965890b412041b7fce64cb81f9:hover , .ue80488965890b412041b7fce64cb81f9:visited , .ue80488965890b412041b7fce64cb81f9:active { border:0!important; } .ue80488965890b412041b7fce64cb81f9 .clearfix:after { content: ""; display: table; clear: both; } .ue80488965890b412041b7fce64cb81f9 { display: block; transition: background-color 250ms; webkit-transition: background-color 250ms; width: 100%; opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #95A5A6; } .ue80488965890b412041b7fce64cb81f9:active , .ue80488965890b412041b7fce64cb81f9:hover { opacity: 1; transition: opacity 250ms; webkit-transition: opacity 250ms; background-color: #2C3E50; } .ue80488965890b412041b7fce64cb81f9 .centered-text-area { width: 100%; position: relative ; } .ue80488965890b412041b7fce64cb81f9 .ctaText { border-bottom: 0 solid #fff; color: #2980B9; font-size: 16px; font-weight: bold; margin: 0; padding: 0; text-decoration: underline; } .ue80488965890b412041b7fce64cb81f9 .postTitle { color: #FFFFFF; font-size: 16px; font-weight: 600; margin: 0; padding: 0; width: 100%; } .ue80488965890b412041b7fce64cb81f9 .ctaButton { background-color: #7F8C8D!important; color: #2980B9; border: none; border-radius: 3px; box-shadow: none; font-size: 14px; font-weight: bold; line-height: 26px; moz-border-radius: 3px; text-align: center; text-decoration: none; text-shadow: none; width: 80px; min-height: 80px; background: url(https://artscolumbia.org/wp-content/plugins/intelly-related-posts/assets/images/simple-arrow.png)no-repeat; position: absolute; right: 0; top: 0; } .ue80488965890b412041b7fce64cb81f9:hover .ctaButton { background-color: #34495E!important; } .ue80488965890b412041b7fce64cb81f9 .centered-text { display: table; height: 80px; padding-left : 18px; top: 0; } .ue80488965890b412041b7fce64cb81f9 .ue80488965890b412041b7fce64cb81f9-content { display: table-cell; margin: 0; padding: 0; padding-right: 108px; position: relative; vertical-align: middle; width: 100%; } .ue80488965890b412041b7fce64cb81f9:after { content: ""; display: block; clear: both; } READ: Strain Transformation Essay At the low end of the evolutionary spectrum are characters like Sor Juana. She was forthright and assertive about what she desired, but she lacked the ability or means to organize or extend her struggle to any topic

Thursday, March 26, 2020

How to Make Tamales free essay sample

The larger the better. Although tamales are certainly worth the trouble, fact is they can be a decent amount of work. You wouldn’t want to do all of this for just a couple dozen tamales. You need a pot deep enough to hold the tamales and something that holds enough water that you won’t have to be refilling every 10 minutes. The glass lid is nice because you can satisfy your curiosities without letting the steam out. Measuring devices: As many or as few as you like. Everything from large measuring cups to small measuring spoons will come in handy. Silicon spatula: This device is key. A lot of the trick to making good looking tamales is the ability to get very sticky masa dough onto a damp corn husk in a smooth and controlled manner. We feel that the silicon spatula is the best way to go. Also, comes in handy when you’re getting down to the bottom of the masa bowl. We will write a custom essay sample on How to Make Tamales or any similar topic specifically for you Do Not WasteYour Time HIRE WRITER Only 13.90 / page Tongs, forceps, or chopsticks: You’re going to need something to handle very hot little tamales. Big pots produce big steam. The longer the handles the better. Gravy separator: One of the keys to this delicious recipe is using the stock from the meat to moisten the masa mix. Of course, you don’t want all of the chicken and pork fat going into the mix so you’re going to need a way of getting it out. You can use a ladle, or chill the stock and wait for the fat to solidify, but a good gravy separator comes in handy. Great ingredients = Great tamales Tamales are fun to make, but they are a bit labor intensive. If youre going to spend the time, you want to make the best tamales you can. This is where top-notch ingredients make the difference. 7-8 lb Pork Shoulder Roast buy a good quality roast and trim as much of the exterior fat off as you can.   Whole Chicken dont forget to remove the giblets from the cavity. 2lbs. Corn Masa this usually comes in a 4lb bag, so youll have enough for two batches. 1 to 2 packages Corn Husks the amount depends on how large you like your tamales. We like ours small, so we get a couple of packages. Be sure your husks dont have any black mold on them, and dont use any substitute for real corn husks. 2 1/2 C. Co rn Oil oils dont last forever. If you dont remember when you bought it, its probably time to get a new bottle. 3/8 C. Garlic Powder heres another place you might want to buy a new bottle rather than using that one thats been at the back of your spice cabinet for years. 5/8 C. Chili Powder chili powder is actually a mixture of many ingredients, not just ground chiles. This is an ingredient where buying the best will result in a better tamale. 1 Tbsp. Whole Cumin Seed if you have a means of grinding the cumin, buy an extra amount of whole seeds. 3 Tbsp. Ground Cumin fresh ground spices are always the best, but a little jar of ground will do the trick. 3 Tbsp. Paprika hot, sweet, or smoky eres a place where you can add your own interpretation. 5  Tbsp. Salt we always use a good kosher salt. 1 Tbsp. Ground Pepper again, fresh ground is always the best Perfect Preparation: There are two important steps to make sure you start early. Thats the cooking of the meat, and the soaking of the corn husks. These steps take time and if you dont allow for them, theyll throw off your whole day. Lets start wi th cooking the meat. The best way to do this is the night before tamale day. You’ll need two large pots. Cut the pork roast into 5 or 6 large chunks. Place the chicken in one pot and the roast in the other and cover both with water. This is also a fun place to throw in some garlic cloves, onion slices, or anything else you think might serve the meat well. Bring to a boil. The chicken will be done in about 2 hours, the roast will need at least 2 ? hours. While the meats are cooking (if you’re doing this all in one day), start soaking the Corn Husks. You need to soak them submerged in warm water for at least 2 hours to make them soft and pliable. When the meats are done, let them cool in their liquid. If you have enough refrigerator space, you can place them and their pots in the fridge overnight. This will not only cool the meat, but also solidify the fat on top, making it easier to remove. Remove both meats from their stock, but save the stock! This is a key ingredient later on. Now take the skin from the chicken and debone it shredding the meat with your fingers. Shred the pork in a similar fashion while discarding as much fat out of the meat as possible. Combine both of the meats. In a small pot on the stove, warm 1/2 C of Corn Oil 6 Tbsp Chili Powder 3 Tbsp. Ground Cumin 3 Tbsp. Garlic Powder 2 Tbsp. Salt 1 Tbsp. Ground Black Pepper. You’re not trying to cook the spices, just warm them enough to bring out their flavors. Add the spice/oil mixture to your meats. Kneed with your hands until the meat and spices are fully incorporated together. This will take many minutes and your hand should feel like it’s about to fall off. When the chicken and pork stocks are cool enough to work with, skim the fat off of the top of the stock with a ladle, or use a gravy separator. Discard the fat. Combine the stocks. Next we make the dough†¦. If your stock is chilled in the refrigerator, now is a good time to take it out and warm it on the stove. Combine 2lbs Corn Masa (1/2 the bag) 3 Tbsp. Paprika 3 Tbsp. Salt 1 Tbsp. Whole Cumin Seeds 3 Tbsp. Chili Powder 3 Tbsp. Garlic Powder. Mix well. Now add 2 Cups Corn Oil. This is where we find our Kitchen Aid  mixer and dough-hook attachment handy. These ingredients are a little much for the smaller Kitchen Aids, but should work well in the larger models. Add up to 8 cups of stock to your Masa mixture, kneading or mixing thoroughly after each addition of liquid. Stop adding stock when your mixture is the consistency of thick peanut butter. Don’t let it get too thin. Steamy Sauna Time: Now it is time to assemble the tamales and get them in the steam. Drain some of our corn husks and unroll them. Hold one in your hand and, using your silicon spatual or similar tool, smear about ? cup of masa dough onto the husk. You want to cover the 2/3 of the husk toward the wider end of the husk. Leave some of the husk at the top without dough on it. (see photo) Now take some of the meat in your hand and squeeze. Place meat in middle of the masa dough in your husk. Roll from the bottom end up so that the masa dough encircles the meat and the roll finished with the un-doughed end of the husk. Now take the narrow end of the husk, without the masa, and fold it up against the tamale. Set it on the counter with the tamale sitting on its tail, so that it doesn’t unroll. Repeat with the rest of the tamales. Get your large steaming vessel on the stove with water and heat. You want the steaming water to come close to the bottom of the steaming basket, but not so close that you’re boiling the tamales. Fill the steaming basket with your tamales on end. If you have to steam several batches and you get to one that doesn’t completely fill the basket, you can use an upside down glass jar to fill up some of the space. Lower into the steam. The tamales need to steam for at least 2 hours. Check the water level ever so often to make sure that it doesn’t run dry. You want to avoid this at all costs. Add water as necessary. After 2 hours, you can take a tamale out and test it. The masa dough should be completely cooked. If it is still gooey and raw, continue to steam for another 30 minutes and check again. Leftover tamales can be carefully wrapped and frozen for later snacks. Just take a few of the frozen tamales, wrap in a damp paper towel and place in the microwave.

Friday, March 6, 2020

The 5 Conservative Women Most Likely to Become President

The 5 Conservative Women Most Likely to Become President Four women are early frontrunners to be part of a 2016 presidential ticket. As voters and the media continue to obsess over the next first in national electoral politics, these four Republican women make a strong case to be part of such a ticket. The Democrats will likely throw down with failed First Lady-turned-Failed-Senator-turned-failed-Secretary-of-State Hillary Clinton. But Republicans have a diverse group of candidates with compelling stories and strong records of success. Condoleezza Rice Many had hoped that the former Secretary of State and National Security adviser would have been Mitt Romneys pick in 2012. Though she was passed over for Paul Ryan, Condi Rice remains popular with Republican voters and the general public at-large. She was easily the most well-regarded figure in the George W. Bush administration. Rice would have seemed an unlikely selection prior to 2012 as many within the Republican Party stepped back and re-evaluated their foreign policy thinking. But after watching the isolationist, weak, indecisive and rogue foreign policy decisions of the Obama administration, a candidate Rice is starting to look quite appealing. With Russia, Iran, China, Iraq, Afghanistan, Syria, and ISIS being a much bigger issue now than they were in 2008 and 2012, Rices experience and knowledge could not be matched by many others. And as almost none of the frontrunners for the Republican nomination have any in-depth foreign policy experience, she could provide that in a year where it will matter. And if Hillary were to be the Democratic nominee in 2016, who better to explain the world as it was left to Hillary, and the world Hillary let it become? Seeing Rice picked as Jeb Bushs running-mate is no stretch given her ties to the family. But she could also be a compelling pick for Rand Paul, someone who clearly has a different foreign policy perspective but who is a candidate who needs to satisfy the concerns of foreign policy conservatives. It would be an interesting and compelling ticket. It could be an unexpectedly brilliant ticket as well. [Potential: Vice-Presidential Nominee] Nikki Haley The Governor of South Carolina should cruise to second term in 2014.   By 2016, she will have 6 years of executive experience on her resume that includes a solid record of job creation and a drastic reduction in the unemployment rate. She has worked tirelessly to improve the business climate of the state and attract major businesses to relocate. Should she run for President, she would also have the clear upper-hand in the South Carolina primary, one of the 4 premier battlegrounds with a designation as the first-in-the-south contest. She is the daughter or Indian immigrants and her husband did a full-year tour in Afghanistan in 2013. She also appointed the popular Tim Scott to the US Senate seat vacated by Jim DeMint. [Potential: Presidential or Vice-Presidential Nominee] Susana Martinez The Governor of New Mexico makes sense as a Presidential of Vice-Presidential pick for many reasons. She is a female Latina Governor in a world obsessed with checking off boxes of firsts, and she would be a two-for-one deal. But beyond the identity politics, Martinez has proven a practical and tough figure. Her electoral accomplishments have come in New Mexico, a bluish-purple state that voted for President Obama in 2008 and 2012 by double-digit margins, proving she has broad appeal. As the GOP struggles to convince minority and women voters to give the Republican Party a chance, Martinez is a pretty effective voice in that regard: Martinez was a Democrat who shifted to the Republican Party after being personally convinced that her states values were conservative ones. Its an argument that Republicans will need if they want to broaden their support base. [Potential: Presidential or Vice-Presidential Nominee] Carly Fiorina Fiorina has never held political office, but the first female CEO of a Fortune 50 company proved to be a very smart and disciplined politician in her 2016 run for President. Conservatives took to Fiorinas aggressive style, but she never had a base to draw from with a dozen other established candidates in the field. However, look for her to be a top option for US Senator Ted Cruz if he somehow upends Trump for the GOP nomination in 2016. Kelly Ayotte The US Senator from New Hampshire will be up for re-election in 2016. This presents a problem for her and many other Republicans from the 2010 Senate class such as Rand Paul, Marco Rubio, Rob Portman, and Ron Johnson: to run for re-election in a tough state; quit and run for President; or do both. So far, only Rand Paul has indicated that he wants to both run for President and re-election to the US Senate. Unlike the other candidates, his Senate seat will likely not be competitive so it is less of an issue. For Ayotte, doing both is not practical and she would be a long-shot as a Presidential contender in such a crowded field. But as a VP prospect she brings a lot to the table. She is a fairly popular US Senator and the only female contender with Northeastern credentials, an geographic region of struggle for Republicans. However, she lacks the foreign policy experience of Dr. Rice and the executive experience of Haley and Martinez, so her selection could appear more optics than exper ience. [Potential: Presidential or Vice-Presidential Nominee]

Wednesday, February 19, 2020

Why Globalization Is Bad for the Economy Research Paper

Why Globalization Is Bad for the Economy - Research Paper Example Macro economics consists of concepts that can be applied to the entire world. Globalization is a procedure of interaction and integration among the people, companies, and governments of different nations, a process driven by international trade and investment and aided by information technology. This process has effects on the environment, on culture, on political systems, on economic development and prosperity, and on human physical well-being in societies around the world. For thousands of years, people and corporations have been buying from and selling to each other in lands at great distances hence globalization is not the new concept, but there have been vast changes in form of technology, advancement and policies over decades. Globalization can be explained as Covering a wide range of distinct political, economic, and cultural trends and discouraging barriers. Globalization became commonplace in the last two decades, and In today’s world barriers and distance don’ t matter anymore especially because of the advancement in technology, media and internal and most of all the mode of travelling. By the help of all the advancement and progress in the technology now anyone can travel a thousand miles in matter of hours and days. However Globalization is a very controversial topic, many economist don’t support the idea of globalization as it has many diverse affects on the economy. As many economist believe that Advances in communication and transportation technology, combined with free-market ideology, have given goods, services, and capital unprecedented mobility. And this can affect the local market of the country. Because of globalization â€Å"international trade† takes place. International trade is the exchange of goods and services among different countries, no country is self sufficient and can’t produce all that it needs to survive, and hence the countries need to Export and import to meet their needs. With the help of m odern techniques, up to date procedures, contemporary practices, globalization and highly advanced transportation system, the International trade system is spreading really fast. in today’s world International trade is important for meeting the needs of the country, not every country can produce all that it wants so in order to meet their needs and demands the trade takes place. International trade can benefit the economy of the country by expanding the local market and increasing the variety of the goods and services available. International trade is the basic source of bringing â€Å"FOREX† in the country. Trade often increases competition and it helps in reducing monopolistic pricing and the cons that generate from that. It encourages local investors and manufactures to perform better and keep stable pricing in the market. International trade is one of the major sources of revenue for the country. By doing more exports and fewer imports the country can actually achi eve economic stability. international trade can help reduce local dependence on the existing companies and international trade can even help stabilize seasonal market fluctuations. No matter the level of the development of the country there will always be some specific products that other countries must be producing at a cheaper rate, in order to make maximum use of minimum resources the country import those certain goods, The are produced at lower marginal costs, this help countries save and stay in their budget, this concept is known as the â€Å"Comparative Advantage†. International trade is one of the best examples of Globalization. In spite of all these benefits international tra

Tuesday, February 4, 2020

Community nutrition program site Essay Example | Topics and Well Written Essays - 750 words - 1

Community nutrition program site - Essay Example It began over two decades ago when the local government expressed concern about the influx of refugees who by then fled their countries because of wars or political instability. The refugees came mainly from war-torn countries in Africa and other eastern European countries. The health problems of these refugees prompted the local council to set up this community center to redress these needs as well as nutrition needs. And more recently, the influx of refugees has been from Iraq. The website is a simple variation of the name of the council and the name of the province (www.ltvasmanland.se). According to the center’s website, its mission is primary healthcare provision. This mission is supported through dedication to play an active and pivoting role in the development, delivery, accessibility and promotion of primary health care in the community they serve. The center equally provides a work environment that is conducive to staff development, teamwork and flexibility to optimiz e cost effective performance with quality health services to ensure continued financial stability. The centers health services are designed such that people are served in the context of their community, family and culture; and do not allow for language or economic barriers to dictate on who benefits from the community center. As a channel for community well-being, the center is a collaborative participant in the quest for the continuous improvement, with and underlying mission to provide and accessible and affordable community-health care that is reflective and responsive to its community. The purpose of the website created is to enhance its awareness as well as make it more accessible to the community it serves. It also serves to give accessibility to other organizations who could want to know more about the center and make donations. The population served by this center is the disadvantaged in the local community, as well as asylum seekers who have left their country as a result of war

Monday, January 27, 2020

Factors of Affecting Online Game Satisfaction

Factors of Affecting Online Game Satisfaction CHAPTER ONE INTRODUCTION 1.1 Introduction Online gaming is one of the most popular entertainments among the citizen in this world no matter what ages they are. Due to the advancement in the technologies, it has brought lots of growth in this industry since early of 2000s. This growth has been developed online game market into the core of the world cultural industry (Sang, Yung, Jae, and Kyoung, 2004). Hsu and Lu (2003) stated that online game service has been a highly profitable e-commerce application in recent years and its market value has increasing markedly as well as number of player growth at the same time. Now a day, most of the household will owned at least one personal computer (PC) or a laptop and some even more than that due to the cheaper cost to have a computer. Consequently, the demand for computer has been grown rapidly throughout this recent year. The accessibility of internet also is easier with each passing year and the cheaper price to have broadband internet connectivity (Bizymoms.com). Generally, online game service can be categorized as business-to-consumer or B2C in e-commerce and it is also one the videogame and interactive entertainment industry. A strategic market research and consulting firm which focuses on the interactive entertainment and the emerging video game, online game, interactive entertainment and portable game markets namely, DFC Intelligence has made its forecast for worldwide videogame and interactive entertainment industry each year since year 1995. According to DFC Intelligence forecast on year 2008, the worldwide videogame and interactive entertainment industry revenue to reach USD 57 billion in 2009 with no signs of slowing due to the slumping economies and expensive hardware (Androvich, 2008). The rapid growth in videogame and interactive entertainment industry has been attracted lots of entrepreneur who would like to enter this profitable industry. Based on the report of DFC, PC was the top platform for games in 2007, with online game revenue alone eclipsing USD 7 billion on year 2006 and not including retail sales. The DFC also stated the total PC game revenue is expected to reach USD 19 billion by year 2013 (Androvich, 2008). In Malaysia, there were 15 million subscriber of internet and it was 62.8% out of the total population in 2008 (Internet World Stats, 2008). It was more than half of the citizens of Malaysia have used the internet and this has brought a great opportunity to the entrepreneur who would like to join this industry to be one of the online game service providers to share the profit since the number of internet users was increasing each year. It did not showed that the number of the online game subscribers but there is a business opportunity for the entrepreneur to start-up their business through online. Table 1.1: Internet Usage and Population Growth of Malaysia Year No. of Users Total Population % 2000 3, 700, 000 24, 645, 600 15.0% 2005 10, 040, 000 26, 500, 699 37.9% 2006 11, 016, 000 28, 294, 120 38.9% 2007 13, 528, 200 28, 294, 120 47.8% 2008 15, 868, 000 25, 274, 133 62.8% (Source: http://www.internetworldstats.com/asia/my.htm [2009, November 1]) A study showed that customer satisfaction is the immediate factor affecting the consumer retains loyalty (Cronin, Brady, and Hult, 2000). Most of the studies showed that higher levels of customer satisfaction will lead to customer loyalty. â€Å"A minor change in satisfaction could lead to a substantial change in loyalty increment† (Bowen and Chen, 2001). However, most of these studies were in offline environment. Wind and Rangasamy (2001) found that online environments offer more opportunities for interactive and personalized marketing. Eventually, these opportunities may influences customer satisfaction and customer loyalty in the online environment if compared to the traditional market or offline environment (Shankar, Smith, and Rangaswamy, 2003). The main purpose of this study is to identify the factors affects the customer satisfaction towards online game services and which could lead to customer loyalty. It is including the service quality, transaction cost, experience value, and technology acceptance factor. These four antecedents of online game service satisfaction and loyalty will test associations based on the model that has been constructs. 1.2 Background of the Research In this century, computer might be a need for a person if compared to the olden days where there was a limited growth in technologies. Now, computer seems like a tool which can do everything for you such as searching information, payment, shopping, and so on. This powerful electrical appliance has gain a well response from the citizen of the world. It has many functions can perform through computer and one of the most popular functions of computer is gaming. In the earlier 2000s, most of the games were played offline since the limited internet connectivity and expensive prices to have an internet connectivity. However, this situation has changed due to the technologies advancements and the industry has achieved economic of scale. To more understand what online games is, it is a must to brief its history. The very first online gaming activities were introduced in the late of 1960s and early of 1970s. Later, they started gain more popularity within 1970s to 1980s when dial-up Bulletin Boards became popular and the users started playing online game over them. Clyde and Thomas (2008) stated that the development of arcade game in the 1970s, and video and computer games in the 1980s; digital games have become an influential part of popular culture. The bulletin boards provided a multi-user platform which allowed few users to play at the same time. Now, it has been transformed to MMORPG (Massively Multi-Player Online Role-Playing Games) which is popular all around the world presently (Bizymoms.com). At one time, games were used for educational purpose rather than entertainment (Clyde and Thomas, 2008). However, due to the changed in the perception of game role and the culture, it becomes an entertainment but there is still has some of the game designers and educators used it as educational purposed such as learning typing skills and so on. In the year of 1990s, due to the growth of internet technologies of Flash and Java, it has led to the increasing usage of the internet and the millions of new websites mushrooming across the World Wide Web. When enter to the millennium year, technological giants such as Sony, Microsoft and Ninetendo came out with advanced gaming consoles has changed the features of online gaming completely (Bizymoms.com). The people all around can play a same game with each other virtually at the same time. Currently, online gaming industry is growing each year and it has a great expansion in future. The online game service is one of the most competitive industries among the entire industries. The new and the existing online game service provider are delivering their best services to gain more market share to sustain its organization. To penetrate the market, the firm must meet the customer expectation which may lead to customer satisfaction. Eventually, it may bring customer loyalty. 1.3 Research Problem Customer is the one who contribute the profit to the firm because they are the one who are using the product or services. However, consumers are becoming wisely now a day when they would like to use certain product or services. They will tend to purchase the product only if the product can meet their expectation which might lead to satisfaction. To meet the customer expectation, it is a biggest challenge for the firm. Other than that, the growth of the online game has brought some a major problem to the service provider which is how to retain the existing online game users and will not shifting to other service provider or loyalty to the current provider (Yang, Wu, Wang, 2009). In order to survive in this competitive industry, many practitioners and academicians in this field have focused on how to improve online services to attract potential buyers as well as the current customers (Jun, Yang, and Kim, 2004). There are some of the factors to achieve customer satisfaction. However, the key factors especially in online game services which are able to make the customer satisfied with the products and services still under study or unknown (Dick, Wellnitz, and Wolf, 2005). If the key factors have been determined, the provider might be able to gain the competitive advantages which trying to meet the customer expectation. This research is emphasizing the customer satisfaction and loyalty in online game service. Specifically, it is trying to identify the key factors affects online satisfaction and online loyalty in order to guide the online game service provider to improve their service quality to garb more potential customers and retain the existing one. 1.4 Research Objectives The objectives were formed based on the research problem and there are formulated to achieve the main goal of this study which is to examine the factors of affecting the online game satisfaction and loyalty. To determine service quality has a positive impact towards online game satisfaction. To determine transaction costs has a positive impact towards online game satisfaction. To determine technology acceptance factor has a positive impact towards online game satisfaction. To determine experience value has a positive impact towards online game satisfaction. To determine online game satisfaction would have a positive impact on online game loyalty. To determine service quality, transaction cost, technology acceptance factors, and experience value will affect online game satisfaction and eventually online game loyalty. 1.5 Justification of the Study This study is significant for several reasons. First, it can identify the gaps between customer expectation and perception about online game service provider in order to guide them to provide better services. â€Å"It is commonly known that there is a positive relationship between customer loyalty and profitability† (Bowen and Chen, 2001). It is correct once the customer is loyal to the company because they will visit the firm after a purchase and some even recommend to their friends. In the online environment, the online satisfaction also grabs much attention from all of the researchers because to meet a customer expectation is the toughest challenges to the company. Also, it brings the profitability and the survival of the company. Online game service provider should concern about the medium which may influenced the online game satisfaction and online game loyalty. The importance of the study is to keep the online game service improvement in order to achieve the customer satisfaction from time to time. In online environment, the customer can easily compared the alternative than offline customer especially products and service (Shankar et al., 2003). As in online environment, the user is free to search the information to the product that they demand. As well as online game, there is large amount of online game service provider. Therefore, the user can easily compared the features of the game and service quality that provided by the firm. Once the factor has a positive impact on online satisfaction has been determined, the service provider is able to strengthen their weaknesses in order to sustain its market share. Besides, the study is providing guidelines for the service provider to develop their future or long-term plan. The importance of the online game satisfaction will give a direction to the service provider to plan for their future such as strategic plan. It also helps the company to gain competitive advantages in this industry. Commonly, most of the studies regarding to customer satisfaction and loyalty were did for offline environment and only limited for online environment. However, consumers still have some same characteristics in making decision when they would like to purchase a product. As the study has identified the factors affect the customer satisfaction and loyalty, the firms are able to fulfill the users need and wants. This action is trying to meet the customer satisfaction and eventually customer loyalty. Once the customer become loyal, the company may survive in this competitive market. On the other hand, it is also will benefit the user to gain a better service from the online game service provider once they have responded to what they are percept towards the online game service provider that they currently subscribed. Also, the service provider is able to understand what kind of service quality that the users perceived and expected. It will leads to a win-win situation if both of the parties could perform what they are request and give. 1.6 Definition of Important Terms There are some important terms in this study: Online satisfaction, online loyalty, service quality, technology acceptance factors, transaction cost, and experiences value. Online Game Satisfaction Online game satisfaction is customer satisfaction towards online game service. Oliver (1980) defines customer satisfaction as customers evaluation of a product or service with regard to their needs and expectations. It is just in virtual environment perspectives. Online Game Loyalty Online game loyalty is customer loyalty towards online game service. It can be defined as â€Å"a deeply held commitment to rebuy or repatronize a preferred product or service consistently in the future, thereby causing repetitive same-brand or same brand-set purchasing, despite situational influences and marketing efforts having the potential to cause switching behaviuor† (Oliver, 1997). Service Quality Parasuraman, et al., (1988) defined service quality as â€Å"a global judgement, or attitude, relating to the superiority of the service†, â€Å"and explicated it as involving evaluations of the outcomes (i.e., what customer actually receives from services) and process of service act (i.e., the manner in which service is delivered)† (Jain, and Gupta, 2004) Technology Acceptance Factors It is also known as technology acceptance model (TAM). Davis (1989) proposed TAM to explain and predict user acceptance of information systems (IS) or information technology (IT). In short, it is explaining â€Å"intention to use a technology† (Schepers and Wetzels, 2007). Transaction Cost It is a theory â€Å"seeks to explain why firms exist and how firm boundaries were determined† (Watjatrakul, 2005). Experience Value It refers to â€Å"shopping efficiency and making good product performance and functionality† (Wu and Liang, 2009). Wu and Liang (2009) added â€Å"its perceptions are based on interaction involving either direct usage or distant appreciation of goods or services†. MMORPG (Massively Multi-Player Online Role-Playing Games) It is known as a virtual environment where it allows multiple geographically distributed users interact with each other at the same time (Papargyris and Poulymenakou, 2005). Besides, it is â€Å"offering an alternative channel for players to communicate, share experiences, socialize, and eventually from virtual communities† (Chee, Zaphiris, and Mahmood, 2007) Online Game Service It is a service provider who provides a server for the online game user to get into the network to interact with each other by playing games. 1.7 Organization of the Report This study will be constructed into five different chapters and there are: Chapter 1 is presenting the introduction and a brief overview of the study. The problems of the study, objectives of the study, significance of the study, and the chapter outline of the research are stated in this chapter. Chapter 2 provides an extensive review of international journals, reports, and articles from online and offline resources. Besides, all the reviews in this chapter are related to the problem of the research that will guide to construct the conceptual foundation and hypothesis of the study. Chapter 3 is describing the methods used in conducting this study in detail. Besides, it also presents the development of the research framework which proposed the relationship between dependent variables and independent variables. Next, the methodology applied is provided, sampling procedures, hypothesis development, data analysis and measurement. Chapter 4 presents the findings and data analysis of the research. It analyses and discussed the data collected in the research using the research instrument which has been developed in chapter 3. The hypothesis will be tested and it is also presents the results of statistical analysis used in this study (t-test, ANOVA, and etc.). Chapter 5 is presenting the conclusion and recommendation. There is also discussion of the studys implications, recommendations, limitations and suggestion for the future research. CHAPTER 2 LITERATURE REVIEW 2.1 Introduction Chapter 1 has discussed and highlighted the important issues which related online game service satisfaction and loyalty. All of these issues that mentioned in the chapter 1 are playing an important role for online game service industry in order to understand the expectation of the user and eventually grab more market share. As a result, to more understanding these issues, an examination of literature on related study were carried out. Generally, literature review provides the theoretical basis for the development of the research framework of this study, which will be discuss in the next chapter Chapter 3. This chapter consists of the following subject areas: (1) Definition of key terms; (2) online game satisfaction; (3) online game loyalty; (4) the factors might affect online satisfaction and loyalty; and (5) summary of literature review. 2.2 Definition of Key Terms 2.2.1 Online Game Service As technologies have became more advance, people have more rely on the technologies and they even expect technology will do all the things for us. Now, most of the people are prefer online rather than offline when they would like to purchase or acknowledge a transaction. In the olden day around 1980 where the technology has a limited growth, people can only play games in offline environment such as TV and handheld game console (Nintendo). In the late 1980s computer game was invented and started popular. Currently, computer games have been transformed into MMORPG (Massively Multi-Player Online Role-Playing Games) which is popular all around the world (Bizymoms.com). Besides, the multi-player online role-playing games also known as Net games (Lo, Wang, and Fang, 2005). Generally, net game can be divided into three which is web games, network games, and online games. The below is the definition of this three types of net games. Table 2.1 Types of Net Games Types Definition Players Web games Games which use a website as an interface. Players must register to play. Network games Games which allow multiple players to use their own PCs to interact via Local Area Networks (LANs) or the internet. Also, many of these closely resemble PC games. Players must purchase and install game software. However, it does not require any fees beyond those for internet connections. Online games Games where require players to connect to the service provider and log in to a server. Player must subscribe to the service provider and select a role to interact with other virtual roles. Source: Lo, 2008 Online game is requiring player to log in to a server in order to play the games. It is means that the players must have internet connection to connect with the service provider. After the player subscribe to the games, the user has to select a role to interact with the rest of the subscribers. The special characteristic of online game is the user can continue to play their role after they have log out for few days. The player can keep continue playing where they have stopped when they have log out last time with the experiences and assets are remain. Online game user must install a client program for internet connection and online game providers to attend the online game (Lo, 2008). This program is inexpensive and sometimes even free. However, there are some need additional fees are paid to the Internet Service Provider (ISP) (Lo, 2008). Commonly, the charges of online game is based on the time where the player spent to playing games and usually it is prepaid which pay before they play the games. Due to the technology advancement and the cheaper price for paying the internet connectivity, consumers are more easily to connect to the internet and playing online game. This golden business opportunity has been attracted lots of firms entered to this industry. Online game service is the company which provides a server for the players in order to play game with others. The company main activities is improve the performance of the online game also maintenance of the server to avoid any shut-down or system down of the server. There are some features have attracted lots of people subscribe to online game and the number of players is keep increasing each day. The online games allow the player to build the role based on their preference, beliefs, goal, or other factors and most of the time the players play it in a team (Klang, 2004). The features in the online games has play an important role in order to gain more subscriber and also some other factors. 2.3 Online Game Loyalty In general, loyalty can be defined as faithful. However, in terms of customer loyalty, it is hard to define (Bowen ad Chen, 2001). Dennis (2003) stated that loyalty is the feeling where a customer has about a brand. This could be explained as the customer has a positive perception about the brand and this brand will always come in the first of the mind of this particular consumer if compared to the other firms which have offer the same service or product. Edvarson, Johnson, Gustafsson and Strandvik (2000) define loyalty as a customers intention to repurchase from the same firm again. On the other hand, loyalty can be measured in three distinctive approaches and there are behavioural measurements, attitudinal measurements, and composite measurements (Bowen and Chen, 2001). Behavioural measurements can be defined as consistent, repetitious purchase behaviuor as an indicator of loyalty. For example, if the customer is often and repeat visit the same firm and purchase the product from the firm can be said as loyalty under the behavioural measurement. Next, attitudinal measurements can be defined as used attitudinal data to reflect the emotional and psychological attachment inherent in loyalty. Lets put it in a situation where a consumer holds a favourable attitude toward an online game service provider, but it is not necessary that consumer will subscribe o this service provider. It might be expensive to the consumer but the consumer will recommend it to others since he holds a favourable attitude towards the service provider (Toh, Hu, and Withiam, 1993). Composite approach is the combination of the first two dimensions and measure loyalty by customers products preferences, propensity of brand-switching, frequency of purchase, recency of purchase and total amount of purchase (Pritchard and Howard, 1997). This approach is valuable tool to understand customer loyalty in several fields such as retailing, upscale hotels and airlines (Pritchard and Howard, 1997). Many of the researchers and also in common think that loyalty is generating positive and measurable financial results (Dennis, 2003). In short, there is a positive relationship between loyalty and profit (Bowen and Chen, 2001). When a company is able to retain 5 percent more of its customers, consequently, profits will increase 25 percent to 125 percent (Reichheld and Sasser, 1990). The impact of loyalty has played an important role for the profit of the company. Based on the reasons mentioned above, online game loyalty (customer loyalty) is the independent variable for this study. On the past studies showed that online customer loyalty is result from customer satisfaction with the e-commerce channel. Also, the online satisfaction has the positive impact on online loyalty is the proved in the context of electronic commerce (Anderson and Srinivasan, 2003; Rodgers, Negash, and Suk, 2005. As proposed by Yang et al. (2009), online loyalty is the final result of their study. For this study, online loyalty is defined as a customers favaourable attitude and commitment towards online game service provider that results in sustaining in the same service provider which based on the study of Yang et al. (2009). Hence, this study is proposing online loyalty as the dependent variable. 2.4 Online Game Satisfaction Satisfaction is the â€Å"overall customer attitude towards a service provider† (Levesque and McDougall, 1996). Oliver (1980) defined customer satisfaction as customers evaluations of a product or service based on their needs and expectations. In the other way, it is an emotional customer anticipates and what they receive (Zineldin, 2000). Customer satisfaction could be the big challenges for all the firms and to satisfy the customer expectation is not an easy job because customers are human being who has a complex mind. As a human being, we have different characteristics and different expectation. Some people might expect a basic service from the service provider but some might expect a high service from the service provider. When people would like to defined something which involve human attitude, it is hard to find a common or universal definition. Gerpott, Rams, and Schindler (2001) proposed satisfaction is based on the customers estimated experience of the extent when the service provider is able to fulfill customers expectations. There are some benefits of customer satisfaction and the major benefits of customer satisfaction is stay loyal longer (Zineldin, 2000; Hansemark and Albinsson, 2004). Besides, Hansemark and Albinsson (2004) stated that satisfied customer are relatively less price sensitive, tend to purchase additional products, and they are relatively hard influenced by the competitors. They proposed many company view customer satisfaction as the crucial to a companys survival and must be satisfied those customer all the time as the company has been promised them. In general, much research no matter in offline environment or online environment, customer satisfaction is not really a new concept and lots of research efforts have been made to understand its antecedents and consequences (Bai, Law, and Wen, 2008). To assess a firms productivity and its marketing performance, the measures of perceived quality, satisfaction and loyalty was being used (Cortina, Elorz, and Villanueva, 2004). Besides, the great number of study of customer satisfaction is because its potential influence on consumer behavioral intention and customer retention (Cronin, Brady, Hult, 2000; Yang et al., 2009). A study of online retailing stated that satisfied customer tend to have higher usage of service and have stronger repurchase intention (Kim, Jin, and Swiney, 2008). Also, this particular customer will often recommend the product or service to their friends than those who are not satisfied (Zeithaml, Berry, and Parasuraman, 1996; Kim et al., 2008). Anderson and Srinivasan (2003) have investigated the impact of satisfaction on loyalty in the context of e-commerce. They concluded that online satisfaction has an impact on online loyalty. However, they also stated that the relationship is just moderated both by consumers individual factors and firms business factors. However, the relationship between online satisfaction and online loyalty also has been found in numerous studies (Yang et al., 2009; Kim et al., 2008; Anderson and Srinivasan, 2003; Rodgers et al., 2005). Hence, this study is going to propose online satisfaction might have a positive effect on online loyalty. 2.4.1 Online game satisfaction as a mediator Online game satisfaction will be the mediator between the online game loyalty and its determinants which are service quality, transaction cost, technology acceptance factor, and experience value. As proposed by Yang et al., 2009, service quality, transaction cost, and experience value will influence on online game satisfaction. However, this study is going to propose another antecedent which is technology acceptance factors which based on the studies of Lin and Sun, 2009; Hsu and Lu, 2003. In this model, online game satisfaction is a function of the four antecedents operating in a situation and helps to explain the influence of the antecedents on online game loyalty. As prior mentioned that online satisfaction has an impact on online loyalty, but, there are some factors might influence online satisfaction before it comes to online loyalty. To achieve the online satisfaction, the online game service providers have to meet the expectation of the consumer in some of the aspects as the four antecedents. Yang et al., 2009 stated that rare research examines the moderating effects of customer satisfaction in an integrated loyalty model and less formally tests that online game satisfaction in the online game service environment. Therefore, in this study, it proposes online game satisfaction as the mediator between the four antecedents and online game loyalty. The below table is to shows that the selected empirical research on determinants of customer satisfaction and loyalty (online). Table 2.2: Selected empirical research on determinants of customer satisfaction and loyalty (online) Independent Variables Key References Context Service Quality (SERVQUAL) Yang et al., (2009) Lin and Sun (2009) Lee and Lin (2005) Santos (2003) Online Game Service Online Shopping Online Shopping e-Service Quality Technology Acceptance Factors Lin and Sun (2009) Hsu and Lu (2003) Online Shopping Online Game Transaction Cost Yang et al., (2009) Liang and Huang (1998) Online Game Service Electronic M Factors of Affecting Online Game Satisfaction Factors of Affecting Online Game Satisfaction CHAPTER ONE INTRODUCTION 1.1 Introduction Online gaming is one of the most popular entertainments among the citizen in this world no matter what ages they are. Due to the advancement in the technologies, it has brought lots of growth in this industry since early of 2000s. This growth has been developed online game market into the core of the world cultural industry (Sang, Yung, Jae, and Kyoung, 2004). Hsu and Lu (2003) stated that online game service has been a highly profitable e-commerce application in recent years and its market value has increasing markedly as well as number of player growth at the same time. Now a day, most of the household will owned at least one personal computer (PC) or a laptop and some even more than that due to the cheaper cost to have a computer. Consequently, the demand for computer has been grown rapidly throughout this recent year. The accessibility of internet also is easier with each passing year and the cheaper price to have broadband internet connectivity (Bizymoms.com). Generally, online game service can be categorized as business-to-consumer or B2C in e-commerce and it is also one the videogame and interactive entertainment industry. A strategic market research and consulting firm which focuses on the interactive entertainment and the emerging video game, online game, interactive entertainment and portable game markets namely, DFC Intelligence has made its forecast for worldwide videogame and interactive entertainment industry each year since year 1995. According to DFC Intelligence forecast on year 2008, the worldwide videogame and interactive entertainment industry revenue to reach USD 57 billion in 2009 with no signs of slowing due to the slumping economies and expensive hardware (Androvich, 2008). The rapid growth in videogame and interactive entertainment industry has been attracted lots of entrepreneur who would like to enter this profitable industry. Based on the report of DFC, PC was the top platform for games in 2007, with online game revenue alone eclipsing USD 7 billion on year 2006 and not including retail sales. The DFC also stated the total PC game revenue is expected to reach USD 19 billion by year 2013 (Androvich, 2008). In Malaysia, there were 15 million subscriber of internet and it was 62.8% out of the total population in 2008 (Internet World Stats, 2008). It was more than half of the citizens of Malaysia have used the internet and this has brought a great opportunity to the entrepreneur who would like to join this industry to be one of the online game service providers to share the profit since the number of internet users was increasing each year. It did not showed that the number of the online game subscribers but there is a business opportunity for the entrepreneur to start-up their business through online. Table 1.1: Internet Usage and Population Growth of Malaysia Year No. of Users Total Population % 2000 3, 700, 000 24, 645, 600 15.0% 2005 10, 040, 000 26, 500, 699 37.9% 2006 11, 016, 000 28, 294, 120 38.9% 2007 13, 528, 200 28, 294, 120 47.8% 2008 15, 868, 000 25, 274, 133 62.8% (Source: http://www.internetworldstats.com/asia/my.htm [2009, November 1]) A study showed that customer satisfaction is the immediate factor affecting the consumer retains loyalty (Cronin, Brady, and Hult, 2000). Most of the studies showed that higher levels of customer satisfaction will lead to customer loyalty. â€Å"A minor change in satisfaction could lead to a substantial change in loyalty increment† (Bowen and Chen, 2001). However, most of these studies were in offline environment. Wind and Rangasamy (2001) found that online environments offer more opportunities for interactive and personalized marketing. Eventually, these opportunities may influences customer satisfaction and customer loyalty in the online environment if compared to the traditional market or offline environment (Shankar, Smith, and Rangaswamy, 2003). The main purpose of this study is to identify the factors affects the customer satisfaction towards online game services and which could lead to customer loyalty. It is including the service quality, transaction cost, experience value, and technology acceptance factor. These four antecedents of online game service satisfaction and loyalty will test associations based on the model that has been constructs. 1.2 Background of the Research In this century, computer might be a need for a person if compared to the olden days where there was a limited growth in technologies. Now, computer seems like a tool which can do everything for you such as searching information, payment, shopping, and so on. This powerful electrical appliance has gain a well response from the citizen of the world. It has many functions can perform through computer and one of the most popular functions of computer is gaming. In the earlier 2000s, most of the games were played offline since the limited internet connectivity and expensive prices to have an internet connectivity. However, this situation has changed due to the technologies advancements and the industry has achieved economic of scale. To more understand what online games is, it is a must to brief its history. The very first online gaming activities were introduced in the late of 1960s and early of 1970s. Later, they started gain more popularity within 1970s to 1980s when dial-up Bulletin Boards became popular and the users started playing online game over them. Clyde and Thomas (2008) stated that the development of arcade game in the 1970s, and video and computer games in the 1980s; digital games have become an influential part of popular culture. The bulletin boards provided a multi-user platform which allowed few users to play at the same time. Now, it has been transformed to MMORPG (Massively Multi-Player Online Role-Playing Games) which is popular all around the world presently (Bizymoms.com). At one time, games were used for educational purpose rather than entertainment (Clyde and Thomas, 2008). However, due to the changed in the perception of game role and the culture, it becomes an entertainment but there is still has some of the game designers and educators used it as educational purposed such as learning typing skills and so on. In the year of 1990s, due to the growth of internet technologies of Flash and Java, it has led to the increasing usage of the internet and the millions of new websites mushrooming across the World Wide Web. When enter to the millennium year, technological giants such as Sony, Microsoft and Ninetendo came out with advanced gaming consoles has changed the features of online gaming completely (Bizymoms.com). The people all around can play a same game with each other virtually at the same time. Currently, online gaming industry is growing each year and it has a great expansion in future. The online game service is one of the most competitive industries among the entire industries. The new and the existing online game service provider are delivering their best services to gain more market share to sustain its organization. To penetrate the market, the firm must meet the customer expectation which may lead to customer satisfaction. Eventually, it may bring customer loyalty. 1.3 Research Problem Customer is the one who contribute the profit to the firm because they are the one who are using the product or services. However, consumers are becoming wisely now a day when they would like to use certain product or services. They will tend to purchase the product only if the product can meet their expectation which might lead to satisfaction. To meet the customer expectation, it is a biggest challenge for the firm. Other than that, the growth of the online game has brought some a major problem to the service provider which is how to retain the existing online game users and will not shifting to other service provider or loyalty to the current provider (Yang, Wu, Wang, 2009). In order to survive in this competitive industry, many practitioners and academicians in this field have focused on how to improve online services to attract potential buyers as well as the current customers (Jun, Yang, and Kim, 2004). There are some of the factors to achieve customer satisfaction. However, the key factors especially in online game services which are able to make the customer satisfied with the products and services still under study or unknown (Dick, Wellnitz, and Wolf, 2005). If the key factors have been determined, the provider might be able to gain the competitive advantages which trying to meet the customer expectation. This research is emphasizing the customer satisfaction and loyalty in online game service. Specifically, it is trying to identify the key factors affects online satisfaction and online loyalty in order to guide the online game service provider to improve their service quality to garb more potential customers and retain the existing one. 1.4 Research Objectives The objectives were formed based on the research problem and there are formulated to achieve the main goal of this study which is to examine the factors of affecting the online game satisfaction and loyalty. To determine service quality has a positive impact towards online game satisfaction. To determine transaction costs has a positive impact towards online game satisfaction. To determine technology acceptance factor has a positive impact towards online game satisfaction. To determine experience value has a positive impact towards online game satisfaction. To determine online game satisfaction would have a positive impact on online game loyalty. To determine service quality, transaction cost, technology acceptance factors, and experience value will affect online game satisfaction and eventually online game loyalty. 1.5 Justification of the Study This study is significant for several reasons. First, it can identify the gaps between customer expectation and perception about online game service provider in order to guide them to provide better services. â€Å"It is commonly known that there is a positive relationship between customer loyalty and profitability† (Bowen and Chen, 2001). It is correct once the customer is loyal to the company because they will visit the firm after a purchase and some even recommend to their friends. In the online environment, the online satisfaction also grabs much attention from all of the researchers because to meet a customer expectation is the toughest challenges to the company. Also, it brings the profitability and the survival of the company. Online game service provider should concern about the medium which may influenced the online game satisfaction and online game loyalty. The importance of the study is to keep the online game service improvement in order to achieve the customer satisfaction from time to time. In online environment, the customer can easily compared the alternative than offline customer especially products and service (Shankar et al., 2003). As in online environment, the user is free to search the information to the product that they demand. As well as online game, there is large amount of online game service provider. Therefore, the user can easily compared the features of the game and service quality that provided by the firm. Once the factor has a positive impact on online satisfaction has been determined, the service provider is able to strengthen their weaknesses in order to sustain its market share. Besides, the study is providing guidelines for the service provider to develop their future or long-term plan. The importance of the online game satisfaction will give a direction to the service provider to plan for their future such as strategic plan. It also helps the company to gain competitive advantages in this industry. Commonly, most of the studies regarding to customer satisfaction and loyalty were did for offline environment and only limited for online environment. However, consumers still have some same characteristics in making decision when they would like to purchase a product. As the study has identified the factors affect the customer satisfaction and loyalty, the firms are able to fulfill the users need and wants. This action is trying to meet the customer satisfaction and eventually customer loyalty. Once the customer become loyal, the company may survive in this competitive market. On the other hand, it is also will benefit the user to gain a better service from the online game service provider once they have responded to what they are percept towards the online game service provider that they currently subscribed. Also, the service provider is able to understand what kind of service quality that the users perceived and expected. It will leads to a win-win situation if both of the parties could perform what they are request and give. 1.6 Definition of Important Terms There are some important terms in this study: Online satisfaction, online loyalty, service quality, technology acceptance factors, transaction cost, and experiences value. Online Game Satisfaction Online game satisfaction is customer satisfaction towards online game service. Oliver (1980) defines customer satisfaction as customers evaluation of a product or service with regard to their needs and expectations. It is just in virtual environment perspectives. Online Game Loyalty Online game loyalty is customer loyalty towards online game service. It can be defined as â€Å"a deeply held commitment to rebuy or repatronize a preferred product or service consistently in the future, thereby causing repetitive same-brand or same brand-set purchasing, despite situational influences and marketing efforts having the potential to cause switching behaviuor† (Oliver, 1997). Service Quality Parasuraman, et al., (1988) defined service quality as â€Å"a global judgement, or attitude, relating to the superiority of the service†, â€Å"and explicated it as involving evaluations of the outcomes (i.e., what customer actually receives from services) and process of service act (i.e., the manner in which service is delivered)† (Jain, and Gupta, 2004) Technology Acceptance Factors It is also known as technology acceptance model (TAM). Davis (1989) proposed TAM to explain and predict user acceptance of information systems (IS) or information technology (IT). In short, it is explaining â€Å"intention to use a technology† (Schepers and Wetzels, 2007). Transaction Cost It is a theory â€Å"seeks to explain why firms exist and how firm boundaries were determined† (Watjatrakul, 2005). Experience Value It refers to â€Å"shopping efficiency and making good product performance and functionality† (Wu and Liang, 2009). Wu and Liang (2009) added â€Å"its perceptions are based on interaction involving either direct usage or distant appreciation of goods or services†. MMORPG (Massively Multi-Player Online Role-Playing Games) It is known as a virtual environment where it allows multiple geographically distributed users interact with each other at the same time (Papargyris and Poulymenakou, 2005). Besides, it is â€Å"offering an alternative channel for players to communicate, share experiences, socialize, and eventually from virtual communities† (Chee, Zaphiris, and Mahmood, 2007) Online Game Service It is a service provider who provides a server for the online game user to get into the network to interact with each other by playing games. 1.7 Organization of the Report This study will be constructed into five different chapters and there are: Chapter 1 is presenting the introduction and a brief overview of the study. The problems of the study, objectives of the study, significance of the study, and the chapter outline of the research are stated in this chapter. Chapter 2 provides an extensive review of international journals, reports, and articles from online and offline resources. Besides, all the reviews in this chapter are related to the problem of the research that will guide to construct the conceptual foundation and hypothesis of the study. Chapter 3 is describing the methods used in conducting this study in detail. Besides, it also presents the development of the research framework which proposed the relationship between dependent variables and independent variables. Next, the methodology applied is provided, sampling procedures, hypothesis development, data analysis and measurement. Chapter 4 presents the findings and data analysis of the research. It analyses and discussed the data collected in the research using the research instrument which has been developed in chapter 3. The hypothesis will be tested and it is also presents the results of statistical analysis used in this study (t-test, ANOVA, and etc.). Chapter 5 is presenting the conclusion and recommendation. There is also discussion of the studys implications, recommendations, limitations and suggestion for the future research. CHAPTER 2 LITERATURE REVIEW 2.1 Introduction Chapter 1 has discussed and highlighted the important issues which related online game service satisfaction and loyalty. All of these issues that mentioned in the chapter 1 are playing an important role for online game service industry in order to understand the expectation of the user and eventually grab more market share. As a result, to more understanding these issues, an examination of literature on related study were carried out. Generally, literature review provides the theoretical basis for the development of the research framework of this study, which will be discuss in the next chapter Chapter 3. This chapter consists of the following subject areas: (1) Definition of key terms; (2) online game satisfaction; (3) online game loyalty; (4) the factors might affect online satisfaction and loyalty; and (5) summary of literature review. 2.2 Definition of Key Terms 2.2.1 Online Game Service As technologies have became more advance, people have more rely on the technologies and they even expect technology will do all the things for us. Now, most of the people are prefer online rather than offline when they would like to purchase or acknowledge a transaction. In the olden day around 1980 where the technology has a limited growth, people can only play games in offline environment such as TV and handheld game console (Nintendo). In the late 1980s computer game was invented and started popular. Currently, computer games have been transformed into MMORPG (Massively Multi-Player Online Role-Playing Games) which is popular all around the world (Bizymoms.com). Besides, the multi-player online role-playing games also known as Net games (Lo, Wang, and Fang, 2005). Generally, net game can be divided into three which is web games, network games, and online games. The below is the definition of this three types of net games. Table 2.1 Types of Net Games Types Definition Players Web games Games which use a website as an interface. Players must register to play. Network games Games which allow multiple players to use their own PCs to interact via Local Area Networks (LANs) or the internet. Also, many of these closely resemble PC games. Players must purchase and install game software. However, it does not require any fees beyond those for internet connections. Online games Games where require players to connect to the service provider and log in to a server. Player must subscribe to the service provider and select a role to interact with other virtual roles. Source: Lo, 2008 Online game is requiring player to log in to a server in order to play the games. It is means that the players must have internet connection to connect with the service provider. After the player subscribe to the games, the user has to select a role to interact with the rest of the subscribers. The special characteristic of online game is the user can continue to play their role after they have log out for few days. The player can keep continue playing where they have stopped when they have log out last time with the experiences and assets are remain. Online game user must install a client program for internet connection and online game providers to attend the online game (Lo, 2008). This program is inexpensive and sometimes even free. However, there are some need additional fees are paid to the Internet Service Provider (ISP) (Lo, 2008). Commonly, the charges of online game is based on the time where the player spent to playing games and usually it is prepaid which pay before they play the games. Due to the technology advancement and the cheaper price for paying the internet connectivity, consumers are more easily to connect to the internet and playing online game. This golden business opportunity has been attracted lots of firms entered to this industry. Online game service is the company which provides a server for the players in order to play game with others. The company main activities is improve the performance of the online game also maintenance of the server to avoid any shut-down or system down of the server. There are some features have attracted lots of people subscribe to online game and the number of players is keep increasing each day. The online games allow the player to build the role based on their preference, beliefs, goal, or other factors and most of the time the players play it in a team (Klang, 2004). The features in the online games has play an important role in order to gain more subscriber and also some other factors. 2.3 Online Game Loyalty In general, loyalty can be defined as faithful. However, in terms of customer loyalty, it is hard to define (Bowen ad Chen, 2001). Dennis (2003) stated that loyalty is the feeling where a customer has about a brand. This could be explained as the customer has a positive perception about the brand and this brand will always come in the first of the mind of this particular consumer if compared to the other firms which have offer the same service or product. Edvarson, Johnson, Gustafsson and Strandvik (2000) define loyalty as a customers intention to repurchase from the same firm again. On the other hand, loyalty can be measured in three distinctive approaches and there are behavioural measurements, attitudinal measurements, and composite measurements (Bowen and Chen, 2001). Behavioural measurements can be defined as consistent, repetitious purchase behaviuor as an indicator of loyalty. For example, if the customer is often and repeat visit the same firm and purchase the product from the firm can be said as loyalty under the behavioural measurement. Next, attitudinal measurements can be defined as used attitudinal data to reflect the emotional and psychological attachment inherent in loyalty. Lets put it in a situation where a consumer holds a favourable attitude toward an online game service provider, but it is not necessary that consumer will subscribe o this service provider. It might be expensive to the consumer but the consumer will recommend it to others since he holds a favourable attitude towards the service provider (Toh, Hu, and Withiam, 1993). Composite approach is the combination of the first two dimensions and measure loyalty by customers products preferences, propensity of brand-switching, frequency of purchase, recency of purchase and total amount of purchase (Pritchard and Howard, 1997). This approach is valuable tool to understand customer loyalty in several fields such as retailing, upscale hotels and airlines (Pritchard and Howard, 1997). Many of the researchers and also in common think that loyalty is generating positive and measurable financial results (Dennis, 2003). In short, there is a positive relationship between loyalty and profit (Bowen and Chen, 2001). When a company is able to retain 5 percent more of its customers, consequently, profits will increase 25 percent to 125 percent (Reichheld and Sasser, 1990). The impact of loyalty has played an important role for the profit of the company. Based on the reasons mentioned above, online game loyalty (customer loyalty) is the independent variable for this study. On the past studies showed that online customer loyalty is result from customer satisfaction with the e-commerce channel. Also, the online satisfaction has the positive impact on online loyalty is the proved in the context of electronic commerce (Anderson and Srinivasan, 2003; Rodgers, Negash, and Suk, 2005. As proposed by Yang et al. (2009), online loyalty is the final result of their study. For this study, online loyalty is defined as a customers favaourable attitude and commitment towards online game service provider that results in sustaining in the same service provider which based on the study of Yang et al. (2009). Hence, this study is proposing online loyalty as the dependent variable. 2.4 Online Game Satisfaction Satisfaction is the â€Å"overall customer attitude towards a service provider† (Levesque and McDougall, 1996). Oliver (1980) defined customer satisfaction as customers evaluations of a product or service based on their needs and expectations. In the other way, it is an emotional customer anticipates and what they receive (Zineldin, 2000). Customer satisfaction could be the big challenges for all the firms and to satisfy the customer expectation is not an easy job because customers are human being who has a complex mind. As a human being, we have different characteristics and different expectation. Some people might expect a basic service from the service provider but some might expect a high service from the service provider. When people would like to defined something which involve human attitude, it is hard to find a common or universal definition. Gerpott, Rams, and Schindler (2001) proposed satisfaction is based on the customers estimated experience of the extent when the service provider is able to fulfill customers expectations. There are some benefits of customer satisfaction and the major benefits of customer satisfaction is stay loyal longer (Zineldin, 2000; Hansemark and Albinsson, 2004). Besides, Hansemark and Albinsson (2004) stated that satisfied customer are relatively less price sensitive, tend to purchase additional products, and they are relatively hard influenced by the competitors. They proposed many company view customer satisfaction as the crucial to a companys survival and must be satisfied those customer all the time as the company has been promised them. In general, much research no matter in offline environment or online environment, customer satisfaction is not really a new concept and lots of research efforts have been made to understand its antecedents and consequences (Bai, Law, and Wen, 2008). To assess a firms productivity and its marketing performance, the measures of perceived quality, satisfaction and loyalty was being used (Cortina, Elorz, and Villanueva, 2004). Besides, the great number of study of customer satisfaction is because its potential influence on consumer behavioral intention and customer retention (Cronin, Brady, Hult, 2000; Yang et al., 2009). A study of online retailing stated that satisfied customer tend to have higher usage of service and have stronger repurchase intention (Kim, Jin, and Swiney, 2008). Also, this particular customer will often recommend the product or service to their friends than those who are not satisfied (Zeithaml, Berry, and Parasuraman, 1996; Kim et al., 2008). Anderson and Srinivasan (2003) have investigated the impact of satisfaction on loyalty in the context of e-commerce. They concluded that online satisfaction has an impact on online loyalty. However, they also stated that the relationship is just moderated both by consumers individual factors and firms business factors. However, the relationship between online satisfaction and online loyalty also has been found in numerous studies (Yang et al., 2009; Kim et al., 2008; Anderson and Srinivasan, 2003; Rodgers et al., 2005). Hence, this study is going to propose online satisfaction might have a positive effect on online loyalty. 2.4.1 Online game satisfaction as a mediator Online game satisfaction will be the mediator between the online game loyalty and its determinants which are service quality, transaction cost, technology acceptance factor, and experience value. As proposed by Yang et al., 2009, service quality, transaction cost, and experience value will influence on online game satisfaction. However, this study is going to propose another antecedent which is technology acceptance factors which based on the studies of Lin and Sun, 2009; Hsu and Lu, 2003. In this model, online game satisfaction is a function of the four antecedents operating in a situation and helps to explain the influence of the antecedents on online game loyalty. As prior mentioned that online satisfaction has an impact on online loyalty, but, there are some factors might influence online satisfaction before it comes to online loyalty. To achieve the online satisfaction, the online game service providers have to meet the expectation of the consumer in some of the aspects as the four antecedents. Yang et al., 2009 stated that rare research examines the moderating effects of customer satisfaction in an integrated loyalty model and less formally tests that online game satisfaction in the online game service environment. Therefore, in this study, it proposes online game satisfaction as the mediator between the four antecedents and online game loyalty. The below table is to shows that the selected empirical research on determinants of customer satisfaction and loyalty (online). Table 2.2: Selected empirical research on determinants of customer satisfaction and loyalty (online) Independent Variables Key References Context Service Quality (SERVQUAL) Yang et al., (2009) Lin and Sun (2009) Lee and Lin (2005) Santos (2003) Online Game Service Online Shopping Online Shopping e-Service Quality Technology Acceptance Factors Lin and Sun (2009) Hsu and Lu (2003) Online Shopping Online Game Transaction Cost Yang et al., (2009) Liang and Huang (1998) Online Game Service Electronic M