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New Business Paper. Nintendo Wii
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New Business Paper: Nintendo Wii
The role of advertising in enhancing the sales of the product and improving the organizational revenue can not be over stated. Advertising plays an important role in informing current and prospective consumers about the attributes of a product and convincing them to purchase the same for their individual consumption. However, in order for an advertisement to have an impact on the consumer base, it needs to address certain aspects that contribute to consumer satisfaction. This is particularly important in the technological field that is very dynamic. In this regard, it should also be acknowledged that a significant percentage of companies in this market have assumed aggressive modes of promoting their products. Seemingly, the producer of Nintendo wii has been unable to penetrate the video game industry because of the competitive nature of the market. However, ineffective advertising methods have also contributed significantly to this state of affairs.
Promoters of this product use direct mail to reach their target market. The content of respective mails entails a customized description of the product to fit consumer expectation. The reason for using this method of advertising was that it reaches a wide range of consumers and it is not costly. However, Caples and Hahn (1998) indicate that use of direct mail in advertising is not reliable because of the fact that most mailing lists become outdated quickly. In addition, the respective messages are delivered as junk mails and hence the likelihood that they might be read is very low. This can be used to explain why the method has not been useful in influencing consumer buying decisions.
Advertising in magazines has also been employed in promoting this product. In particular, magazines that sell electronic products have been employed for this. The rationale behind use of this method was that the advertisement was likely to reach the target consumers. Ideally, a significant percentage of consumers that buy electronic products tend to be interested in video games as well as other forms of software. However, this has not yielded beneficial results because of the inconsistency in advertising. Market researches indicate that magazine advertising can be very expensive and arguably, this prevented the company from consistently advertising Nintendo wii using this method.
Relative to this has been the use of newspapers in advertising. The decision to use this method was informed by the market trends that indicated that most consumers of computer and video games read magazines and newspapers. However, this method has not been successful as the habits of consumers regarding reading newspapers have recently changed. At this point, it is certain that the promoters of this product need to devise a new mode of advertising in order to realize their marketing strategies.
The most ideal mode of advertising that would enable the company to improve sales and revenue is online advertising. This can be effectively pursued through social networking sites and use of new media. In this regard, Pricken (2008) indicates that a significant percentage of the consumers are now available online. Social networking sites have proven to be very effective and influential in changing the attitudes of consumers towards various products. Besides being influential, use of social media in advertising is also cost effective and therefore does not involve a lot of risk. Most importantly, online advertising enhances the quality of products as customer needs are identified through relative feedback. Certainly, online advertising offers the best option for promoting Nintendo wii.
References
Caples, J. & Hahn, F. (1998). Tested advertising methods. USA: Prentice Hall.
Pricken, M. (2008). Creative advertising. USA: Thames & Hudson.
Psychological Effects of Video Games on Children and Adolescents (2)
Psychological Effects of Video Games on Children and Adolescents
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JULY 05, 2020
Psychological Effects of Video Games on Children and Adolescents
Active Video Games (AVGs) have effectively substituted the outdoor games that children and adolescents were initially accustomed to playing in avoidance of the sedentary life at home. While the AVGs have helped in reducing idleness and other destructive effects of inactivity at home, there are a number of disadvantages attached to it. Studies show that outdoor games played a significant role in improving as well as maintaining good health amongst children due to their active nature. However, these health benefits have recently also been attributed to AVGs in regards to the physiological and psychosocial developments of kids. In the Journal articles “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study” by Lobel et al. and “Competitive active video games: Physiological and psychological responses in children and adolescents” by Lison et al., the authors empirically show that video games have benefits as well as drawbacks to the physiological and psychosocial developments of children and adolescents. This paper gives an overview of each of the articles main points of argument as well as a critique on the same.
In “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study” by Lobel et al., the study primarily gives insights into some of the positive and negative influences that video games have on the psychosocial developments in children and adolescents. The study draws its participants primarily from children of the age between 7 years to 11 years. This age group is chosen chiefly because the children falling within it have barely formed behavioral patterns on how to handle issues affecting them both socially and psychologically. Additionally, the study focuses on violent gaming, cooperative gaming, and competitive gaming. It uses interviews and lab sessions to establish the impacts of the aforementioned gaming types on the emotional changes of children and adolescents as they develop psychosocially. Cooperative gaming involves video games that require multiple players to cooperate in teams to achieve a certain gaming goal (Lobel, Engels, Stone, Burk & Granic, 2017). In contrast, competitive gaming involves video games that antagonize players to achieve respective personal gaming goals (Lobel, Engels, Stone, Burk & Granic, 2017). Moreover, the study’s focus is on externalizing problems, internalizing problems, peer relations problem, hyperactivity and inattention as the main negative effects of video games on children (Lobel, Engels, Stone, Burk & Granic, 2017). In this respect, the findings of the study are that violent and competitive gaming potentially causes externalizing problems such aggressive behaviors among children, competitive gaming leads to reduction of pro-social behaviors among children especially who play the video games more frequently, and high frequency gaming causes inattention and hyperactivity. The underlying reason highlighted by the authors for these drawbacks are the use of feedback cycles in the AVGs, quick rewards for fast-paced games and reinforcement schedules which conditions the mind towards unhealthy habits (Lobel, Engels, Stone, Burk & Granic, 2017).
Nevertheless, the study also shows that video games helps in conditioning the children’s mind to perform healthy mental habits such as effective communication in the case of cooperative gaming, effective handling of negative feelings of frustration in the case of competitive gaming and determination in personal goals (Lobel, Engels, Stone, Burk & Granic, 2017). However, the study shows that the relationship between gaming and hyperactivity is lacking (Lobel, Engels, Stone, Burk & Granic, 2017), and video games generally have minimal impact on the psychosocial development of children and adolescents.
In “Competitive active video games: Physiological and psychological responses in children and adolescents”, the study focuses on the physiological and psychological impacts of Kinetic Adventure Games in children as well as adolescents. The study also draws its participants from the age group between 7 years and 13 years. Kinetic Adventures Games (KAGs) involves either a single player or multiple competing players (Lisón et al., 2015). This particular study shows that KAGs effect mental experiences such as self-efficiency, perceived ability as well as affect. It finds that an increase in the rate of perceived exertions causes increase on the affect or emotions (Lisón et al., 2015). The study shows that competitive gaming in active video games is perceived by children to be engaging and exhausting than the single-player video games. This is because it increases the experiences of pleasure and affect that are similar to any other physical activity (Lisón et al., 2015). Additionally, the study also found that AVGs are without barriers of participation such as weather conditions, time limits and safety of environment since the activity is in-door. However, the drawbacks such as high cost of gaming consoles, ability to manipulate the game settings and less physical movements when playing video games inhibits use of AVGs as an alternative of outdoor games.
Both articles give clear empirical evidences of the positive psychological and social effects of active video games in the psychosocial development of children and adolescents. However, the studies fall short in elucidating how the psychological impacts of the AVGs are able to reduce the health risk that might result from physical inactivity which is greatly associated with video gaming. The primary concern of most pediatric health experts and parents is on both psychological and physical development of children. The studies have not shown biologically how the positive psychological experiences of playing video games translate to physical benefits. Nonetheless, video games are effective substitutes for outdoor games especially in regards to psychological developments of children and adolescents.
References
Lisón, J., Cebolla, A., Guixeres, J., Álvarez-Pitti, J., Escobar, P., & Bruñó, A. et al. (2015). Competitive active video games: Physiological and psychological responses in children and adolescents. Paediatrics & Child Health, 20(7), 373-376. doi: 10.1093/pch/20.7.373
Lobel, A., Engels, R., Stone, L., Burk, W., & Granic, I. (2017). Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study. Journal Of Youth And Adolescence, 46(4), 884-897. doi: 10.1007/s10964-017-0646-z
HEDIS, Prevention and Screening
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Prevention and Screening
Prevention and screening measures take care of child immunization, lead screening in children and cancer screening among others. Health plan and health care providers can improve the performance of this measure in the following ways (Kongstvedt, 2009; 202). Health care providers should adopt a behavioral risk factor management practice that puts up more preventive measures. Ensuring children get the necessary immunizations and at the appropriate time is one of the issues that require improvement. In addition, disease screening devices should be harmonized and tested before using them. Testing them ensures their fitness to use for disease screening purposes, and implementing the intended function (PCPI, 2008).
Cardiovascular
Cardiovascular measures are responsible for cholesterol management, control of high blood pressure, and treatments offered after a heart attack. The health plan and health care providers have a duty of ensuring the following measures get addressed to victims (Kongstvedt, 2009; 202). The health care experts should give advice to people on the best type of food to eat in order to get rid of high cholesterol levels in the body. This could occur through cholesterol screening after an acute heart attack. Second, the health sector should encourage health plan’s enthusiasm that allows health workers to participate in collaborative initiatives. Finally, the health care sector should promote campaigns that educate people on overall diabetes care by addressing serious cardiovascular risk factors (Wisconsin Heart Disease and Stroke Prevention Program, 2007).
Behavior health
The behavior health measures deal with antidepressant medical management, hospital follow-ups for children prescribed medication and hospitalization for medical illness (Kongstvedt, 2009; 202). The health plan and health care providers should put in place new technology that monitors the distribution of medical materials. This technology will take control of manufacture, delivery, distribution and overall management of the behavior health centre. On the other hand, the health care providers should become more responsible in order to avoid loss of medicine and ensure people receive the necessary treatments on time (Institute of Medicine, 1997).
References
Institute of Medicine. (1997). Managing Managed Care: Quality Improvement in Behavioral
Health. Washington Dc: National Academies Press.
ongstvedt, P. R. (2009). Managed care: What it is and how it works. (3rd Ed.). Sudbury, MA:
Jones and Bartlett.
PCPI. (2008). Work Group Members: Preventive Care & Screening. Retrieved from;
HYPERLINK “http://www.ama-assn.org/ama1/pub/upload/mm/370/pcs_final08.pdf” http://www.ama-assn.org/ama1/pub/upload/mm/370/pcs_final08.pdf
Wisconsin Heart Disease and Stroke Prevention Program. (2007). Cardiovascular Care
Performance. Retrieved from:
http://www.dhs.wisconsin.gov/Health/cardiovascular/docs/hmoCareAug07.pdf
