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Welcome to the Registry of Open Access Repositories - Registry of Open Access Repositories Business Strategy - what is strategy? Author: Jim Riley Last updated: Sunday 23 September, 2012 Overall Definition: Johnson and Scholes (Exploring Corporate Strategy) define strategy as follows: "Strategy is the direction and scope of an organisation over the long-term: which achieves advantage for the organisation through its configuration of resources within a challenging environment, to meet the needs of markets and to fulfil stakeholder expectations". In other words, strategy is about: Strategy at Different Levels of a Business Strategies exist at several levels in any organisation - ranging from the overall business (or group of businesses) through to individuals working in it. Corporate Strategy - is concerned with the overall purpose and scope of the business to meet stakeholder expectations. Business Unit Strategy - is concerned more with how a business competes successfully in a particular market. How Strategy is Managed - Strategic Management Strategic Analysis Strategic Choice Strategy Implementation

Escuela Frankfurt: Ind.Cultural y Cultura de Masas - Sociología Básicamente, estos aportes fueron elaborados por, Theodor W. Adorno y Max Horkheimer alrededor de la década de los años 40. Lo que ellos postulan, es una relación íntima entre dos aspectos, por un lado, la economía capitalista, con lo que ello involucra, por ejemplo, la producción en serie, la fábrica, la relación obrero- capitalista y, ligado a ello, la producción cultural. Nos encontramos con dos conceptos, industria cultural y cultura de masas. Básicamente, hablamos de una producción masiva de objetos culturales, que serán considerados dentro de esta industria como mercancías, o sea, el arte pasa a ser una mercancía más, por ello, la expresión artística queda atrapada dentro de la racionalidad instrumental, tema visto en la clase pasada, donde se separa al hombre de la naturaleza. Respecto al concepto de cultura de masas, el mismo propone una serialización y una masificación. El sujeto se pierde en la masa, el objeto cultural es una mercancía y para Theodor W.

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DOAB: Directory of Open Access Books Force Field Analysis Kurt Lewin Kurt Lewin was an American social psychologist. He has contributed to science group dynamics and action research, and he is regarded one of the founders of modern psychology. But Lewin is perhaps best-known for developing Force Field Analysis and Force Field Diagrams. Lewin's view on organizations According to Kurt Lewin, an issue is held in balance by the interaction of two opposing sets of forces. The Force Field Diagram The Force Field Diagram is a model built on this idea that forces are both driving and restraining change. Use of the Force Field Analysis method Investigate the balance of power involved in an issue. Steps in a Force Field Analysis? Describe the current situation. Return to Management Hub: Change & Organization | Communication & Skills | Decision-making & Valuation | Ethics & Responsibility | Human Resources | Leadership | Program & Project Management | Strategy More Management Methods, Models and Theory

The Impact of Video Games | Media Information for Parents Video games are a unique form of entertainment because they encourage players to become a part of the game's script. Although video games have been available for more than 30 years, today's sophisticated video games require players to pay constant attention to the game. Players engage on deeper level—physically and emotionally—than people do when watching a movie or TV. Impact of Video Games on Adolescents Today 97% of teens in the U.S. play video games, and sales of games are growing. The most widely acknowledged "positive" impact is that video games may help children improve their manual dexterity and computer literacy. This quality makes the video game industry a powerful force in many adolescent lives. However, studies also show that video games with violent content are linked to more aggressive behavior in teens. A 2010 survey by the Kaiser Family Foundation found that youth age 8 to 18 devote seven-and-a-half hours a day to entertainment media. Back to top Back to top References

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