Mega-vid
Strategic Plan 2015
Various media reports have criticized Mega-Vid, claiming that several of the video games we released over the years, are too violent. Additionally, claims that individuals who engage in playing these games regularly, may become violent as the games are seen as encouraging violence. The media is portraying Mega-Vid as a “sin company”, which is not the image our company wants to portray. Due to the recent negative attention, sales for the 3rd quarter have slightly fallen below projection.
In an effort to determine the best approach to address the above mentioned challenges, our strategic planning team examined the strategic plans of both Coca-Cola and Marlboro. Both companies have faced similar challenges in the past. We evaluated their solutions to determine if Mega-vid could adapt any of their successful resolutions to add to our plan.
Coca Cola determined their sales were flat in 2004. Components of their strategic plan included:
Provide a clear company vision grounded in brand belief & behavior
Focus and find efficiencies in core business
Expand business wisely (pick regions and markets that have a need)
Improve leadership training and employee feedback systems so employees perform at their best
Foster open communication with key stakeholders (consumers, customers, shareholders)
Empower employees to bring your vision to life (let them own the plan)
Setup unifying systems for internal communication, so everyone is on the same page
Cambridge Behavioral Hospital currently uses a Change Theory. Strategy for most organizations is about change and focus. A firm strategy starts with knowing the external and internal forces that impact the organization’s ability to achieve its most important goals, and then steadily making the necessary changes to direct those forces. “A validation (or invalidation) of the strategic assumptions reinvigorates strategic thinking and provides a basis for investigating whether to change the strategy” (Swayne, Duncan & Ginter, 2008).
Video Game Violence has been a big controversial topic for many years, going back to the most simple classic video games like Ms. Pac-Man, Centipede and Space Invaders,which eventually turned into more modern games like Destiny and Grand theft Auto. This research expands and analyzes the idea of how video game violence is always accused and put to blame for aggressive events and how the research of this is faulty . The way most people look at video games and how people try to connect them to violence could needs to be corrected. Within this research we will be looking very closely at how these studies and tests were done on violent video
The organization strategic plan consists of addressing clinical quality, growth, and becoming a larger part of the community, and providing long term value. The annual report states the following strategic goals (Bon Secours, 2012):
Moreover, many kids deal with violence and can’t control it. As a result of having issues with violence some people play video games to let their violence and anger out. People need to understand that “ [b]ut overall, violent crime is down in the US-indeed, as violent games have become more popular, violent crime has fallen." (Erik Kain 1) The more popular the game is studies show violent
What started out as a disagreement between mother and son has led me into the controversial world of Grand Theft Auto. My fifteen-year-old son desperately wants this game. All I can hear are the stories of violence associated with this game, which causes this mother’s heart to shudder. So began the search to back up my denials for his ownership of this game. The Grand Theft Auto series of games has been surrounded by controversy, however the research does not always back up public opinion as will be demonstrated in this paper.
Strategic planning can dictate the success of any organization if properly planned as well as the failure of an organization if not implemented as planned. Strategic planning is all about making choices. It is a process designed to support leaders in being intentional about their goals and methods. Simply stated, strategic planning is a management tool, and like any management tool, it is used for one purpose only—to help an organization do a better job. This portion of the strategic plan will explain why an
4. Make necessary assumptions based on your research. Not all data is available. Provide justification for your assumptions. This plan requires quantitative and qualitative thinking, consensus, forecasting, and planning.
Successfully introducing new products or services into the market is vital to the long-term growth of a company (Kotler and Keller, 2009). All Eyez on Me is a men clothing store that sells clothing for the hip hop nation. As a new business it is important to know what the business is all about and what it hopes to achieve in the next five years for it to become successful. The store offers a variety of name brand clothing such as Maurice Malone, Rocka Wear, Bushi, Karl Kani, Phat Farm, Pelle-Pelle, etc. The products are casual name brand clothing that men love and enjoy wearing. All Eyez on Me “will explain the importance of the business
In recent years, we have seen many video games criticized and bashed in the public eye for their disputable content. However, the game industry has been subjected to controversy since the creation of its first adult themed games such as Death Race 1976 or Custer 's Revenge 1982. These two graphics limited games have introduced video game violence to the public and since then debate about morals and ethics of video games evolved over the years together with the game experience thanks to modern technologies. Violence is one aspect of many that can cause great controversy that’s why it is important to create a suitable ethical, cultural and legal context as it can determine its failure or its success. In this paper, I will present an example
Over the past two decades, one of the main problems that occurs within the world, especially the United States of America, is the fact that violent video games cause real-life violence. First off, violent video games
From the late 1970s until the present day, the video game industry has been growing in popularity and profit at an amazing rate, with profits exceeding $10 billion in 1999 (Senate Commitee on the Judiciary, 1999). As time has progressed, the content of these games has become more and more realistic, and the violence in them has become more realistic. Concerns about this violence, from the relatively tame Pac-Man of the early 1980s to the near photo-realistic bestsellers of today, have been around since video games first enter the public consciousness. Video game violence appears in nearly all genres of game, from fantasy, to action, to sports and children of both genders have indicated a preference for video games containing violent content (Funk J. , 1993).
Source B claims that video games encourage or tolerate violent behavior in the game, probably leading to negative, violent side effects in both children and adults in real life. Source C provides evidence for the opposite, stating that laparoscopic surgeons actually made fewer errors in surgery after playing video games regularly. Source D debunks common video game myths with little-known facts that illuminate some of the negative side effects of violent video games. By comparing the video game producers and consumers with Doctor Frankenstein and Frankenstein’s monster, Source E uses a picture instead of words to illustrate the reality of the video game industry. Source F explores the moral side of the issue, using Grand Theft Auto as an example of how players decide for themselves if they will behave morally or
Coca-Cola and PepsiCo compete at length with each other among an extensive list of other brands. A key concern for both of these companies in 2011 was their capability to market, produce, and distribute across national boundaries of a single nation. This concern has decreased as both companies were able to push though their limitations and were able to establish manufacturing plants in countries across the globe. (Coca Cola Company, 2011)
The advancement of media is one of the greatest accomplishments of our time, helping spread news globally at incredible speed; however, the media may not always prove such an unbiased or well-informed view on everything. Video games seem to be one topic the media tends to have a highly bias opinion against. The media tends to emphasis the connection of teenagers who commit crimes with playing violent video games yet, violent video games are highly played throughout the world. Ferguson, author of “The Good, The Bad and the Ugly
In the case of PepsiCo, analyzing the non-alcoholic beverage industry using Porter’s Five Force Analysis allows for assessment and adjustment to the strategic plans implemented to sustain competitive advantage. Porter’s Five Forces model helps outline the competitiveness of the current market through analysis of the industry rivalry between companies, supplier power, buyer power, threat of substitution, and the threat of new entries (Strategic Planning Tools, 2009). All of these forces affect not only a company but an industry. To begin, competitive rivalry within an industry analyzes the current competition within that market. When a market is competitive it “encourages companies to innovate, utilize production capacity, reduce costs and