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Case Study

In: Business and Management

Submitted By pangs
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CHAPTER I

THE PROBLEM AND ITS BACKGROUND

INTRODUCTION

Defense of the Ancients (DOTA) is a custom scenario for Warcraft III, based on the "Aenon of Strife" map for StarCraft. The objective of the scenario is to destroy the opponents' "Ancient". The two teams' ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". With successive versions, features, heroes, items, abilities, and graphics are added to updated and bugs are fixed. 0n the DOTA’s, All-stars, forum, users can be post ideas, for new heroes or items, some of which are added to the map. Ice frog recently added anew hero based off submission for a “Model to hero” context or his site.

STATEMENT OF THE PROBLEM

The foregoing study is about the influence of playing computer games to the students above 16 yrs. old, specifically the researchers tried to find out the answers to the following problems:

1. Is there a positive effect in playing DOTA? 2. How does DOTA affect the performance of a student? 3. Are they aware of what it can do to them?

SIGNIFICANCE OF THE STUDY

Nowadays, DOTA game is one of the most popular games here in our country. Millions of youth and children really want to play their favorite games at the computer shops. Because of the large number of youth who patronize the mentioned computer games, the researchers conducted a study on how computer games affect the lives, particularly the studies, of a regular college student.

Aside from that, last NQCI Foundation Week, a DOTA competition was held and we were curious of the reason why it was permitted by the institution. We were thinking that maybe DOTA contributes positive effect to the students and this made us conclude that this study must be conducted.

SCOPE AND LIMITATION

The researchers conducted a survey in the Northern Quezon College, Inc. wherein the respondents are 1st year BSBA students who are playing DOTA.

DEFINITION OF TERMS

DOTA- Defense of the Ancients (DOTA) is a custom scenario for Warcraft III,
ON LINE GAME – games that being played by the students in computer
IMPACT- the result, if it is good or bad
COMPUTER GAMES- games using the computer, net gaming

CHAPTER II

REVIEW OF LITERATURE AND STUDIES

Related Literature

According to Waldbridge, "Responsible gaming is an attitude we need if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, game developer and government)."
As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated. While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities. Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore that in studying game addiction, it requires a rigid classification and parameter identification to clearly qualify and quantify the impact of this activity to the life of students and Human in general.

I encountered several unique experiences when we did the study, and it has given me knowledge on the magnitude of effects whether it is health, study, social, and family and even money issues.
"One of result says that female players is exactly the same compared to male players when it comes the time of engagement to games. This means that women has started playing games as early as 4 years old as the time of engagement of men revealed, and they women also spent closely 5 to 8 hrs on the average everyday just like men does." Perez says that, DotA effects have been continue for several years since the launch of the War of War Craft and the Frozen Throne. Almost every people especially the youth has played this game at the very beginning of the years. What is the content that DOTA offers to the gamers? And how's the excitements that it brings towards the gamers? And you may ask a key question, how long will this DOTA effects last?
DOTA basically is a game expanded from version of War of War Craft, which initially a strategic game similar to Red Alert series. But eventually evolved into current state. Gamers can play DOTA on a wide range; from single player, local LAN, or LAN over internet connection with various country's gamers. There contain variety of Heroes to be chosen as your character, there are many type of gaming modes, and different type of map for the game modes. There's no need for me to explain how the game is conducted and the features of the game. Because there are lots of gamers who are more expert than me exist in the DOTA community. For me, this DOTA is not a difficult game for amateur, you can start play DOTA anytime and familiar with this game easily over 2 or 3 days. But one things to remind you is, DOTA is not easy to master and play like a Pro. You can take up to several years spent on this game but still behave like amateur.
There are lots of effects which DOTA brings to our society, to be particular, the youth. With no doubt this game is one of the hottest game in the market. In every cyber cafe you can see gamers stick with their screen and mouse and keyboard, with their face full of concentration and excitements finding ways to defeat their opposing team or enemies. Actually DOTA serve as a platform for youth to communicate. Teenagers who initially don't know each other can easily become friends through DOTA game, because this game provides a common topics for every of the teenagers. They can discuss about the weapons, the heroes, and the tactics.

ADVANTAGES
Some of the advantages of the DOTA games are: * It is better for the students spend their time at computer games rather than in drugs; * It enhances mental capacity of the students.

DISADVANTAGES
The following disadvantages of the DOTA games: * The students learn how to cutting their class; * They receive failing grades; * Family bonding is being taken for granted; * They can’t eat their food on time.

Related Studies: Lodaya conducted the study that the favorite pastime of 95% of DOTA players is to make excuses when they get owned, in a pathetic attempt to shield themselves from the harsh reality that their own shortcomings have just been exposed for the world to see, and to try to maintain what little crumbs the other players probably never held in their minds that the dead player in question is in fact, a good player at all. Excuses are many, ranging from "lag", to "LAAAG" to "LOL I WASN'T WATCHING (therefore surely I would have owned you)", or another favorite one "Where was my team! What you guys doin?!?! You all jacking off over there or what?!" On top of this, dissatisfaction often manifests itself amongst some players regarding their inability to do jack shit but sit there and take a fat Blade master cock up the ass when they get raped by own age combos, usually in the form of post-death mockery such as "I can push one button and get kills WOOO". In this example, "WOOO" is the noise of a child uncontrollably shitting its pants and crying. A study conducted that one of the dreadful effects of watching or playing DotA is the reduction of a bit of your IQ. Another is a slow, horrible death due to internal hemorrhaging. It is also known that your head can will explode due to the sheer retardation level and shittiness of the game. Those whose minds are simple/retarded/stupid enough to somehow TAKE the overall shittiness will have their minds liquefied into a fine goo and transformed into an addict, which is why most DotArds play their game 24/7. As stated above DOTA is not newfag friendly, this isn't because the game is near impossible to master properly (like Pacman) but rather it is completely and totally over complicated. In DotA, there are roughly eighty one hundred characters each with their own stats and unique abilities and almost as many items. To make matters worse in order to actually acquire good items you have to merge items together in what they call a "recipe" which causes the simple decision of choosing an item to increase your agility to take 60 seconds or longer which adds up because you have to keep buying items or you will get pawned hardcore. This complicated system results in literally over 9000 different combinations. One would expect that you could simply stick with a handful of characters you actually like but you'd be wrong, the people who obsess over DotA get a great deal of pleasure reminding you of how their mastery is far superior by choosing the "all random" mode which means you could be playing as any of the eighty characters available and to make matters worse all the "hardened" DotArds expect that you have had extensive experience with all characters and memorized all item and ability related documentation. In the event you are unable to live up to the standards of the benevolent veterans you can expect to be slandered and mocked at every turn. Eventually word will get around about how much you suck so you can expect to be instantly booted from any DOTA games you try and join which will prevent you from gaining any useful experience leaving you no choice but to become an hero or go back to Halo, but who wants to live with that kind of shame. A student says, When I started out this game I was fully amazed with the numbers of heroes you are to choose from. This has been very popular up to now. I do play this with my officemates and online also through the use of garena. I though first DOTA is actually the name of the game until I found out that it’s just a map based from warcraft 3 Frozen throne and you can also play different maps of Frozen throne like for example "fight of characters" try to play that, it’s also getting popular. When we talk about this game most of the questions are “who is your character?" I always just answer them "it depends" who the character of my opponent is. Try to learn all heroes and learn to know how to "Counter them" sometimes you can beat Experienced Players using their counter heroes. You also have to consider mastering at least one just for you to make sure you can have a game win at all. You also need to know what the equipment they wear through combination of items is. I Strong Player knows the Equipment that suits the Hero. The game is all about pushing/destroying the tower up to the end with the help of the creeps, until you break their defenses and dominate in the game. Along with that is killing of enemy heroes who tries to defend their tower. On a side note, Most of popular online games are in garena in which you just have to learn how to tweak some settings in the game to play on it online for free. It’s just a matter of connecting 2 computers via VPN connection. The following literature and studies above that the researcher gets, has it similarities in the foregoing study about the “Impact of DOTA” The study related studies and literature conduct all the reasons why DOTA has its impact to students.

CHAPTER III

METHODS AND PROCEDURES

Methods and Procedures

The foregoing study utilized the descriptive method of research. This method of gathering facts that deals with the current conditions surrounding the topic. Using this method we undertake a sampling procedure and conducted an interview among seventeen students.

Respondents of the Study
As already mentioned, the foregoing study employ a survey method, by selecting at random seventeen students that are utilized as respondents of this study.

Research Instrument
The data were gathered by formulating questions and using them as the main tools for obtaining facts from the respondents. Each of the respondents are provided their own set of questionnaire. These data are transferred and arranged in tables where they are further to analysis and interpretation. These data as earlier noted will serve as basis for the conclusion of this study. After distributing and getting all the results, the researcher arranged in table and analyzed it, through interpretation.

CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION

| YES | % | NO | % | INTERPRETATION | 1.Are you thinking of this game during class hour? | 4 | 24% | 13 | 76% | 24% of 17 respondents agreed that they are thinking of this game. And 76% disagreed. | 2.Do you spend most of your money just to play it? | 4 | 24% | 13 | 76% | 24% of the respondents spend most of their money to play DOTA and 76% do not. | 3.Do you play DOTA with a bet? | 7 | 41% | 10 | 59% | 41% says that they play DOTA with a bet and 59% says not. | 4.Do you prefer playing DOTA than doing your homework? | 7 | 41% | 10 | 59% | 41% prefer playing DOTA while 59% prefer doing their homework than that. | 5.Does playing this game can make you feel popular? | 6 | 35% | 11 | 65% | 35% of the respondents feel that they are popular when playing this and 65% don’t feel like it. | 6.Do you think that playing games like DOTA is a good habit? | 8 | 47% | 9 | 53% | 47% thinks that This game can be a good habit and 53% thinks that it can’t be. | 7.Does your learning capability becomes better when playing DOTA? | 8 | 47% | 9 | 53% | 47% Agreed and 53% disagreed that their learning capability becomes better. | 8.Do you forget your problem while playing DOTA? | 16 | 94% | 1 | 6% | 94% of the Respondents agreed that they forget their problem while playing this game and only 6% disagreed. | 9.Do you play this games when you have a vacant time in school? | 12 | 71% | 5 | 24% | 71% plays this game when they have a vacant time while 24% does not. | 10.Can you survive a day without playing this game? | 15 | 88% | 2 | 12% | 88% of The respondents can survive without playing this game and 12% can’t. | 11.Do you prefer DOTA than having a relationship? | 6 | 35% | 11 | 65% | 35% prefer DOTA while 65% much prefer having a relationship. | 12.Is your family against you in this game? | 8 | 47% | 9 | 53% | 47% of 17 Respondents’ family are against with this game and 53% are not. | 13.Can you focus on your study when you merely think of this game? | 9 | 53% | 8 | 47% | 53% of respondents can focus on their studies while 47% cannot when they merely think of this game. | 14.Does playing DOTA make you feel good? | 16 | 94% | 1 | 6% | 94% of the respondents feel good when playing this game and 6% doesn’t. | 15.Do you skip class just to play this game? | 6 | 35% | 11 | 65% | 35% of the respondents skip class and 65% don’t skip just to play it. |

CHAPTER V

SUMMARY OF FINDINGS, CONCLUSIONS AND RECOMMENDATIONS

Summary:

This study is all about the impacts of DOTA to students of NQCI. It determines the advantages and disadvantages of playing DOTA. It also determine the effects of DOTA in the lives and studies of the students.
Based on the result of our study, most of the respondents with the age of 16-19, first learned to play computer games like DOTA when they were in high school and they learned it from their friends/peers. They usually consume two to three hours of playing computer games in the internet cafes. Some of the respondents admitted that they are playing truant just to play DOTA and this affected their performance in school. Some of them only play DOTA during their vacant time. Therefore, the effects of playing DOTA and other computer games depend upon the students because there are students who can hardly control themselves in playing DOTA, and spending their time and money solely on it. On the other hand, there are students who have control on themselves, they can divide their time and money properly among leisure, family, friends and studies. Therefore, we conclude that DOTA has no significant relevance on the studies of the students.

CONCLUSION

Based on our survey, playing DOTA can be beneficial sometimes depending on how one use it cause it can help in forgetting problems of the player, it can be also be a good pass time when there is a vacant time and most of them feels good when playing this game. There is no relevance between the academic performance of the students and DOTA. The respondents’ studies are not affected while playing computer games such as this. Most of the player are aware of what it can do to them, that’s why they limit the time of playing DOTA and always knows their priority first.

RECOMMENDATION

Playing of DOTA game is not bad at all times, sometimes it has a good effect on individuals, therefore, we recommend to the ff. people;

FOR THE STUDENTS: * Limit the use of computer when playing. * Don’t spend too much money just to play it. * Finish important task first before playing.

FOR THE PARENTS: * Guide their children, set some rules on playing computer games like DOTA

FOR THE COMPUTER SHOP OWNERS: * Don’t let them play during class hours.

Curriculum Vitae

NAME: Alvin G. Rutaquio
BIRTHDAY: Aug. 03 , 1995
BIRTH PLACES: Infanta, Quezon
AGE: 17
SEX: Male
CELLPHONE NO.: 09076091024
MARITAL STATUS: Single
HEIGHT: 5’10 ft.
WEIGHT: 65 Kg.
FATHER: Allan R. Rutaquio
OCCUPATION: Utility Worker
MOTHER: Chona G. G. Rutaquio
OCCUPATION: N/A

EDUCATIONAL BACKGROUND

TERTIARY Name of school: Northern Quezon College Inc. S.Y: 2012-2013
SECONDARY
Name of school: Infanta Natonal High School S.Y: 2011-2012
PRIMARY
Name of school: Infanta Central Elementary School S.Y:2007-2008

Curriculum Vitae

NAME: Leo L. Belibet
BIRTHDAY: April 7, 1993
BIRTH PLACE: Tignoan Real, Quezon
AGE: 19
SEX: Male
CELLPHONE NO.: 09486448393
MARITAL STATUS: Single49
HEIGHT: 5’4
WEIGHT: 49
FATHER: Clemencio L. Belibet
OCCUPATION: Construction worker
MOTHER: Ligaya L. Belibet
OCCUPATION: House wife

EDUCATIONAL BACKGROUND

TERTIARY Name of school: Northern Quezon College Inc. S.Y: 2012-2013
SECONDARY
Name of school: Ungos National High School
S.Y: 2009-2010
PRIMARY
Name of school: Capalong Elementary School
S.Y: 2004-2005

Curriculum Vitae

NAME: April R. Fainza
BIRTHDAY: March 22, 1988
BIRTH PLACES: Brgy. Gumian Infanta, Quezon
AGE: 24
SEX: Female
CELLPHONE NO.: 09499411059
MARITAL STATUS: Single
HEIGHT: 5’1
WEIGHT: 45 kg.
FATHER: Reynaldo A. Fainza
OCCUPATION: N/A
MOTHER: Tita R. Fainza
OCCUPATION: Midwife II6

EDUCATIONAL BACKGROUND

TERTIARY Name of school: Northern Quezon College Inc. S.Y: 2012-2013
SECONDARY
Name of school: Tongohin National High School S.Y: 2004-2005
PRIMARY
Name of school: Gumian Elementary School S.Y: 2000-2001

Curriculum Vitae

NAME:
BIRTHDAY:
BIRTH PLACES:
AGE:
SEX:
CELLPHONE NO.:
MARITAL STATUS:
HEIGHT:
WEIGHT:
FATHER:
OCCUPATION:
MOTHER:
OCCUPATION:

EDUCATIONAL BACKGROUND

TERTIARY Name of school: S.Y:
SECONDARY
Name of school: S.Y:
PRIMARY
Name of school: S.Y:

Curriculum Vitae

NAME:
BIRTHDAY:
BIRTH PLACES:
AGE:
SEX:
CELLPHONE NO.:
MARITAL STATUS:
HEIGHT:
WEIGHT:
FATHER:
OCCUPATION:
MOTHER:
OCCUPATION:

EDUCATIONAL BACKGROUND

TERTIARY Name of school: S.Y:
SECONDARY
Name of school: S.Y:
PRIMARY
Name of school: S.Y:

Curriculum Vitae

NAME:
BIRTHDAY:
BIRTH PLACES:
AGE:
SEX:
CELLPHONE NO.:
MARITAL STATUS:
HEIGHT:
WEIGHT:
FATHER:
OCCUPATION:
MOTHER:
OCCUPATION:

EDUCATIONAL BACKGROUND

TERTIARY Name of school: S.Y:
SECONDARY
Name of school: S.Y:
PRIMARY
Name of school: S.Y:

Curriculum Vitae

NAME:
BIRTHDAY:
BIRTH PLACES:
AGE:
SEX:
CELLPHONE NO.:
MARITAL STATUS:
HEIGHT:
WEIGHT:
FATHER:
OCCUPATION:
MOTHER:
OCCUPATION:

EDUCATIONAL BACKGROUND

TERTIARY Name of school: S.Y:
SECONDARY
Name of school: S.Y:
PRIMARY
Name of school: S.Y:

APPENDICES

Name: Sex: M F
Yr. & sec.: Age:

Do you play DOTA? Yes No 1. How old are you when you learn how to use computer? 2. Where did you first learn this game? 3. To whom did you learn this game? 4. When did you learn this game? 5. How many hours do you spend with this game?

| YES | % | NO | % | INTERPRETATION | 1.Are you thinking of this game during class hour hour? | | | | | | 2.Do you spend most of your money just to play it? | | | | | | 3.Do you play DOTA with a bet? | | | | | | 4.Do you prefer playing DOTA than doing your homework? | | | | | | 5.Does playing this game make you feel popular? | | | | | | 6.Do you think that playing games like DOTA is a good habit? | | | | | | 7.Does your learning capability becomes better when playing DOTA? | | | | | | 8.Do you forget your problem while playing DOTA? | | | | | | 9.Do you play this games when you have a vacant time in school? | | | | | | 10.Can you survive a day without playing this game? | | | | | | 11.Do you prefer DOTA than having a relationship? | | | | | | 12.Is your family against you in this game? | | | | | | 13.Can you focus on your study when you merely think of this game? | | | | | | 14.Does playing DOTA make you feel good? | | | | | | 15.Do you skip class just to play this game? | | | | | |

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...Case Study 1: Prelude To A Medical Error 1. Background Statement My case study is over chapters 4 and 7. The title is Prelude to a Medical Error. In this case study, Mrs. Bee is an elderly woman who was hospitalized after a bad fall. After her morning physical therapy, Mrs. Bee felt she could not breathe. Mrs. Bee had experienced terrible spasms in her left calf the previous evening and notified Nurse Karing. Nurse Karing proceeded to order a STAT venous Doppler X-ray to rule out thrombosis. She paged Dr. Cural to notify him that Mrs. Bee was having symptoms of thrombosis. Dr. Cural was upset that he was being bothered after a long day of work and shouted at the nurse, telling her he had evaluated Mrs. Bee that morning and to cancel the test. When Nurse Karing returned to the hospital the next day, Mrs. Bee’s symptoms were worse. She ordered the test. After complications, Dr. Krisis from the ER, came immediately to help stabilize Mrs. Bee. Unaware of Nurse Karing’s call to Dr. Cural, Dr. Krisis assumed the nursing staff was at fault for neglecting to notify Dr. Cural of Mrs. Bee’s status change the previous evening. Denying responsibility, Dr. Cural also blames the nursing staff for not contacting him. Not being informed of Mrs. Bee’s status change, her social worker, Mr. Friendly, arrives with the news that her insurance will cover physical therapy for one week at a rehabilitation facility and they will be there in one hour to pick her up. An angry Nurse Karing decides...

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...1. In the case of Retrotonics, Masters’ management style has several features ,such as disrespecting and improper decision-making. Firstly, Masters ignored his subordinates’ feeling which make them embarrassed. For example, the production manager, Lee, who suffered Masters’ criticism in front of other employees(Drew 1998, para 4). Although employees need the evaluation from the manager, they tend to accept the criticism privately. Another factor of Masters’ management style is making decisions in improper ways. According to Drew(1998, para 3), Master set difficult and stressful deadlines for the staff. This is the main reason why employees in engineering apartment are stressed. Therefore, those decisions that Masters made have negative effects on both staff and productivity. 2. There are three management styles are suit for Masters’ situation, in terms of delegating, democratic style and autocratic style. Firstly, delegating which is an important competence for managers. Delegating can avoid to interferes in management. In Masters’ case, Imakito and Lee are experienced and professional in their work. Hence, delegating assignments to them is a method to achieve the business goals effectively. Furthermore, democratic style which encourage employees to share their own opinions and advice is suit for manage the engineering department, because most staff in this department are experts in their work(Hickey et al 2005, pp.27-31). Having more discussions and communication with......

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...A Case Study by any Other Name Cathy Foster Liberty University   A Case Study by any other Name Researchers have different methods of observing their subjects. Among the most popular is the case study. Case studies are used a lot in psychology and one of the most famous psychologists that used case studies to detail the private lives of his patients was Sigmund Freud. What is a Case Study? “A case study is an observational method that provides a description of an individual” (Cozby & Bates, 2012). During a case study the individual is usually a person however that’s not always the situation. The case study can also be a setting, which can include a school, business, or neighborhood. A naturalistic observational study can sometimes be called a case study and these two studies can overlap (Cozby & Bates, 2012). Researchers report information from the individual or other situation, which is from a “real-life context and is in a truthful and unbiased manner” (Amerson, 2011). What are some Reasons for Using a Case Study Approach? There are different types of case studies. One reason to use a case study is when a researcher needs to explain the life of an individual. When an important historical figure’s life needs explaining this is called psychobiography (Cozby & Bates, 2012). The case study approach help answer the “how”, “what”, and “why” questions (Crowe, 2011). What are Some Advantages and Disadvantages to the Case Study Approach? Some......

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...Case Study 3 Randa Ring 01/25/2012 HRM/240 1. How did the problems at Deloitte & Touche occur in the first place? I feel that the problem began in the work environment. It looks as if there was limited opportunity for advancement. As well that the company was not able to handle issues that a raised from work and family. I think that it was a wonderful idea to have the company made up of women. I feel that it was a very positive thing because a lot of their issues where not geared towards men. 2. Did their changes fix the underlying problems? Explain. Yes I feel that the changes that they made did fix some of their underlying problems. With them keeping their women employees no matter what position that they were in at the time went up. For the first time the turnover rates for senior managers where lower for women than men. 3. What other advice would you give their managers? They really need to watch showing favoritism towards the women. They did to treat everyone as an equal. I also feel that they should make the changes geared towards the men and women’s issues that have to deal with family and work. 4. Elaborate on your responses to these questions by distinguishing between the role of human resources managers and line managers in implementing the changes described in this case study When it comes to Human resource managers, they will work with the managers in implementing changes. As well they will make a plan to show new and current...

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...Case study analysis CASE METHOD EXERCISE: ABERCROMBIE & FITCH (by Meg Connolly, in Marketing Ethics: Cases and Readings (2006), edited by Patrick E. Murphy and Gene R. Laczniak) Abercrombie & Fitch (A&F) of today differs dramatically from the original waterfront shop in New York that carried high-quality clothing suitable for camping, fishing and hunting. The A&F of 2002 can be found in virtually any major mall in America, and its target market includes preteen and teenagers. Indeed, the shift has been rather dramatic, and it could certainly be asserted that the direction A&F has recently headed strays substantially from the original vision of its founders. The style of clothes offered by A&F could be described as worn, casual, and rather rugged. Some critics contend the merchandise at A&F is seemingly overpriced considering that it is arguably no more unique than any other store of its kind geared toward the same market. One aspect of A&F that does make it unique from other stores, however, is their catalogue that was first published in 1997 and comes out four times a year with a spring break, summer, back-to-school, and Christmas issue. The Quarterly is a magazine-hybrid that, in addition to the clothing portion of the catalogue, has interviews with actors, musicians, directors and even some famous scholars. Fashion legend Bruce Weber does many of the photographs that appear throughout the magazine, and “these photos depict young, healthy, presumably......

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...Recovery of Trust: Case studies of organisational failures and trust repair BY GRAHAM DIETZ AND NICOLE GILLESPIE Published by the Institute of Business Ethics Occasional Paper 5 Authors Dr Graham Dietz is a Senior Lecturer in Human Resource Management and Organisational Behaviour at Durham University, UK. His research focuses on trust repair after organisational failures, as well as trust-building across cultures. Together with his co-author on this report, his most recent co-edited book is Organizational Trust: A cultural perspective (Cambridge University Press). Dr Nicole Gillespie is a Senior Lecturer in Management at the University of Queensland, Australia. Her research focuses on building, repairing and measuring trust in organisations and across cultural and professional boundaries. In addition, Nicole researches in the areas of leadership, teams and employee engagement. Acknowledgements The authors would like to thank the contact persons in the featured organisations for their comments on an earlier draft of this Paper. The IBE is particularly grateful to Severn Trent and BAE Systems for their support of this project. All rights reserved. To reproduce or transmit this book in any form or by any means, electronic or mechanical, including photocopying, recording or by any information storage and retrieval system, please obtain prior permission in writing from the publisher. The Recovery of Trust: Case studies of organisational......

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