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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 Guidelines A case study gives you the opportunity to review Modern Management concepts and apply them to a specific scenario. The analysis should be in summary form and in proper APA format. • With a minimum of 3 full pages and at least 3 academic sources, prepare a summary analysis of the assigned case study. • The first paragraph should identify and summarize the key point(s) or problem(s) presented in the case. • Then type and answer each question posed at the end of the case. • Describe specific principles from the chapter that can be applied to the case study. • Try to relate a personal experience that is pertinent to the case study issues. • You must use at least two additional resources (your text and two others for a total of three) to support your thoughts. Be sure to properly cite your references. • All papers must be submitted as a document through the Assignment Dropbox. Assignments must be prepared in .doc, .docx, or .rtf format. APA Guidelines For the purpose of written case study assignments – all papers must be in proper APA format which includes at least the following: • A properly formatted header on the upper right corner that includes your name and page number. • All papers must be double-spaced, with a Times New Roman, Courier New, or Arial size 12 font. • All paragraphs must be indented 5 spaces. • References must be properly formatted, double-spaced, with the first line of the entry left justified, and following lines of the......

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...Case Study The case study of a 6 year old boy, who brought a gun to school and shot a first grade classmate, then was later found hiding in a corner, has brought multiple psychological issues to the forefront. According to the law a child under the age of 7 is not criminally responsible. The prefrontal cortex of the brain is the area where high-order cognition, planning, goal-directed behavior, impulse control and attention are centered. This portion of the brain is not considered mature until much later in life. The Limbic system of the brain controls and regulates emotion and contains three parts: the amygdala, the hippocampus, and the hypothalamus. According to researchers, the amygdala is the portion of the limbic system that registers emotions, especially fear (LoBiondo-Wood & Haber, 2010, p. 214). According to this fact, high levels of fear and stress negatively affect other areas of the limbic system including the hypothalamus, which is responsible for activating hormones that produce responses from other brain and body parts as well. An overproduction of hormones can cause permanent damage to learning and memory. Perseveration is a tendency to stick to one-thought or action. This, along with impulsiveness is believed to occur in children with still immature prefrontal cortex as well. This is evidenced by temper tantrums, and immature emotional responses to name a few. From a cognitive developmental standpoint, according to Jean Piaget, a 6 year-old is on the...

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...for the achievement of sustained competitive advantage. Your discussion is to be based on three suitable published case studies. This means case studies published in the academic literature – for example, the series of case studies in the textbook or in equivalent textbooks. You may not use Yahoo! as one of the case studies and short articles in newspapers, magazines, website opinion pages and the like are definitely not acceptable, although such materials may be used to supplement the published case study and your analysis. All sources must be properly referenced. If in any doubt about the suitability of a case study, seek an early ruling from your tutor. This is a substantial piece of scholarly work and will require extensive engagement with both unit theory and at least three detailed case studies. Process: 1. Choose your three cases. They all need to be published cases in academic sources (e.g. textbooks, journal articles). It is obviously important that each case represents an instance of a company achieving sustained competitive advantage (check your materials to be clear about what that means). 2. Analyse and locate evidence. Begin to analyse each case in terms of the two questions – particularly question one. It is vital that you respond to both questions, but the evidence for sustained competitive advantage is more likely to be in the case material itself. It is in this part of the process that you might bring in supplemental material from company......

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...Running Head: Case Study 1 Case Study #1 Clinical Psychology: Severe Depression Princess Coles ABS 200 Introductions to Applied Behavioral Sciences Instructor Weniger 08/4/2015 Severe depression is one of the many mental illnesses that affect one out of ten Americans. Severe depression involves, extreme or constant feeling of sadness, loss of interest in activities and even relationships. Those suffering from depression might even struggle with the feeling of worthlessness and repeated thoughts of suicide. Therefore the effects are not only psychological but physical as well. According to Kessler author of Twelve-month and lifetime prevalence and lifetime morbid risk of anxiety and mood disorders in the United States International Journal Of Methods In Psychiatric Research, (3), 169. About 17% of people are likely to experience some kind of depression at some point in their lives. I have chosen this topic of interest because it is important to help those suffering from depression understand that there is help and that with treatment they can lead a more positive way of thinking. Some mental health problems are caused by dysfunctional ‘ways of thinking’-either about self or the world (e.g. in major depression) and many anxiety disorders are characterized by a bias towards processing threatening or anxiety relevant information. Cognitive behavioral therapy is generally perceived as an evidence based and cost effective form of treatment that can...

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...Case Study Complete Case History The patient in this case study reports being ‘sick with flu’ for 8 days. She has been vomiting, and cannot keep any liquids or food down. She also reports that she has been using antacids to help calm the nausea. After fainting at home, she was taken to the local hospital, severely dehydrated. Upon looking at her arterial blood gas result, it would appear that this patient would be suffering from metabolic alkalosis. This patient’s pH is greater than 7.45 (normal: 7.35-7.45) and her bicarbonate (HCO3) is greater than 26 (normal 22-26). Blood gases indicate that case study patient is suffering from hypochloremic metabolic alkalosis. Focused Assessment The case study patient reports being “sick with flu” for eight days. She reports vomiting several times a day and taking more the recommended dose of antacids. She reports that she fainted today at home and came to the hospital. The case study patient reports that this all started approximately eight days ago. The case study patient also reported taking excess amounts of antacids. Ingesting large amounts of this medication can cause metabolic alkalosis. When antacids are taken in large doses, the ions are unable to bind, and therefor the bicarbonate is reabsorbed and causes alkalosis (Lehne, 2013). Renal and Respiratory systems response Hypochloremic Metabolic alkalosis occurs when there is an acid loss due to prolonged vomiting which causes a decrease in the extracellular...

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...Case studies Name: Tutor: Course: Institution: Date: Flying to the Auto Bailout on a Private Jet Basic problems In this case study, there is wastage of resources. The CEOs of the nation's three largest automobiles uses private jets to attend the corporate public relations congress. This is wastage of resources since they are using private jets to travel when their companies are struggling to stay afloat. Ignorance is another basic problem evident in this case study. These CEOs are very ignorant. They attend the corporate public relation congress in Washington unprepared and thus appear to know nothing about their problems. The three companies, GM, Ford and Chrysler, lack the concepts of public relations. The main issues American economy is melting down. Most of the workers are losing their jobs since the companies cannot handle many workers anymore. The companies have got inadequate cash. Bankruptcy is another main issue experienced in this case study. The General Motors Company and the Chrysler can no longer pay their debts. Key decisions * According to the case study, the leaders have to come up with a new public relations strategy. * The CEOs should correct any mistakes they have made before such as using private jets to travel. * Introduce innovation in products * The auto industry of the US should promote its products. * Ensure transparency in business operations. SWOT analysis Strengths * Availability of resources for the......

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...[pic] OPERATIONS MANAGEMENT MGCR 472 CASE STUDY ASSIGNMENT Due on November 23 in class INSTRUCTIONS: 1. Make sure to write down the name, student # and section # for each student in the group on the cover page of the case study report. 2. This assignment counts for 14% of your final grade. 3. Late submissions and submissions by e-mail will not be accepted. 4. You have to work in this assignment in groups. The number of students that can be in a group is 5. Group members can be from different sections taught by other OM professors. Each group should submit only one case study report. Reports can be submitted to any instructor. 5. Good luck! CASE STUDY REPORT In the Delays at Logan Airport case, there are different proposals for reducing congestion. One of the methods proposed to tackle the impact of delays was peak-period pricing, PPP. The other one was to build a new runway. In this case study, your objective is to evaluate these alternatives using waiting line models and to provide a recommendation to FAA to solve the delay problem at Logan Airport. Make sure you demonstrate that you have thought through your recommendations and the effects on other related activities. Also demonstrate that you understand the concepts and tools from the class that apply. Prepare an action-oriented advisory report, which presents concisely your analysis and recommendations for solution of the primary management problems. In order to assist you in......

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...ASSIGNMENT GUIDANCE – NRSG258 ASSESSMENT 1: CASE STUDY Dear students here are some guidelines to assist you in writing Assessment 1: Case Study. If, after reading through these, you still have questions please post on the relevant forum. If you are still unsure then please contact your campus specific lecturer to arrange to discuss your assignment. We ask that you bring these guidelines to any meeting and highlight the areas about which you are still unsure. In this case study you do not need an introduction or conclusion for this case study of 1500 WORDS ± 10% due by midnight 8th April Turnitin. Just answer the questions. Turnitin is located in your campus specific block. Although we suggest you do your background reading in the current textbooks for basic information, the case study also requires you to find current literature/research/articles to support your discussion throughout the case study. Do NOT use Better Health Channel, WedMed, dictionaries, encyclopaedias etc. These are NOT suitable academic sources. If you use these you will not meet the criteria for this question and you will lose marks. You must follow the APA referencing format as directed by ACU in your case study and in your reference list. The Library website has examples of how to do this referencing and you can find the correct format at the end of your lectures and tutorials as well as in the free Student Study Guide. This essay should have approximately 10 relevant sources.......

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