Premium Essay

Change the Game

In: Business and Management

Submitted By prateek2020
Words 2892
Pages 12

Dipanjay Bhalerao Assistant Professor, Indira Institute of Management, Pune Email:

INTRODUCTION Today’s exponentially growing retail market of around USD 15 trillion (2011) is worth watching as lots of new practices and strategies are being adopted by the retailers around the world. Today there is an increasing need for every giant company to look for the emerging economies for growth. But in that growth pursuit are they slipping from the home grounds or the established markets! Also when the retail company enters into new established markets for expansion, they need to do something innovative which also suits those markets. So what should the retailers do to balance the growth of the established & emerging economies for the expansion! What provokes this thought is Tesco’s rare success in the Korean market. Why to call it rare! As Korea is the retail market where the Retail Giants like Carrefour had bowed to the knees in the battle of retail with the Korean retailer E- Mart, Lotte, the Market Retailer of Korea. Knowing such a market back ground Tesco did something, which stormed the market & brought Tesco into the big league of Korea. Before going into what Tesco did, let’s learn about Tesco and the Korean retail battle ground in light of the global retail scenario. Tesco History Tesco was founded in 1919 by Jack Cohen from a market stall in London’s East End. Over the years the business grew around the world in 14 countries with a team of over 500,000 people serving millions of customers every week round the clock. Today Tesco is known for one the best shopping experience destination...

Similar Documents

Premium Essay

Game Change

...GAME CHANGE OBAMA AND THE CLINTONS, MCCAIN AND PALIN, AND THE RACE OF A LIFETIME JOHN HEILEMANN AND MARK HALPERIN FOR DIANA AND KAREN Contents Cover Title Page Prologue Part I Chapter One – Her Time Chapter Two – The Alternative Chapter Three – The Ground Beneath Her Feet Chapter Four – Getting to Yes Chapter Five – The Inevitables Chapter Six – Barack in a Box Chapter Seven – “They Looooove Me!” Chapter Eight – The Turning Point Chapter Nine – The Fun Part Chapter Ten – Two For the Price of One Chapter Eleven – Fear and Loathing in the Lizard’s Thicket Chapter Twelve – Pulling Away and Falling Apart Chapter Thirteen – Obama Agonistes Chapter Fourteen – The Bitter End Game Part II Chapter Fifteen – The Maverick and His Meltdown Chapter Sixteen – Running Unopposed Chapter Seventeen – Slipping Nooses, Slaying Demons Part III Chapter Eighteen – Paris and Berlin Chapter Nineteen – The Mile-High Club Chapter Twenty – Sarahcuda Chapter Twenty-One – September Surprise Chapter Twenty-Two – Seconds in Command Chapter Twenty-Three – The Finish Line Epilogue – Together at Last Index Author’s Notes About the Authors Copyright About the Publisher Prologue BARACK OBAMA JERKED BOLT upright in bed at three o’clock in the morning. Darkness enveloped his low-rent room at the Des Moines Hampton Inn; the airport across the street was quiet in the hours before dawn. It was very late December 2007, a few days ahead of the Iowa caucuses. Obama had been sprinting flat......

Words: 160589 - Pages: 643

Premium Essay

Change In Ender's Game

...A common perception is that change is only for the better or for the worse, and while Ender Wiggin thinks he has changed for the worse other people think he has changed for the better. In Ender’s Game by Orson Scott Card, the Earth is under attack. Ender, a brilliant young boy, qualifies for battle school, where, over a course of many years, he strives to be the best student at his age. Throughout Ender’s journey through battle school, he becomes an outcast from being the the smartest kid in his class who gives up on the game of battle school all because of his (kid) role-models opening Enders eyes to the real issues. Being the smartest kid among a group of smart kids in battle school is like a call for isolation. Ender being an outcast was caused by the constant envy of other lanches (other kids in his class). Only one kid ever had the nerve to even say, “I noticed you eating all alone” (42) to Ender and try to be a friend. Teachers never made it any easier for him. Colonel Graff spoke highly of Ender, which only made other kids resent him more. To stop the mistreatment Ender used the reason why they didn’t like him, his brain, by hacking into Bernard's, the meanest kid’s, message system and...

Words: 637 - Pages: 3

Premium Essay

Rainsford's Change In The Most Dangerous Game By Richard Connell

...Rainsford’s Change A change that a character goes through can be positive or negative depending on the circumstance given. A transformation in attitude or actions indicate a difference in character. The protagonist, Rainsford, in The Most Dangerous Game by Richard Connell, progressively transforms from a critical hunter to a human hunter, developed from his desire for survival. Rainsford is very critical and thick-skulled when it comes to hunting. For instance, he expresses no care towards animals and Whitney by saying that, “You’re a big-game hunter, not a philosopher. Who cares how a jaguar feels.” (pg.19) This statement reveals that Rainsford has no sympathy when hunting down animals; as long as he wins against the enemy, that’s all that matters. Since Rainsford does not know what it feels like to be...

Words: 737 - Pages: 3

Free Essay

Conflict Game

...The Conflict Game In 1960, the Milton Bradley Company created the Game of Life. This board game sends players on an adventure through life. The player has options throughout the game and sometimes is sent down a risky road where fortunes are won or lost. During the course of the game, if a player lands on all spaces that give money and the player has the highest salary amount possible, they could earn a maximum of $3,115,000 and be deemed the “game master”. In efforts play this game the players have to determine if they are going to be “game players” or “game masters”. Players in the real game of life must also make similar decisions and face similar consequences for their actions. Also, just like the board game, players get their feathers ruffled and conflict is created when course of life takes a different route from the original plan. This can generate high emotions and increase the stakes of the game. In efforts to succeed in both the game and in daily life, the players have to recognize the game playing is an essential part of managing conflict. (Hasbro, 2013). Relationships can often be viewed as games because each relationship has a set of rules worked out between both parties. When the rules are followed, things go well. When the rules are stretched or disregarded, conflict arises. It is one thing to “play the game” but quite another to “master the game”. A game master knows how to play the game and why such game should be played. A game master is stable in good......

Words: 1221 - Pages: 5

Premium Essay

Dota Addiction

...Dota 2 Online Game Addiction: Causes of Behavioral Changes of Students Submitted by: Raymart M. Ablan Researcher Remboy O. Curilan Researcher Submitted to: Federicko Griño Instructor Chapter I The Problem Introduction There are many students who are addicted to this game called Defense of the Ancient (DOTA) especially the grade VIII high school student. The new version of DOTA which is the Dota2 is the most popular online computer game which can be played by many players around the world. In the early age, grade VIII student are addicted of this kind of computer game, even their budget, time, studies and social relationship will be interrupted because of playing Dota2. There are many questions why students are addicted on this kind of game. Like: Why there are spent more time to this game? And, why they are tell lies asking money from their parents just to play Dota2? When time spent on the computer, playing Dota2 games or cruising the internet reaches a point that it harms a child’s or adult’s family and social relationships, or disrupts school or work life, that person maybe caught in a cycle of addiction. Like other addictions, Dota game has replaced friends and family as the source of a person, emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. This is a kind of computer games that can......

Words: 838 - Pages: 4

Premium Essay

Entrepreneurs in Sri Lanka

...identify the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. The two frameworks are discussed below: PESTEL Framework: This categorises environmental influences into six main types, namely: political, economic, social, technological, environmental and legal. A PESTEL analysis on the video game industry is carried out below: Political: Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video game industry. Video games have a tendency to play with the emotions of people which inturn can threaten peace and law, a country being multicultural. Therefore Government has the authority to control the contents of the video game frames. Economic: Places such as U.S and Japan are largely dominated by the video game business. Therefore contributing towards the GDP of their countries. Interest rates have not much impact on the video game business as they manufacture their own units. The disposable income of the consumers in the video game industry has an effect on their buying behaviour. For example people who fall under a low income range may not afford to buy a video game of a high price. Nintendo’s low manufacturing cost was also one of the reasons for it to sell its games at a nominal price, therefore increasing its sales. Social: The social factors that influence the video game industry......

Words: 2936 - Pages: 12

Premium Essay

The Right Game

...The Right Game: Use Game Theory to Shape Strategy This article is about utilizing game theory in a business setting. Game theory is a guide to making strategic decisions when the fortunes of several intelligent players are interdependent. Decision making in these situations is based on the reactions you expect from the other players in the game. The crux of game theory is allocentrism – the importance of focusing on others. Another important take-away is that greater profits can often be found by changing the game, rather than maintaining the status quo. The creators of game theory distinguished two types of games: rule-based, and freewheeling. In rule-based games, players must act according to certain rules, such as contracts. In these games you should play out every player’s reactions as far ahead as possible before making a decision in order to get a better idea of the ultimate outcome. In freewheeling games, there are no rules to constrain players, and the focus is on what value every player adds to the game. Changing the game can lead to better outcomes. For example, when two companies are competing against each other, one popular strategy is to lower your price so that you become more attractive than your competitor. This is problematic because your competitor will likely be forced to match your price change and the ultimate effect will be the same level of attractiveness as before, except now everyone is selling the product at a lower price. This is...

Words: 569 - Pages: 3

Free Essay

Sdfasdasdqwdsvvasd Asdawd Asd Aw Asd

...nkjnkjnjnjnkjnjknjknkjnThe NFL is commonly regarded as America’s favorite sports league, watched by millions around the country. The Superbowl is typically the most watched event on American television every year. However, the NFL has recently come across increased intense scrutiny by former players and the media for their lack of action towards preventing concussions. The NFL is often compared to a gladiator arena, where players push through serious injuries and perform spectacular feats in front of a roaring and bloodthirsty crowd. Many people look at professional football players and forget that they are still human. They are not invulnerable to pain, and they are not immune to the side effects that come with playing such a violent game. Former players who played in the 1980’s and 1990’s played with rules that allowed dangerous helmet-to-helmet hits, and in a society that expected them to play through injuries, such as concussions. Players at particular positions are at an additional risk for concussions, with 18.2% of defensive backs suffering concussions sometime in their career (Pellman, Viano). Players that suffered repeat concussions were found to have a much greater risk of “increased neuronal vulnerability”, and that there is an increase in the likelihood of “recurrent concussions with each successive previous injury.” (Guskiewicz). Former players are experiencing increased rates of brain injuries such as depression, dementia, early-onset Alzheimer’s, and chronic...

Words: 10424 - Pages: 42

Premium Essay


...Open Beta Agreement You must agree to the following rules before accessing any of the game: This Open Beta Test is voluntary. You are in a privileged role to offer constructive feedback and input into improving Warframe. You are testing Warframe at your own risk; Digital Extremes takes no responsibility for any damages – whether physical or digital. 1. You may NOT share, sell, transfer, assign, or give away your Warframe account. If there is suspicion or proof of breach of confidentiality, your account may be deleted. 2. Digital Extremes owns every aspect of the game Warframe. No created content, weapons, names, accounts, or any items within the game belong to the account holder. The game license between you and Warframe is limited and does not grant you any ownership rights for the Open Beta or the Game. 3. Community behavior is of the utmost important to us. We want to ensure our community has the best possible Warframe experience and that depends as much on you as it does on the Game. You must agree to be respectful, abide by the rules, play honestly, and be nice. Read our Code of Conduct for community rules in the forums. Bottom line: be a decent human being. 4. The Open Beta will change often and possibly without notice. Weapons, Warframes, and every feature of the game may change as often as every day. We will keep you updated with these changes when you launch the game. By agreeing to these terms, you express consent for updating. 5. Any......

Words: 714 - Pages: 3

Premium Essay


...Video Game Industry Copyright © 2004-05, RocSearch Ltd. Table of Contents 1. Market Size .................................................................................... 3 2. Market Statistics ............................................................................ 4 3. Competition ................................................................................... 6 4. Market Trends ............................................................................... 7 5. Driving Forces ............................................................................... 8 6. Infogrames/Atari .......................................................................... 9 6.1 Overview ....................................................................................9 6.2 Position & Prospects .....................................................................9 RocSearch Copyright © 2004-05 2 1. Market Size The worldwide market for video games, computer games and interactive entertainment hardware and software would grow from $20.7 billion in 2002 to $30 billion in 2007. Total U.S. retail sales of video game hardware, software and accessories grew 10 percent in 2002 over 2001. The video game industry generated $10.3 billion in record-breaking sales, surpassing the previous record high of $9.4 billion in 2001. The category of video game software, consisting of both console and portable software, experienced sales gains of 21 percent in dollar volume...

Words: 1900 - Pages: 8

Premium Essay

Violence and Videogames

...Do violent video games cause changes in children’s behavior? A Research paper about video games Marino Tamberella ITT TECH INSTITUTE This paper was written for GE117P Composition 1 taught by Professor Jared Kornblat Introduction The question is do violent video games cause changes in a child’s behavior? For many people video games are a way to pass time or to have fun when there is nothing to do. Today’s video games have better graphics and are very realistic do to the fact game developers have better software. Due to the realism that video games have become there has been many more critics that believe that videogames do in fact cause children to act a lot more violent. You may ask yourself what is considered to be categorized as a violent video game. What makes a videogame violent is to beat up characters or causing harm to characters in order to get rewarded. There is a video game called, “Grand Theft Auto” and you are a part of a gang and the objective of the game is to go around and do missions. These missions ask for you to go around and kill mob bosses or blow things up. Some parents believe that violent video games do cause their children’s behavior to change. Since some parents believe this they have been pulling their kids away from the video game consoles and making them part take in other activities. Some of the things the parents believe the games to cause are: problems in school, bullying in school, violence against women, and......

Words: 1194 - Pages: 5

Free Essay

The Real Reason

...Unkknownn 10/27/14 The Real Reason The Real Reason Video Game Violence has been a controversial topic for many years, Beginning with the simple, classic games like Pac-Man, Centipede and Street Fighter, And continuing today with the more modern games like the Grand Theft Auto series and the Call of Duty series. Adults naturally want to blame something or someone when the violent situations happens. Many factor can be attributed to why a teen or child has committed a crime and people seem to want to steer the focus on video games. There are a lot more factors that play into that like bullying, lifestyle, or the environment they live in. Video games play a small part in the development of child behavior. Creators of video games and stores have put age limits on who can buy their products to keep children away from the games that contains drugs, sex, and violence. This method is the most effective way to help prevent minor from seeing adult content at a young age. Companies like Microsoft and Sony have a paternal control system on their consoles that will not let you play certain type of games without a password. Many moves have been made to limit the underage use of adult video games. There is violence everywhere in life there is nothing you can link a school shooting, or rape etc. to a video game. There is not one video game that promotes school shootings or rape. The education system needs to educate the student about what this world is because it is not all sunshine......

Words: 1850 - Pages: 8

Premium Essay

Business Culture and Stretagy

...Contents Introduction of the Alphabet Games 2 The four forces for change may impact upon Alphabet Games 2 Political factor 2 Economic factor 2 Social culture factor 3 Technological factor 3 The SWOT analysis for the Alphabet Games 3 Strength 4 Weakness 4 Opportunities 4 Threats 4 A set of guidelines to conduct an Effective SWOT Analysis 6 Step 1 6 Step 2 6 References 7 Introduction of the Alphabet Games Alphabet Games is the game company which is providing the software and games apps. Alphabet Games is established in 2001 at Scotland. The company began three friends pursing a passion for the software development has grown into multi- million pound nosiness at the cutting edge of the games development market. The rented office that housed three students has been replaced by a custom built facility that houses research development and production which ranks alongside any of its comparable competitors. This report is going to claim about the PEST analysis and SWOT analysis of the Alphabet Games according to the case. Firstly, PEST analysis will be claim as follow. The four forces for change may impact upon Alphabet Games The four forces for change may impact upon the Alphabet Games in the fact of PEST analysis. PEST means that the Political factors, Economic factors, Social culture factors and Technological factors of a country which is the target market of the company. Political factor Political factor of a country means that the law, rule and regulation......

Words: 1665 - Pages: 7

Free Essay

Football History

...The history of American football can be traced to early versions of rugby football and association football. Both games have their origin in varieties of football played in Britain in the mid-19th century, in which a football is kicked at a goal and/or run over a line. American football resulted from several major divergences from rugby, most notably the rule changes instituted by Walter Camp, considered the "Father of American Football". Among these important changes were the introduction of the line of scrimmage and of down-and-distance rules.[1][2][3] In the late 19th and early 20th centuries, gameplay developments by college coaches such as Eddie Cochems, Amos Alonzo Stagg, Knute Rockne, and Glenn "Pop" Warner helped take advantage of the newly introduced forward pass. The popularity of college football grew as it became the dominant version of the sport in the United States for the first half of the 20th century. Bowl games, a college football tradition, attracted a national audience for college teams. Boosted by fierce rivalries, college football still holds widespread appeal in the US. The origin of professional football can be traced back to 1892, with William "Pudge" Heffelfinger's $500 contract to play in a game for the Allegheny Athletic Association against the Pittsburgh Athletic Club. In 1920 the American Professional Football Association was formed. This league changed its name to the National Football League (NFL) two years later, and eventually became......

Words: 6858 - Pages: 28

Premium Essay

Nintendo Analysis

...Kellie McGilvary By: Allen Hager Omaha, NE July 29, 2011 Nintendo is now having to compete with Apple with their new 3DS game device and are having to cut prices to be competitive with the iPad, iTouch and iPhone devices. This is very important because, “Nintendo is showing the most acute signs of pain from a wave of technologies on which games have become a central pastime, including Apple's iPhone and iPad and social games on Facebook Inc.'s social network. Those technologies tend to attract a more casual gamer with mobile-game titles like Rovio Inc.'s "Angry Birds" and Facebook games like Zynga Inc.'s "FarmVille" and "CityVille” (Wingfield, 2011). Nintendo is finding out that the marketing of the new 3D device is not what people really want necessarily and do not want to spend $250 on one of these devices. They are lowering the price to $170 and offered free software to those who purchased it at the higher cost. The lowering of the price not only reflects the change in gaming but the bleak and weakness around the world economically. “The world is different today that it has been for every other platform transition in the past,” said John Taylor a videogame analyst at Arcadia Research in Portland, OR” (Wingfield, 2011). This problem with the 3DS is more notable because of Nintendo’s marketing and redefining of video games. While Sony and Microsoft were trying to incorporate Blu-ray players and other items, they were developing the Wii and......

Words: 954 - Pages: 4