Thursday, October 31, 2019

Classic Airlines and Marketing Essay Example | Topics and Well Written Essays - 500 words - 1

Classic Airlines and Marketing - Essay Example irline is faced with the challenge of ensuring that they deliver quality services and at low costs so as to ensure they retain and acquire new customers (Lane & Kotler, 2006). In order for classic airlines to succeed in the market, it must foster forecasting of the market potential and demand for its products and establish long term marketing objectives. Classic airline aim is to marketing its fleet but is faced by organizational issues whereby its internal and external marketing strategies have not been able to live up to the expectations of its stakeholders. Due this, competition has undermined its profitability as customers are looking for other airlines that can satisfy their needs of lower travelling costs. This has had the effect of decreasing the lucrativeness of the company. Classic airlines needs to develop a marketing plan that will ensure that it attracts, retains customers and also boost its sales. A good marketing plan will lay down the strategies to be followed to ensure a company retains, attracts customers and also increases profitability. Classic airline has numerous challenges facing it due to the rising costs of operation and lack of innovation in the company that make it not to be able to meet consumer needs. The company is facing challenges that include decrease in its stock prices, its employee morale is low , and its loyal customers have been seeking services from other airlines. The airline needs to ensure it does environmental scanning as it will help in understanding the needs of its customers and this will further help in knowing how best to meet their needs by ascertaining that the services they offer are in line with the needs of those in need of the services (Lane & Kotler, 2006). Marketing management is required in Classic Airline as it will ensure that proper marketing strategies are put in place to ensure customers are acquired and retained. Classic Airlines should ascertain that they use marketing strategies to maximize profits

Tuesday, October 29, 2019

Scientific method Essay Example | Topics and Well Written Essays - 250 words - 2

Scientific method - Essay Example icides, monoculture, and the Green Revolution), and industry and urban development (linked to the utilization of more ecological resources and the production of more pollution and wastes (Hester and Harrison 56-7 & Likens and Bormann 17). Micro to macro processes in an ecosystem - Micro ecosystems exist in locations characterized by elements such as nutrient supply, temperature, pH, etc. within small areas. Macro ecosystems are identified as a community of living organisms interacting with each other, and their physical setting that increases spontaneously into a group of communities (Hester and Harrison 27). Impact that human activities have on the biosphere – The biosphere is a closed system consisting of dependent ecosystems thriving in a symbiotic environment. It does not need a lot of trigger to upset this balance. Human activities such as population can lead to the usage of resources and lower biodiversity (Hester and Harrison 89-90). Nonrenewable and renewable natural resources – Renewable resources are those that can be replaced through natural means. A good example of this is the forests. Non-renewable resources are those that cannot be replaced through natural means. A good example of this is the fossil fuel (Likens and Bormann 47 &

Sunday, October 27, 2019

Violent Video Games And Aggression Defined Media Essay

Violent Video Games And Aggression Defined Media Essay Video games are a form of entertainment enjoyed by many adults and children on a daily basis. There are sports, dance, and mystery games that often provide hours of entertainment. However, there are also controversial violent video games that have made headlines and have been the subject of many protests. Numerous studies on whether these violent video games are associated with aggressive and hostile attitudes in children have been conducted, and the results are often mixed. One of the first violent video games was released in 1976 and was known as Death Race (Ferguson, Rueda, Cruz, Ferguson, Fritz Smith, 2008). The object of Death Race was to run over tiny gremlins, which looked similar to humans, with a car. The release of this video game caused an outrage and many protests against the game occurred. It was soon discovered that the games original working title was Pedestrian, and this only served to anger those who were against the game even more (Ferguson et al, 2008). Since the release of Death Race numerous other violent video games have been released such as Mortal Kombat and Grand Theft Auto. With the release of each new violent video game, the court cases that aim to prevent children from getting their hands on these games follow. In one such case, for example, an argument for opposing the sale of such games to children was held under the belief that the games are associated with aggression (Brown. v. Entertainment Merchant Association, 2010). In this particular case, Brown (2010) cited the research of Dr. Craig Anderson whose research claims to show a connection between violent video games and aggression in children. However, since it is highly difficult to prove that video games are actually the cause of aggression in children, the court threw them out (Brown v. Entertainment Merchant Association, 2010). The case was eventually decided stating that banning the sale of violent video games to minors was a violation of the first amendment. Since it is often difficult to provide evidence that video games are actually the cause aggressive attitudes in children, numerous research experiments have been conducted to showcase the correlation between violent video games and aggression. For example, a study conducted by Cooper and Mackie (1986) found that the girls who played an aggressive video game engaged in more aggressive free play. This study had children play either a high-violent game or a low-violent game for around 8 minutes (Tang, 2008,). Upon playing either of the games, one group of children were then asked questions about hypothetical situations, the behavior of other children, as well as punishments and rewards for said behavior. Another group was lead to a room with toys to play with for a few minutes. The girls who had played the violent video game often chose to play with the aggressive toy, in this case it was a Shogun samurai that spits, fists, and darts (Tang, 2008, para. 13). Results also found that both genders who were exposed to either video game had a longer punishment and reward system when asked questions about the good or bad behavior of other children (Cooper and Mackie, 1986). Again, this is only an example of correlation between the two variables of video games and aggression; it in no way proves that the video game was the cause of the aggression. Often there are no significant links to be found in the correlation between violent video games and aggression. A study conducted by Scott (1995) found no significant increases in aggression after participants played nonaggressive, moderately, and severely aggressive games. However, results found that there was a big change among the men who had played the nonaggressive game. These men showed a considerable amount of aggressive behavior overall after playing the nonaggressive game. This suggests that perhaps the degree of aggression one feels after playing a violent video game depends on the personality of the player. The men who had played the nonaggressive game were less aggressive both before and after playing than the men in the other two groups (Scott, 1995). Although the men who played the nonaggressive games did experience heightened aggression afterwards, it was generally less significant than the moderate and severe groups. The amount of aggression the men who had played the nonaggressive game did not compare to the amount aggressiveness the men who had played the moderately and severely aggressive games. Not to say that the latter group consisted of very aggressive men, there just wasnt a significant change. The men who had played the nonaggressive game were not very aggressive to begin with, and experienced a higher degree of aggression upon playing the game. Not that the men were extremely aggressive, the change was more significant in this group as compared to the other two groups. Another study conducted by Wiegman and Schie (1998) was interested in not only finding the effect of violent video games on aggression, but on pro-social behavior as well. This study focused on the amount of time spent playing video games each day. The study was based on Banduras (1961) social cognitive theory. The results for Wiegman and Schies (1998) first hypothesis were positive, it was found that those who played video games frequently displayed higher levels of aggression as compared to those who did not play as much. However, since the difference between moderate players and nonplayers was insignificant, the first hypothesis was no supported (Wiegman and Schie, 1998). Therefore, the results concluded that those who do play video games for a longer time do in fact display heightened aggression but the same could not be said for those who play those nonviolent games and no video games at all. A more recent study in 2005 was interested moving past the hypothesis that video games are associated with aggression in general, but took a closer look into whether specific characters trigger aggressive attitudes. Lachlan, Smith, and Tamborini (2005) wanted to decipher whether players who were similar to either good or bad characters would imitate the aggressive or nonaggressive attitudes of such characters. This specific study cited the social cognitive theory in which people are attracted to characters who remind them of themselves, therefore they are more likely to imitate the behavior of these characters (Lachlan et al, 2005). Later studies conducted by Levermore and Salisbury (2009) and Ferguson (2011) also cited Banduras (1961) social learning theory in attempting to understand the association between violent video games and aggression. Brand new violent video games are released every year, and adolescents continue to play them. Numerous studies have been conducted and will be conducted searching for a link between violent games and aggression. With new, sophisticated technology video games are becoming much more realistic. As of yet, there is no strong evidence that aggressive attitudes in youths are directly caused by violent video games. However, there is a continued effort to identify this direct link if it exists at all. Furthermore, various studies have only been able to prove an association between violent video games and aggression (see Lachlan et al, 2005, Scott 1995). The debate on how much of an impact violent video games have on aggressive attitudes in adolescents will continue for years to come. Statement of the Problem Violent video games are popular among children today, yet relatively little is known about how much of an association these games have with youth aggression. On one hand fierce opponents of violent video games argue that video games are definitely associated with aggression, even going so far to argue that violent video games are the cause of aggression in most children (see Carnagey Anderson, 2004). On the other hand, violent video game proponents argue that there is no such relationship between violent video games and aggression at all. With two extreme sides in the violent video game debate and the rising sales of violent video games, its important to know how much of an association, if any, these games have with aggression. Violent video games have been the subject of numerous lawsuits. These lawsuits range from banning the sale of violent video games to minors to developing a requirement for video game companies to include specific labels stating 18+ on violent games. In the case of Schwarzenegger versus Entertainment Merchants Association (EMA), the EMA sought to overturn a law which banned the sale of violent video games to children. The reasoning behind the law was the belief that violent video games increase the chance of violent and aggressive behavior in children, thus directly causing harm to minors (DeWeese Rumpf, 2010). Conversely, the EMA argued that banning the sale of violent video games to children violated the First Amendment by restricting free speech. The court ended up ruling in favor the EMA, stating that although there a correlation between violent video games and aggression, there was not enough evidence to prove that violent video games ultimately caused aggression (DeWeese Rumpf , 2010). Thus, banning the sale of violent video games was found to be a violation to childrens first amendment rights. Much of the evidence brought forward on the anti-video game side was very weak and could simply not prove causation between violent video games and aggression. On the side of the State of California Schwarzenegger, the research of Craig Anderson was brought forth citing a direct causal link between violent video games and real life (See Iowa State University, n.d.) . However, the rebuttal to the above statement was that in order to show that violent video games were the direct cause of aggression; a study would need to be conducted in which a minor would be isolated from all other forms of violence (see brief for Schwarzenegger Vs. EMA, 2010). A minor would need to be exposed only to violent video games in order to prove the direct causation between violent video games and aggression. Since no such study has ever been conducted, it is difficult to prove that video games are the direct cause of aggression. The first amendment rights of children could not be taken away when it could n ot be proven that video games were the cause of aggression. Therefore, a problem lies in determining just how strong of an association exists between violent video games and aggression in youths. In some cases, research points to a strong correlation between games and aggression while others find a weak association. For example, take the research of Anderson and Bushman (2001) who argue that violent video games, without a doubt, pose a threat to children. Note that the above research of Anderson and Bushman (2001) was used as evidence in attempting to prove that video games cause aggression in children in Schwarzenegger vs. EMA. However, a meta-analysis conducted by Ferguson (2007), which was not used as evidence in Schwarzenegger vs. EMA, found that violent video games have no relationship to aggressive behavior at all. As such Ferguson (2007) even argued that violent video games have been associated with positive reactions and prosocial behavior. As noted with two differing studies, its very important to determine whether or not violent vid eo games are associated with aggressive behavior. The work of two different researchers has led to differing results and thus, it is important to get a clear understanding on this relationship in order to avoid further confusion. With all the opposing views, debates, and court cases, researchers ought to be focusing simply on the relationship between violent video games and aggression. Researchers on both sides of the debates are eagerly trying to prove or disprove that the association exists or does not exist, with much of the information ending up as very ambiguous. Perhaps researchers ought to apply concepts such as Banduras (1961) Social Learning Theory and modeling in order to understand the relationship between the two Definition of Terms Aggression Hostile or destructive tendency or behavior (Oxford English Dictionary, 2012). Behavior The way in which one acts either alone or around others. Debate A discussion between two sides on an issue where both sides disagree. Entertainment Something affording pleasure, diversion, or amusement, especially a performance of some kind (Dictionary.com, 2012) E.M.A. (Entertainment Merchants Association) Protects right the right to sell and promote entertainment products (entermerch.org, 2012). E.S.R.B. (Entertainment Software Ratings Board) Assigns age and content ratings to video games and mobile applications (esrb.org, 2012). First Amendment An amendment to the U.S. constitution, ratified in 1791 as part of the Bill of Rights, prohibiting congress from interfering with freedom of religion, speech, assembly, or petition (Dictionary.com, 2012). Free Speech Being able to openly say anything one wishes without the fear of punishment either by authority or the government. Hostile Acting or behaving a negative or intimidating way toward an individual, animal, or property. Lawsuit A prosecution of a claim in a court of law (Oxford English Dictionary, 2012). Media Outlets such as television, newspapers, or magazines that provide information about current events and trends. Observational Learning The ability to acquire a new response as a result of observing a behavior model (Bandura, 1968, as cited in Carey, 2011). Parent The genetic or non-genetic Mother or Father of a child, a protector or a guardian (Dictionary.com, 2012). Politics The art or science concerned with guiding or influencing governmental policy (Merrium-Webster.com, 2012). Prosocial Behavior which is positive, helpful, and intended to promote social acceptance and friendship (Oxford English Dictionary, 2012). Social Cognitive Theory How a person views and respondss the ones social environment, the idea that individuals are more likely to imitate those who they identify and are familiar with (Chegg.com, 2012). Video Game An electronic game usually played on a gaming console or home computer. Video Game Addiction Excessive or compulsive use of computer and video games that interferes with daily life, to the point of isolation, neglecting of relationships, and extreme anger when unable to play video or computer games. (inspirationyouth.com, n.d.). Violence Physically causing harm or abuse to another individual, animal, or property. Youth a person who is young. Limitations of the Study Video games are a relatively new form of entertainment and today they are more popular than ever. Violent content has been found in video games since the late 70s. Violence is a recurring theme in some of the most popular video games today. These violent video games are often associated with aggression and hostility, while opponents of violent video games going so far to declare that these video games cause aggression. It is often a very political issue, with both sides arguing that either violent video games do have a relationship to aggression or that no such relationship exists. In some cases, researchers have even argued that violent video games are associated with positive behavior (Gentile et al., 2009). Most of the research available contains differing research from one another, with often confusing results. A limitation of this study is that much of the information concerning violent video games and aggression is often ambiguous, even vague in some cases. One article may argue that violent video games cause aggression while another argues that video games have no association with aggression at all. A lot of the research appears eager to prove or disprove that violent video games and aggression have an association, without emphasizing other factors that may play a part in this argument. For instance, Vessey and Lee (2000) have argued that exposure to violent video games not only leads to aggressive feelings in the short-term, but also contributes to juvenile delinquency in the longer term. In order to be certain that the sources are accurate and unbiased, extra research in to the author of the article and journal needs to be done. Also, extra attention should also be paid into the funding sources of where this research is coming from. Researchers ought to focus on the association and whe ther it is exists at all. Instead of being solely focused on proving or disproving, attention should be paid to observations, effects, and other factors that increase or decrease aggression upon playing violent video games. There are no longitudinal studies that measure children playing violent video games and aggression over time. Its difficult to determine if aggression in teenagers and adults can be associated with having played a large amount of violent video games while growing up, or other factors. Often studies associated with this topic may last only a few years, for example while a child is in high school. No such study has examined the relationship between violent video games and aggression in children from childhood to the teenager years. Longitudinal studies would provide an excellent amount of information on how much of an impact violent video game play has on aggression over time. Another limitation of this study is the fact that this topic is often a political issue. Politicians have their own opinions on this topic and often push for legislation outright banning the sale of violent video games to children. This is where the information starts to become ambiguous since most of the research is used as evidence in pushing this legislation and in the lawsuits that result. Most of the research that is used is heavily focused on proving whether or not violent video games ultimately cause aggression. Its very difficult to determine causation in this case, and researchers ought to focus on simply the association. Rather than trying prove whether something absolutely does or does not exist, focus on the association between the two and observe the effects. Theoretical Foundation The relationship between violent video games and aggression is one that researchers are still trying to understand. For this project, the relationship will be looked at through the use of the social cognitive theory and behavior modeling. In social cognitive theory, it is argued that behavior is the outcome of outside influences and choices made by oneself (Bandura, 1991). As such violent video games have been considered an outside influence, with children imitating the actions of an aggressive character. Bandura (1986) suggested that in social cognitive theory individuals will identify with and imitate characters that are liked and similar to themselves (cited in Lachlan, Smith, Tamborini, 2005). Children can recognize characters that are likeable, remind them of themselves, and in turn imitate the behavior of that character. In some cases a child will imitate the positive behavior of a character, while other times a child may imitate the aggressive behavior of a character. Determi ning whether or not a child will imitate the behavior a specific character depends on the gender, ethnicity, and social acceptance of a character (Lachlan et al, 2005). For example, a Caucasian boy will more likely imitate the behavior of a Caucasian male character over that of a Caucasian female character. Behavior modeling, also known as observational learning, is also another theory applied to this relationship. Albert Bandura (1961) conducted a bobo doll experiment in which children viewed a video of an individual violently hitting and yelling at a bobo doll with the children later being led in to a room with an identical bobo doll (Isom, 1998). After viewing the video, the children were immediately led to a first room filled with toys, the children were told not to touch any of the toy(Isom, 1998). Later the children were sent to a second room that was filled with attractive toys, however what had caught the majority of the childrens attention was the identical bobo doll that had been featured in the film. Around 88% of the children had violently hit the doll just as they had seen the model do in the video. (Isom, 1998). The theory of behavior modeling can be applied to understanding the effect of violent video games on aggression in children. Although it is difficult to prove caus ation between violent video games and aggression, a concept such as behavior modeling can provide insight in to aggressive actions upon playing violent games. Behavior modeling is a useful tool in understanding why children sometimes imitate the behavior of individuals who they view in movies, television, and video games. Albert Banduras (1961) social cognitive theory and the use of behavior modeling can help to greatly understand violent video games relation to aggression. Although much of the information regarding the two theories is based of work regarding television and movies, the same concepts have been applied to video games (i.e. Lachlan et al, 2005). It will be interesting to determine if the outcome changes when the theory is applied to violent video games. Literature Review Violent Video Games and Aggression Defined In 2011 violent video games sales have soared over the sales of nonviolent video games (Vgchartz.com, 2011). In 2011, violent titles such as Call of Duty: Modern Warfare 3, Battlefield 3, and Gears of War 3 all made the top 10 best selling games (Vgchartz.com). Violent video games are very popular on video game consoles as well as on computers. With access to online multiplayer, individuals can face off against other people from all over the world. No doubt, access to multiplayer contributes to violent video games popularity. It may seem as though the ability to partake in a video game with individuals from all over the world is a good idea, however that is not always the case. A search on the internet for video game raging can lead one to find dozens of videos of both teenagers and adults alike angrily yelling at their televisions. One is lead to wonder about the implications of these games and what long term consequences they may have. In some instances, video game addiction can occur, leading players to neglect all other responsibilities in order to dedicate as much time as possible to the game (Van Rooij et al, 2010). However, violent video games have not been associated with video game addiction alone. Often, violent video games are associated with increased aggression and hostility in adolescents. Its very difficult to prove that violent video games cause aggression. One would need to prove that aggression is directly caused by video games alone; as such no research has done this hefty task. Anderson Bushman (1998) argue that there are at least four active types of human aggression including physical, verbal, direct, and indirect. This paper will consider physical and verbal aggression in the context of violent video game play. Many research attempts to measure aggression have been conducted. Attempts include the use of electric shock to study the effects aggression and learning (Anderson Bushman, 1998) as well as the use of observational learning, more specifically Banduras (1961) Bobo doll experiment and the social learning theory. To continue, the release of one of the first violent video games Death Race did not go unnoticed; it sparked on outrage among consumers (Ferguson et al, 2008). Some consumers were so outraged that the video game was protested, some went so far as to pull Death Race machines out of arcades and subsequently burn them (Ferguson et al, 2008). Before the release of Death Race video game titles were rather tame, including hits such as Pac-man and Pong. Death Race was the first of its kind, but it wouldnt be the last. A long line of violent titles would follow which would include Mortal Kombat, Counter-Strike, Grand Theft Auto, and the popular Call of Duty series. Violent video game titles will continue to be released year after year, with much of the research about these video game titles resulting in mostly ambiguous information. Its important to gain a clear understanding of the effects of these video games on aggressive and hostile behavior. This paper will take a look in to the appearances violent video games have made in the news, including the link to the Columbine Shootings as well as the Virginia Tech shootings. This paper will also take a look in to the various court cases violent video games have been a part of, including Schwarzenegger vs. EMA as well as Brown vs. EMA. Various legislation from banning the sales of violent video games to minors to requiring an 18+ title will also be considered, as will the Entertainment Software Ratings Board and their reasoning behind rating various titles M for Mature. Last but not least, this paper will also focus upon various research efforts that have been put forth in order to understand the a ssociation between violent video games and aggression. Violent video games in the news Local News Stories Violent video games have made headlines numerous times. Whether news surrounds the release of the violent video game title or the consumers who play them, controversy isnt too hard to find. For instance, take the story of Daniel Petric who had planned to murder both of his parents because they would not allow him to play the shooting game Halo 3 (Ohio teenager, 2009). Petric proceeded to shoot both his parents in the head, his Father survived. Judge James Burge (2009) who had presided over this case stated that Petric had become so obsessed with this particular video game, he had come to believe that like many of the characters in the game, death was not real (as cited in Martinez, 2009). In the end, Petric was sentenced to 23 years in prison but could have faced life without parole. According the Judge Burges statements, Petric had falsely believed that his Mother would not have died when he shot her. Having become so addicted to the game, Petric believed that his Mother would continue to be alive. As in many video games when the character an individual is play dies, the character will simply come back to life a few seconds later as if nothing had happened. Halo 3 is such a game, it is a shooting based game and when the players character dies, the character will come back to life a few seconds later. Petric had become obsessed with this game, to the point where he was addicted. When his parents forbid him from playing the game, he reacted violently. One cannot argue that Petrics violent reaction was caused solely by the video game; however there is definitely an association between the two. For instance Judge Burge (2009) continued I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents, they would be dead f orever (as quoted in Ohio teenager, 2009). Petric may have been confusing fantasy with reality, thinking that his parents would not be dead forever but instead reappear as a live a few days later, just like in the video game. Similarly to Daniel Petric, take the case of Crystian Rivera who killed his baby sister after becoming frustrated with a video game. 13 year old Crystian Rivera was apparently playing a video game while his baby sister had fallen and began to cry, Rivera had gotten so frustrated with the video game that he picked up his 9-month old baby sister and shook her (Police: Frustrated, 2011). Rivera had reportedly said that he had become frustrated with the video game when the character whom he was play as was killed (Police: Frustrated, 2011). No doubt Rivera had experienced an extensive amount of frustration while playing this video game and acted aggressively towards his baby sister. It cant be said that the video game was the cause of the aggression, as other factors might have played a part. Consider the fact that Rivera was only 13 years old while watching a 9-month old. Some adults get frustrated watching a 9-month old and a distracted 13-year old may have experienced an unnecessary a mount of frustration when dealing with a crying child. Rivera would go on to be tried as a youthful offender because of his age (OKC Boy, 2012). Columbine Massacre These are just 2 of many local news stories that have a link to video games. However, video games have made appearances in national news stories as well. The Columbine Massacre took place on April 20th, 1999 in Littleon, Colorado. Students Dylan Klebold and Eric Harris entered proceeded to shoot at other students and staff. The two students had originally planned to murder hundreds of students with a variety of guns, knives, and bombs (Rosenberg, n.d.). Twelve students, one teacher, and the two shooters were dead by the time the massacre was finally over (Rosenberg, n.d.). There are many theories, ranging from depression and bullying, that have been used to decipher what may have prompted the two shooters to carry out this massacre (Mears, 2007). One popular theory is that the video games the two shooters played may have in some way contributed to the actual massacre. The two shooters were reportedly avid players of the first-person shooter video game Doom (Saldana, 2012). The two even made custom levels and characters to share with other Doom players over the internet (Mears, 2007). In the Doom video game players assume the part of a single soldier who roams corridors and shoots at different space creatures with a number of different weapons (Ward, 2001). Doom is very similar to many violent video games of today coinciding with a military theme. Jerald Block (2007) has argued that a sudden restriction from access to the computer and subsequently the video games may have triggered the Columbine shooting (as cited in Mears, 2007). For instance, parents of Harris and Klebold may have suddenly taken away access to the computer, which may have sparked extreme anger in both and eventually resulted in the school shooting. While researching this area Block (2007) had found evidence that computer use was restricted at home and at school for Harris and Klebold, while threats and violent grew more with each restriction (as cited in Mears, 2007). Both Harris and Klebold were obsessed with the Doom video game and reacted violently when it was restricted. It is important to note that Block (2007) feels that the content in the video games is not what prompted the shooting (as cited in Mears, 2007). Both the computer and video game Doom were outlets for Harris and Klebold, without these outlets they proceeded to unleash their aggression on the real world (Mears, 2007). The video game Doom was subject to much controversy as a result of the Columbine shooting. The video game was highly scrutinized and it was noted that the shooters in the school shootings of Paducah, KY and Springfield, OR were also avid players (Sternheimer, 2007). Since the Columbine shooting, a plethora of newspaper articles were released around the nation alleging that video games were the cause of the shootings (Sternheimer, 2007). Sternheimer (2007) argues that aggressive people have a high chance of buying violently content, but it is difficult to prove that violent content actually causes real life violence. It is difficult to prove causation in video games and real world violence, only that the two exist together (Sternheimer, 2007). Sternheimer (2007) states that many news articles concerning video games and violence ignore other factors that might have played a part in the shootings: News reports of the shootings that focus on video games ignore other research on the meanings that the audiences make from media culture. This may be because its qualitative findings are difficult to turn into simple quotatio

Friday, October 25, 2019

The Roots of Our Digital World Essay -- Technology Essays

The Roots of Our Digital World Today's world revolves around the storing, organization, and communication of information. While the world today may seem new and unique, this digital world arose out of a combination of many smaller steps that varied from innovations like a new discovery in science or a new philosophical outlook. In their writings Lev Manovich, a professor of New Media at San Diego University, and Dr. Simon Cook, an Economics professor at Duke University, have developed of a history of what lead to the development of the visual world. Manovich claims that the digital revolution came in a three-step process. The first took place in the time period between 1870 and 1920. Manovich believes that during this time period, called the late Victorian, a change occurred in the cultural attitude toward vision. This change was seen in the development of various forms of visual reasoning by scholars like Galton, Venn, and Einstein. The next step occurred after World War II. The world had seen large advances in t echnology and industry. Because of this change, the worker began to do less physical labor and a shift in focus from developing physical efficiency to mental efficiency occurred. The last step has occurred in the modern times. Here the shift focused on the development and dominance of the computer (Cook 2). Cook agrees with Manovich's three- step theory, but feels that Manovich has left out a few important aspects of this visual history. The basic structure of Manovich's claim seems correct, but aspects of the development of late-Victorian visual representations were neglected or incorrectly viewed as unimportant. Cook believes that the more emphasis should be placed on the influence of mathematics in Galton and ... ... Reasoning and a Modern History of Vision. Online Text. http://www.duke.edu/~sjc68/academic/montreal.doc. 8 March 2002. Dodgson, Charles (aka. Lewis Carroll), The Game of Logic. Online Text. 1886. http://www.lib.duke.edu/pdf/ll1513.pdf. 8 March 2002. Ferrell. Keith "Graphical user interface." World Book Online Americas Edition. http://www.aolsvc.worldbook.aol.com/wbol/wbPage/na/ar/co/722716. 8 March 2002. -- "Internet." World Book Online Americas Edition. http://www.aolsvc.worldbook.aol.com/wbol/wbPage/na/ar/co/279620. 8 March 2002. Perini, Lynda. "Fax machine." World Book Online Americas Edition. http://www.aolsvc.worldbook.aol.com/wbol/wbPage/na/ar/co/192830. 8 March 2002. Venn, John, On the Diagrammatic and Mechanical Representation of Propositions and Reasonings, 1880. Online Text. http://www.lib.duke.edu/pdf/ll1512.pdf. 8 March 2002.

Thursday, October 24, 2019

Organizational Behavior and Globalization Essay

In a world which is characterized by globalization, especially in terms of the operations of different businesses, there is also a need for organizations to demonstrate a higher degree of responsiveness and provide an assurance that its current management systems in place are in accordance with the requirements of the current environment and context. With this thing in mind, it can be noted that one of the things which significant affect the operations of businesses which should be highlighted, in response to being more global, or to globalization, would be organizational behavior. In the past years, globalization has been taken into different contexts and has become more apparent in the operations of many businesses. In a nutshell, the occurrence of globalization can be seen as the act of being absent of distance in culture and society, as there is said to be unification and in time and space, affecting various facets of the society, including political, cultural, social, and econom ic life (Ray, 2007). It is apparent that globalization has led into paradigm shifts in the manner at which many businesses operates wuch as with regards to the presence of a stronger international trade, major technological advancements, and increased cultural exchange (Braun, 2005). Because of the significant effects which were brought about by the advent of globalization in contemporary businesses, it is apparent that there has also been an urgent need for these firms to address such concerns in managing organizational behavior. Many organizations should adapt to the consequences of globalization because of the fact that it creates a great impact on their organizational behavior. Because of the higher degree of interdependence between different factors which are relevant in the operations of organizations such as economic, cultural, and social factors, it has been regarded that there is a higher concern for many to place a gat deal of emphasis on organizational behavior. In addition, the advent of globalization has also made businesses expand their operations, some even on an international scale. Because of such expansion, or what others would call multinationalization, it can be reflected that teher are apparent differences within the employees, and even the m anagement style, within the  organization. These differences and diversity, as brought about by various cultures in the work environment, and as a consequence of globalization, can be given the appropriate solutions given the fact that the management has the right approach towards organizational behavior (Wagner and Hollenbeck, 2010). The world made closer and smaller, as a consequence of globalization, has made significant changes in with regards to organizational behavior. From the management context, the intertwining of cultures within organization, again, as a consequence of globalization, has serious management implications. It calls upon the greater need to manage organizational behavior in such a way that it must be assured that the people are made comfortable under a diverse working environment to make them more effective and efficient in their jobs (Harris and Hartman, 2002). In addition, it is also important to note that globalization serves as a major force which restructures economic, political, and social systems within societies and within organizations. With such, as it has been highlighted in the earlier sections of this paper, globalization calls for better management of organizational behavior and it should be assured that the organizational changes which serve as the consequences of globalization should be given emphasis so that it will not allow any negative consequences on the way people behave and functions within today’s contemporary organizations. The management of today’s organizations must learn many international management techniques, especially those which relate to management of the workforce, to be assured that they are not negatively affected by the outcomes which are brought by globalization (Griffin and Moorhead, 2010). Organizational Behavior and Organizational Structure For the effective and efficient operations of any organizations, one of the most apparent requirements would be an organizational structure which fits the business and which would gain a high level of support from its workforce. Organizational structure, by definition, is a system which allows the provision of the division, grouping, and coordination of various activities within the organization. It provides an outline of the tasks  which shall be completed by individuals and groups (Hoye, et al., 2009). Furthermore, it also allows the provision of the hierarchy of authority and responsibilities to determine the people who would be reporting with the superiors and to be able to as well provide how the employees are linked to each other, with specific emphasis on the tasks which are supposed to be completed (Kinney, 2008). It is assumed that the organizational design and structure can be considered as a key shaping force of the organizational behavior. They are highly influential towards the implementation of strategies and also significant towards being able to trigger both employee commitment and motivation (Beer, n.d.). Because of the high degree of importance which is placed upon organizational structure, it is apparent that many firms in today’s time are already veering away from the traditional forms of management. For instance, instead of the deployment of an organizational structure which is mechanistic or stable, many firms are now using a structure and design which is organic or adaptive., The use of such organizational structure is said to give them the benefit of flexibility and being more dynamic. With such, it can also be assumed that there is a greater flexibility towards the management of the behavior of the workforce. In addition, it is also important to take note that certain aspects of organizational behavior, such as the turnover satisfaction, and performance of the workforce, are greatly influenced by its structure. In an organic or adaptive organization, as it has been mentioned earlier, it can be seen that the level of employee satisfaction is higher basically because there is a greater degree of responsiveness in accordance with what is needed rather than being stable regardless of the situation which the work environment is confronted with (Walonick, 1993). Furthermore, it should be assured that the organization is structured in such a way that it is responsive of the needs and the objectives of the organization. A weak or deficient organizational structure can have negative effects on organizational behavior, such as in the following aspects: it can delay decision-making because of overloaded hierarchy; correct information may not be provided to the right person and in the right format, therefore  leading into low-quality of decision outcomes; organization may demonstrate the failure to become responsive of the changing environment, especially in a case of an organization with a highly diversified workforce; and there might be a presence of conflicts between individuals and departments which are working against each other (Nelson and Quick, 2008). Different organizational structures, including the systems for reporting and supervision, show a variety of effects on organizational behavior. For instance, n a firm in which the decision-making activities are concentrated on the top or senior management, or under a highly centralized organization, the praises for the problem solving techniques all go to the top management,. In such case, it can be reflected that employees may have a feeling that it is quite unfair for them, especially if they know that they have exerted significant efforts in carrying out a multitude of tasks, for which the credit goes not to them, but to the senior management. This could result into lack of motivation and low level of employee morale. On the other hand, in an organizational structure at which there are rigid policies and vague design on who and where to report, there is a potential to lead the workforce into the feeling that they are not trusted basically because they are not involved. In such organizational structure, employees may demonstrate low quality of work and low degree of productivity basically because there is a failure from the management to provide am organizational design which clearly outlines their responsibilities and hierarchy. Because of such situations, it is therefore important to create an organizational structure which will be able to make the organizations more effective through a behavior which can be expected to result into high quality of outputs ( Phillips and Gully, 2011). Organizational Behavior and Outsourcing Outsourcing in business is indeed a proof that globalization has taken its toll in the operations of today’s organizations. Outsourcing allows for the transfer of the recurrent internal activities of an organization to a contracted outside provider. Outsourcing is considered as a strategic move by today’s contemporary businesses for different reasons and benefits, such  as the following: enhancing the effectiveness of the organization by the demonstration of a focus on the things which they do best; improvement in operation performance, increasing product, service, customer, and shareholder value; improving risk management; improving control and management; reduction in investments of various assets; gaining market access through the provider of services which are outsources; and expansion of the organization’s current market (Greaver, 1998). Furthermore, the practice of outsourcing business activities can also result into increased flexibility with regards to ensuring the maximum optimization of the resources which the organization is confronted with and it also allows rapid technological migration (Blokdijk, 2008). Outsourcing, aside from the fact that it leads into significant reduction in costs, speeding up business activities, and increasing the efficiency of an organization, also shows significant benefits with regards to organizational behavior. For instance, it has been noted that because of outsourcing, there is a greater possibility for teamwork to be apparent within the operations of the organization. Outsourcing makes it possible for the workforce to focus on their job junctions at which they are skilled and competent, making them more valuable for the firm. This can lead into heightened employee motivation and morale, especially knowing the fact that they are given the chance to excel on the things which they do best. It would be possible to enhance teamwork with the presence of outsourcing in the organization, especially if communication, trust, and cooperation are also apparent in the organizational culture. However, although it can be seen as beneficial in the promotion of teamwork, it does not come in the absence of challenges. These challenges are commonly as well significant in the field of organizational behavior. In the case of organizations in which outsourcing is practiced, it is extremely possible to view such as a threat and lack of support from management. This is basically because the two different companies may not develop a dynamic and lasting relationship which can motivate the employees to do well in their jobs (Griffin and Moorhead, 2010). Outsourcing has a direct impact on the employees of the organization. For instance, it has been assumed by some that outsourcing can be treated as an  apparent breach of the psychological contract of the employees with the organization. This means that the unconscious expectations of the employees for the organization to be more responsive of their psychological needs and be more supportive of their psychological defenses are not fulfilled. Such has the potential to lead into low employee morale and any other aspects of human behavior which can trigger productivity and efficiency at work (Morgan, 2009). In addition, another effect of outsourcing in organizational behavior is that it can possibly lead the employees into having a feeling of job deterioration and job insecurity. It can lead into the deterioration of working conditions in the sense that such employees may be assigned work which is precarious and it can also elad into longer working hours. For instance, if the business is outsourced in a different country, there may be significant differences in working hours between the two locations and it can inevitably lead into stress and unfavorable working conditions at one end (Blanke, 2009). Lastly, outsourcing also has the potential to lead into thinking that the skills and competencies of the employees are underestimated (Roe, et al., n.d.). Organizational Behavior and Virtual Organizations Virtual organization, just like outsourcing, is also one of the means to make the world smaller through a network of connections to make business processes more efficient and easier. A virtual organization is an organization which even members are geographically separated from each other, the organization is still single and unified as they are connected with computers and other means of technology which would allow them to be working with each other, regardless of their locations. One of its most outstanding features is that it lacks physical structure which shows that such organizations have a lower degree of physical presence compared to organizations of other types. Operations are often decentralized rather than being concentrated, basically because the members are geographically dispersed from each other. In addition, it also demonstrates heavy reliance on a multitude of communication technologies in order to link people with each other. Organizations of such type also benefits from the fact that it is inclusive, boundaryless, responsive, and flexible. However, although such  benefits may prove to be evident in the case of virtual organizations, it is also apparent that t requires the need for sophisticated management techniques as there is a need to link and unify people into one common organizational objective, despite the fact that they are working in distant locations (Warner and Witzel, 2004). Just like in cases which were earlier mentioned in the earlier sections of this paper, the operations of virtual organizations also show significant effects with regards to organizational behavior. The advent of various information and communication tcehnologes has given way to such developments in organizational operations. Without a doubt, people were given the opportunity to complete their jobs anywhere and anytime which they find it appropriate. The development of such virtual organizations presented a number of challenges in the management of organizational behavior. In the absence of a physical environment which shall govern and monitor the completion of jobs, there are apparent common challenges such as the management and leadership style which shall be employed, career planning, evaluation of performance, and how the employees will be monitored (Kirel, 2007). Furthermore, it has also been regarded that one of the most important requirements essential in the success of virtual organizations is the fact that the members or the employees must be knowledgeable and competent in the use of various technologies which shall facilitate communication and coordination between the distant parties working with each other in pursuit of the business goals. In such regard, to be able to result into efficacy, there is a need for the coordination of the different agents who are involved in organizational behavior. There is a need to ensure that all the concerned people will have an understanding of the domain of operations of the virtual organization to be assured that they will demonstrate a high or an acceptable level of competency in the completion of their tasks (Camarinha-Matos and Afsarmanesh, 2004). Because one of the main goals of virtual organizations is to coordinate and link people in different locations, management will be confronted with a  great challenge in terms of how it shall enact a culture which is apparent in any other organization. There will be a challenge to maintain commitment from the workforce despite the fact that there may be an absence of direct supervision and insufficiency of support coming from the management. There is a potential fgor the presence of increased conflict and decreased loyalty. Such organizational behavior concerns will be quite challenging to manage basically because of the presence of geographically-dispersed locations of operations (Sims, 2002). Organizational Behavior and Strategic Alliances With the goal of achieving better business efficiency and effectiveness, many organizations consider a number of means by which they can be able to increase their competency and ability. One of such would be through strategic alliances which make it possible to demonstrate a high degree of cooperation between various groups in lieu of the objective of being able to better business results. Through strategic alliances, businesses are able to employ a cooperative strategy through the combination of capabilities and resources to be able to achieve their sustainable competitive advantage. Therefore, under the concept of strategic alliances, there is an apparent sharing and exchange of both resources and capabilities between firms which are partnering with each other. Today, such alliances have been regarded as a competitive strategy, especially for many smaller businesses which are competing against the bigger ones. Strategic alliances are often given consideration by the management in o rder to expand their operations and tap a greater fraction of the market, which they cannot complete in the absence of another firm to help them accomplish their goals (Hitt, et al., 2009). With the variety of definitions which are given to describe the contexts of strategic alliances, two prove to be most significant in its relation to organizational behavior. First, strategic alliances entail the involvement of two different organizational entities. These organizational actors are separate, initially, as being characterized by differences in interests, powers, and identities. Second, the formation of a strategic alliance is geared towards the interaction of two parties to achieve specific goals  which may vary across partners. The relationship between the organizations forming an alliance serves as a significant discussion in the examination of their relevance to organizational behavior. One of the major challenges which are confronting such integration of businesses is the fact that it many potentially lead into intergroup and identity issues. This is emerging from the fact that in the case of alliance formations, two or more distinct groups of organizations composed of employees with different culture and orientation, will be working together for a long period of time to achieve a common business goal. Some of the potential issues which may arise from such would include mistrust, favoritism, and group boundaries which would divide the workforce, instead of being unified. Fairness and inclusion are also among two of the most important dimensions which should be highlighted in intergroup issues which are given rise by the advent of strategic alliances. Furthermore, in-group favoritism, as earlier mentioned, can also be evident. This can be possible in a case wherein one side of employees would be more favored from the alliance, especially if such party has a greater contribution towards the success o0f the said alliance. There is also a high tendency and possibility that cultural clash can be present because of the dissimil arity from the different groups of employees. Such issues should be highlighted in the management of organizational behavior so that they cannot6 further escalate into problems which can lead into the failure to manage diversity and can lead into insufficiency of teamwork within the organization formed from a strategic alliance (Leung and White, 2004). Managerial perceptions and cognitions are important to be developed in the case of strategic alliance sin order to see to it that organizational behavior is properly managed, in such a way that it brings an inclusive workplace, while highlighting the significance of diversity management, in spite of the fact that the employees came from organizations which were once separate from each other. There is a need to manage inter-organizational in such a way that the emotions, culture, and perspectives of the employees from organizations forming the alliance will be carefully understood (Das, 2011). Organizational Behavior and Multinational Corporations Current trends in the business context, such as the increasing presence of globalization, have also allowed businesses to flourish and expand their operations on a global scale. An evident proof of such claim is the perpetual increase in the number of multinational corporations operating in different countries all over the world. Selling goods and services of corporations in different countries is not a new phenomenon in the business context, but contemporary issues have confronted such firms especially given the perpetually changing economic and political context which governs their operations. The multinational corporations can be seen as a highly effective and efficient means for utilizing the world’s resources, including humans. It is also an effective tool for bringing new technologies and highly advanced business practices, especially in their operations in developing nations. Despite the fact that a multitude of risks are confronting their operations, it cannot be denie d that they bring benefits which are unparalleled especially in terms of economic metrics (Yusof, 2007). One of the major challenges which are evident in the operations of multinational corporations is the fact that it must be able to demonstrate flexibility and responsiveness in the management of people. This is in recognition of the approach that there is a no one-size-fits-all approach towards managing organizational behavior and culture. Multinational corporations must be able to adjust their management styles and strategies depending on the country at which it has its operations. The organizational behavior must be adjusted to the context that it will prove to be appropriate to the organizational culture. In addition, there is also a need to manage the global company in such a way that teamwork is promoted despite the diversity of operations and that there is a promotion of inclusivity in the workplace in order to positively influence to attitudes and behaviors of the workforce. Control and coordination should be the focus of the people managing multinational corporations to be assured that the employee needs and requirements are being meant, in spite of the breadth nd scope of the operations of the firm. The right principles towards international management and organizational behavior should be strongly demonstrated in managing an organization in which more than one culture as involved, like in  the context of the operations of multinational corporations. In such case, diversity management is essential to promote a work environment which is conducive and productive (Arora, 2000). In some multinational corporations, even if it can be assumed that the operations are autonomous from each other, there is still a strong need in order to properly manage organizational behavior. As it has been discussed, the diversity of culture, same in the case of strategic alliances, should be one of the most significant highlights which should be prioritized by the management of the organization. There is a need to assure that there is a common vision across boundaries which separate operations. A unified goal is needed in order to get the workforce to act in such a way that the complexity of wide scale operations is minimized to an acceptable level. The ability of multinational corporations to create a globally integrated system will be largely dependent on its capacity to manage its operations, given the fact that it extends geographical boundaries. To create such integration in its systems of operations, there is a need for the demonstration of the ability to manage apparent differences of its people across cultures, to be assured that they will behave and perform in accordance with what is expected to generate better business results and create a more dynamic work environment (Phillips and Gully, 2011). REFERENCES: Arora, R., 2000.Encyclopedic dictionary of organization behavior. New Delhi: Sarup & Sons Beer, M., n.d., Organizational behavior and development. [online]. Available at: [Accessed 28 July 2011]. Blanke, T., 2009. Recasting worker involvement? Germany: Kluwer Academic Press Blokdijk, G., 2008. Outsourcing 100 success secrets. Oxford: Lulu Braun, M.A., 2005. Does it matter for the business world whether globalization worsens income inequality between and within nations? Germany: Verlag Camarinha-Matos, L. and Afsarmanesh, H., 2004. Processes and foundations for virtual organizations. Massachusetts: Kluwer Academic Press Das, T.K., 2011. Strategic alliances in a globalizing world. New York; Information Age Publishing Inc. Greaver, M.F., 1998. Strategic outsourcing: a strategic approach to outsourcing decisions and initiatives. New York: AMACOM Griffin, R.W. and Moorhead, G., 2010. Organizational behavior: managing people and organizations. Ohio: South-western Cengage Learning Hitt, M.A., Ireland, R.D., and Hoskisson, R.E., 2009. Strategic management: competitiveness and globalization. Ohio: Southwestern Cengage Learning Hoye, R., Smith, A., Nicholson, M., Stewart, B., and Westerbeek, H., 2009. Sports management: principles and applications. Oxford: Butterworth-Heinemann Harris, O.J. and Hartman, S.J., 2002. Organizational behavior. New York: The Haworh Press, Inc. Kinney, D.P., 2008. Organizational structure in community colleges: past, present, and future. Michigan: ProQuest LLC. Leung, K. and White, S., 2004. Exploring dark corners: an agenda for organizational behavior research in alliance contexts. Hong Kong: Insead Kirel, C., 2007. The future of organizational behavior in virtual organizations. Anadolu University Journal of Sciences. 7 (1). Pp. 93-110 Morgan, S.J., 2009. The human side of outsourcing: psychological theory and management practice. Massachusetts: John Wiley & Sons, Ltd. Nelson, D.L. and Quick, J.C., 2008. Understanding organizational behavior. Ohio: Thomson Higher Education Phillips, J. and Gully, S.M., 2011. Organizational behavior: tools for success. Ohio: South-western Cengage Learning Ray, L.J., 2007. Globalization and everyday life. New York: Routledge Roe, R.A., Smeelen, M., and Hoefeld, C., n.d. Outsourcing and organizational change: an employee perspective. [online]. Available at: http://arno.unimaas.nl/show.cgi?fid=3748 [Accessed 28 July 2011]. Sims, R.R., 2002. Managing organizational behavior. Connecticut: Quorum Books. Wagner, J.A. and Hollenbeck, J.R., 2010. Organizational behavior: securing competitive advantage. New York: Routledge Walonick, D.S., 1993. Organizational theory and behavior. [online]. Available at: [Accessed 28 July 2011]. Warner, M. and Witzel, M., 2004. Managing in virtual organizations. London: Thomson Learning. Yusof, Y., 2007. Managing financial risk for multinational companies in South East Asia. London: AuthorHouse

Wednesday, October 23, 2019

Changing Tire Essay

Most people know how to change the tires of a car, it is a skill people should know in order to survive if a roadside flat tire occurs. Changing tires usually happens in a shop or when a roadside flat tire occurs, males are usually do a better job and know more about changing tires; however, there are females who changes tires but rarely. My dad had taught me how to change tires just in case a roadside flat tire occurs and it would be a good skill to know. When changing a tire, safety is the most important thing. The ground should be flat and stable when a tire is being change, the emergency brake should be on in case of sliding down the road. The right tools to use while changing the tire are very important, and if a mechanic is changing a tire for a job they usually wear something to get down on the ground and get dirty. In order to change a tire the first thing a person needs to do is to check the areas to see if it is a safe place to do so. Some people take the safety very serious, the vehicle could roll down the hill if the emergency break isn’t on or it would be bad to jack the car up when the ground is slanted. After checking the area, get out all the tools that are needed to change the tire. The tools that are usually needed are the jack, a wrench, and a spare tire. The jack is to use to lift the vehicle off of the ground so the tire can come off the vehicle. A wrench is to twist and loosen the lug nuts off of the tire and the new tire is to repair for the flat tire or the new one. Now that the area is checked and the tools are out it’s time for changing the tire. To change the tire, the vehicle needs to be lifted up with the jack. Place the jack under the frame near the tire that is needed to be change. Make sure that the jack is in contact with the metal portion of the car’s frame. After the jack is in the right place, start raising the jack up to where the tire is off the ground and make sure the jack is stabilized. After the tire is off of the ground, begin loosening up the lug nuts by using the wrench to twist. There are different sizes of wrench to fit different sizes of lug nuts. Find the correct size then loosen the lug nuts by turning it counterclockwise (left), don’t take the lug nuts all the way off, just break the resistance with the wrench first. The lug nuts take a lot of power to start loosen it up, after just loosen the lug nuts off it might be easier to use hands to twist it completely off. When all the lug nuts are off, the tire should be easy to come off as well. If the tire is hard to take off by hands, kick or hit the tire a little to loosen it up or lift the tire up a little to take it off. Sometimes if the vehicle isn’t lifted high enough it would stop the tire from coming off. In that case, pump up the jack more and lift the tire off of the ground so it might help. After the old tire is removed, replace the spare tire. To replace the spare tire correctly, the rim of the spare tire needs to be aligned with the wheel bolts, then put on the lug nuts. Tighten the lug nuts by hand until they are all snug then tighten them all the way by using the wrench. After the lug nuts are being tightened, lower the jack down. Once the car is lowered, tighten the lug nuts more to make sure the lug nuts are as tight as possible. The final step would be putting all the tools away and the flat or changed tire away. Changing a tire isn’t the hardest job but it can be tough for people who have never experienced it. It is a skill that needs to be learned if a roadside flat tire occurs and no one is around to help. A spare tire and tools are usually in the trunk when a tire is needed to be changed if it’s in the middle of nowhere. Safety is the most important part, and doing the steps correctly will make this process easier.