Wednesday, October 23, 2019

Different types of play Essay

The activity called playing is a form of enjoyment that provides pleasure, excitement and competition. A person playing more often than not is enjoying himself and having fun. Games are the factors of playing that creates the whole essence of the word. Studying two â€Å"types† of games can help provide more understanding regarding this subject matter. The Traditional Games that have been active from different nations during the course of time, and the technology-based Video games, particularly in China and Europe are the two main aspects of this paper. II. TRADITIONAL GAMES Traditional games are the games that nations have produced due to people’s love for enjoyment and leisure. These are the games that were inspired by the times and have been kept alive through the passing of the knowledge of the game from generation to generation. A. TRADITIONAL GAMES IN ASIAN COUNTRIES Traditional games very much vary due to the differences of cultures and nationalities. Taking a look at examples of two different Asian countries can help assist compare and contrast traditional games. Two nationalities that have interesting traditional games are China and the Philippines. 1. ) China Due to China’s rich history, it has produced so many different traditional games throughout the years of the civilization’s existence. Here are some of the games (The Chinese Historical and Cultural Project, 2007). â€Å"Chinese Yo-Yo or Pull-Bell† The bamboo â€Å"empty bell† is represented in Records of Scenes at the Capital from the Ming dynasty (1386-1644 A. D. ): The two ends are circular saucer shapes. In the center is a horizontal bit of wood. Mount it on a string and twirl with a vibrating motion. It emits a humming sound. This was a game played by girls and boys during the springtime, when the willow leaves turns green. It became specifically famous in the North. A poem was even made about it. â€Å"Kites† Different folk tales about the beginning of the kite do exist. A Sung Dynasty statement makes their initial appearance in the Warring States era. But Lin K’un of the Yuan dynasty perceived that the kite was created in the Han dynasty to faze the opponents by the eerie sounds of connected whistles. History displays that the kite was also utilized to call for help. In Taiwan, kite flying is incorporated with the season of autumn. Cut bamboo, which is strong and light, is the conventional material for creating the frame of the kite. â€Å"Jump Rope† The jump rope dates back 1,500 years to say the least in China. It was named â€Å"jumping one hundred threads† due to the rope’s appearance displaying like a hundred different ropes as it circled in the air. During the Spring Festival in the South, this was the time that â€Å"jump rope† was most famous. It can be created with the utilization of different materials such as cotton and grass, straw and cotton combinations with wax coating. Group and single jumping are both popular in China as well as in the Wes. â€Å"The Shuttlecock (Chien-tsu)† The Shuttlecock developed out of an ancient military exercise It was famous during the time of the Han and T’ang dynasties. Subsequent to the Sung dynasty, the game was named Chien-tsu, the Chinese term for â€Å"arrow† which sounds just exactly like the word for â€Å"shuttlecock†. Consisting of a small, weighted round base with tassels or feathers at a single end, the Shuttlecock is usually kicked with the heel, the toe, instep and outer side of the foot, and the same with the knee. This game was most appropriate for cold weather because this energetic exercise warmed the body. The Tawainese government during the year 1975 included this game in physical education programs of their elementary schools, and it somehow brought back the popularity of the game. 2. ) Philippines The Philippines, despite having a diverse history due to different colonial periods, has produced such enjoyable and challenging traditional games. Most of these games were usually played during town â€Å"fiestas† (feasts) while some are just the usual pastime of Filipino children. The following are samples of Filipino traditional games (Filipino Games, 2008). â€Å"Agawang sulok† Agawang sulok – catch and own a corner – The â€Å"it† or tagger stands in the center of the ground. The participants in the corners will try to exchange places by running from one base to another. The â€Å"it† must persevere to protect a base or corner by running to any of the corners when it’s left vacant. â€Å"Araw-lilim† Araw-lilim – sun and shade – The tagger or it attempts to touch or tag any of the participants who directly in contact with the sunlight. A player saves himself or herself from being tagged by simply staying within the shade. The tagged player will in turn become the next game’s tagger. If there are five or more players participating, two or three taggers can be allowed as the taggers at the same time. â€Å"Bulong-pari† Bulong-Pari – whisper it to the priest – It is composed of an it and two teams. Team A’s leader goes to the priest and whispers one of the names of Team B’s players. Then he goes back to his place and the priest shouts out, â€Å"Lapit! † (â€Å"Approach! †). One of team B’s players must approach the priest, and if it happens to be the one whom the leader of team A whispered, the priest will then say, â€Å"Boom† or â€Å"Bung! † The participant then falls out of line and stays somewhere close, serving as the priest’s prisoner. â€Å"Luksong-tinik† Luksong-tinik – jump over the thorns – Two players acts as the base of the tinik (thorn) by placing their left or right feet together (soles touching gradually building the tinik). Players shall set a starting point, providing a runway for the participants to attempt a higher jump, so as not to hit the tinik. The other players of the team starts jumping over the tinik, then the other team members follow. â€Å"Langit-lupa† Langit-lupa – heaven and earth – An â€Å"It† chases after participants who are permitted to run on level ground (lupa) and climb over objects (langit). The â€Å"tagger† may tag participants who stay on the ground, but not those who are standing in the â€Å"langit† (heaven). The player who gets tagged then becomes â€Å"It† and the game continues. â€Å"Patintero† Patintero or harangang taga – try to cross my line without letting me to touch or catch you – The group’s members who is it stands on the water lines. The middle perpendicular line allows the â€Å"it† appointed on that line to cross the lines occupied by the â€Å"it† that the parallel line intersects, thus adding up to the opportunities of the runners to be cornered. â€Å"Palosebo† Palo-sebo – greased bamboo pole climbing – The challenge of this game includes a bamboo pole that is greased that players must accomplish to reach the top by climbing. Usually played during town fiestas, more often in the provinces, the game’s objective is that for the participants to attempt to be the first person to reach the prize which is usually a little bag placed at the peak of the bamboo pole. The bag normally has money or toys inside. â€Å"Piko† Piko – hopscotch – The participants stand behind the edge of a box, and each must have to throw their cue ball. The first to play is dictated depending on the agreement of the players (e. g. nearest to the moon, wings or chest). The one who had success in throwing the cue ball closest to the point or place that they have agreed upon will be the first to play. The next closest is second, and so on and so forth. â€Å"Sipa† Sipa – game of kick – The thing being utilized to play the game is also named â€Å"sipa†. It is consisted of a washer with colorful threads, commonly plastic straw, connected to it. The sipa is then thrown above for the participant’s toss utilizing his/her foot. The participant should prevent the sipa to reach the ground by hitting it several times using his/her foot, and sometimes the portion just above the knee. The participant must count the number of times he/she was able to kick the sipa. The player with the most number of kicks shall win the game. â€Å"Sungka† Sungka – The game’s objective is to amass stones or cowrie shells in the participant’s home base (bahay) by ceaselessly distributing the shells around smaller holes until the participant have no more shells to use. The player who gathers the most number of shells in his or her bahay wins the game. â€Å"Ubusan lahi† Ubusan lahi – game of conquer – A player attempts to conquer the members of a group (as in claiming the members of another’s clan). The player tagged from the main group then transforms as an ally of the â€Å"it†. The more players, the better it is. The game shall begin with just a single it and then try to conquer and tag other participants. Just as soon as one player is tagged by the tagger, he or she then will assist the â€Å"it† to tag the other remaining members until no other player is left on the original group. B. TRADITIONAL GAMES IN EUROPEAN COUNTRIES 1. ) England There are also many famous traditional games present in England, one example of it is the game â€Å"Skittles†. â€Å"Skittles† Skittles or Nine Pins has existed in the Inns of England for a long time. Generally, participants take turns to stroke balls of wood down a lane at the end of which are several skittles also made of wood, to try to knock them all over. Across England there are a number of skittle games. Undoubtedly, Skittles has been one of England’s most popular games. Different books have made mention of this game. Seemingly, for numerous centuries up until today, a bunch of the different games of Skittles are still being played. 2. ) Scotland Scottish people are considered as Highlanders, their traditional games are called the Highland games which they held throughout the year. This is their way of celebrating Celtic culture and Scottish heritage. The common facets of the games almost are epitomes of Scotland. They use the bagpipes, the kilt and the heavy events. Held in Dunoon, Scotland every August, the Cowal Highland Gathering, (better known as the Cowal Games), is the biggest Highland games in Scotland, appealing to around 3,500 competitors and somewhere in the region of 15-20,000 of international crowd (Grondin, 2006). III. VIDEOGAMES A video game is a game that regards interaction with a user interface to create visual feedback on a video device. The term video in video game usually referred to a raster display device. But with the famous use of the term â€Å"video game†, it now connotes any type of display device (Newman, 2004). The electronic systems utilized to play video games are named as platforms; sample of these are video game consoles and personal computers. These platforms range broadly, showing from big computers to little handheld devices. Video games that are specialized such as arcade games, while previously common, have gradually declined in use as home video game consoles have grown to fame and notoriety (Garrat, 2004). Moreover, Video games have changed the landscape of playing games, or the more common term of today, gaming. Almost being a more comfortable way of playing, Video games provide a person with the chance of enjoying himself at home. The genre of Video games has evolved throughout the years. Starting off with the Atari System and evolving to the Nintendo Wii and XBOX 360s of today, Video games have changed and made an impact to the youth of today’s generation (Silberman, 2007). It can be said that Video games have transformed a lot on people, almost affecting their way of life and their perception of play. A. VIDEOGAMES IN ASIAN COUNTRIES A lot of countries in Asia have many addicted people with regards to Video games. The following two countries can be considered as one of the top countries in Asia who have a large following for Video games. 1. ) Korea In South Korea, most people are linked to Video games due to the influences of their history. A sense of integration and correlation with regards to what people need to accomplish in Video games somehow make Koreans feel more attached to the game. Online games are the most popular among Korean citizens and most of them seem to like playing as an organized group different from Americans who loves to play in a solo way. Coordination and cooperation among Korean players somehow makes them much different from other nations (Crego, 2003; Lachlan, 2003). They consider their country as a game nation who accepts different styles of games, especially online ones. The passion for Video games has made Koreans stand out as one of the most addicted nations in terms of Video games. 2. ) China Another interesting country to look at regarding video games would definitely be China. A country with a magnanimous population combined with the huge territory, China has been also expanding in terms of technology development and economic growth. The popularity of Video Games is really high, but it has not yet reached its full potential due to the low Internet penetration within the country. Improvement of this matter can help China be more acquainted with Video games. China has a large market and it draws attention of corporations that create games due to that reason. China is different from Korea in terms of Video Games due to their different favorites. It is predicted that if in the future, 10% of Chinese people would be playing online games, it would showcase that there will be more people playing games online in China than the whole population of any single country in Europe (Lachlan, 2003). B. VIDEOGAMES IN EUROPEAN COUNTRIES Video games in Europe are not as popular compared to Asian countries. The drive for online games is just not as fierce unlike in China or Korea. In Europe, Video Games are not as big as compared to China or Korea. Video games in Europe does not become a sensation to the whole of the population. IV. COMPARISON & CONTRAST There is a huge difference with regards to the Traditional games compared to Video games. The Traditional Games somehow creates an image of a more cultural approach while Video games showcase a more technological approach (Smith, 2007). Another major difference regarding the two is that Video Games need power or energy and online games need Internet to provide full satisfaction. Without electricity, Video games won’t even exist. Traditional games tend to become more substantially formed for exercise as compared to the usual Video games, with exception to the Nintendo Wii (Hanson, 1999; Lachlan, 2003). There is a huge difference with regards to different nations’ perceptions about Video games, and it may be influenced by the country’s moral characteristics or traditional aspects. The difference with regards to Asian countries to European countries is that Asian countries freely accept the Video games and allows it to become a huge phenomenon in their respective countries, unlike in Europe. V. CONCLUSION All in all, it can be concluded that there are huge differences regarding Video games and Traditional games. For one, the physicality factor differs a lot. In traditional games, physical exercise is more utilized than in Video games. The latter promotes some sort of laziness while the former encourages fitness and health. It may not be disregarded that both are fun to play and that’s the reason why they both exist in the world today (Smith, 2007). But Video games have displayed both positive and negative sides. The positive side is that it helps educate people towards the advancement of technology. It promotes modernity and futuristic possibilities. These Video games even take the players to different sights and sounds. Only a Video game could provide varying places of fantasy, past, future and other surrealistic worlds or universe. Video games expand man’s creative thinking. But despite all of these positive factors that Video games can create, there are also the negative implications that go along with it. Violence has been a concern with regards to Video games. Due to the freedom of ideas and the creative side of gaming companies, there are huge risks of exposing the youth to violence with the use of these Video games. Many killings are attributed to Video game addictions. The effect of Video games to a person’s mind can be magnanimous. Today, there are so many different violent games that somehow scare many nations. This seems to be a wrong path for children who love to play Video games. The influence of Video games to children can be surmountable and be hard to analyze. The school killings in the United States somehow showcase the suspects as attributed to love for video games with violent content. Overall, Video games are not bad, they just need to be utilized and maximized for the good because they can even influence the youth for education. Video games used as academic tools are a big help for educators and students alike. Tradition and modernization must coincide for a better future. The traditional games should not be regarded as a threat to children’s development. Instead it should serve as the basis for people’s concept of play and parents must ensure proper guidance and child-rearing. The video games should be inspired by these traditional games that have lasted for centuries and has proven that they are fun that’s why they last. Hopefully this lasting impression could still be present in the next generations to come. Traditional games and Video games may sound different but they both posses the access to fun and enjoyment in terms of playing and they can help improve people’s socialization, fine motor and psychomotor, intellectual, leadership, time management, problem solving, decision making, and planning skills. REFERENCES Crego, R. (2003). Sports and Games of the 18th and 19th Centuries. Wesport, CT: Greenwood Press. Lachlan, K. (2003). Popular Video Games: Quantifying the Presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media, 47, 58. Newman, J. (2004). Videogames. London: Routledge. Silberman, L. (2007). Incorporating Video Games into Physical Education: Between Their Popularity and Their Efficient Delivery of Information, Video Games May Help to Enhance Students’ Motivation, Understanding, and Performance in Sports. Journal Title: JOPERD–The Journal of Physical Education, Recreation & Dance, 78, 18. The Chinese Historical and Cultural Project (2007). Traditional Games. [Electronic Version]. Retrieved May 12, 2008, from http://www. chcp. org/games. html Hanson, G. (1999, June 28). The Violent World of Video Games. Insight on the News, 15, 14. Garrat, P. (29, August 2004). Videogames: Play To Win. Mail on Sunday, 48. Grondin, K. (18, June 2006). Fun and Games †¦ Scottish Style Residents Bask in Music, Traditional Competitions. Daily Herald, 10. Smith, K. (15, July 2007). Don’t Give a Childtoys, Says Expert; CHILD’S PLAY: But Traditional Games or Role Play Can Be Better Fun Than Toys. The Mail on Sunday, 41. Filipino Games (Mga Larong Filipino). Retrieved May 12, 2008, from http://www. seasite. niu. edu. /Tagalog/Filipino_Games/mga_larong_pilipino. htm

Tuesday, October 22, 2019

The Definition of Hydrophobic With Examples

The Definition of Hydrophobic With Examples To be hydrophobic means to fear water. In chemistry, it refers to the property of a substance to repel water. It isnt that the substance is repelled by water so much as it has a lack of attraction to it. A hydrophobic substance exhibits hydrophobicity and may be termed hydrophobic. Hydrophobic molecules tend to be nonpolar molecules that group together to form micelles rather than be exposed to water. Hydrophobic molecules typically dissolve in nonpolar solvents (e.g., organic solvents). There are also superhydrophobic materials, which have contact angles with water greater than 150 degrees. Surfaces of these materials resist wetting. The shape of water droplets on superhydrophobic surfaces is called the Lotus effect, in reference to the appearance of water on a lotus leaf. Superhydrophobicity is considered a result of interfacial tension and not a chemical property of matter. Examples of Hydrophobic Substances Oils, fats, alkanes, and most other organic compounds are hydrophobic. If you mix oil or fat with water, the mixture will separate. If you shake a mixture of oil and water, the oil globules will eventually stick together to present a minimum surface area to the water. How Hydrophobicity Works Hydrophobic molecules are nonpolar. When they are exposed to water, their nonpolar nature disrupts hydrogen bonds between water molecules, forming a clathrate-like structure on their surface. The structure is more ordered than free water molecules. The change in entropy (disorder) causes nonpolar molecules to clump together to decrease their exposure to water and thus decrease the entropy of the system. Hydrophobic vs. Lipophilic While the terms hydrophobic and lipophilic are often used interchangeably, the two words dont mean the same thing. A lipophilic substance is fat-loving. Most hydrophobic substances are also lipophilic, but exceptions include fluorocarbons and silicones.

Monday, October 21, 2019

Essay on Meaningful Use for Nurses Implications and Recommendations

Essay on Meaningful Use for Nurses Implications and Recommendations Essay on Meaningful Use for Nurses: Implications and Recommendations Essay on Meaningful Use for Nurses: Implications and RecommendationsThe current paper focuses on the problem of meaningful use for nurses and recommendations concerning this issue in the contemporary clinical setting. At first, the paper provides the overview of meaningful use for nurses and gives insights to the essence of this concept. The next part of the paper uncovers the detailed analysis of the meaningful use for nurses and its application in the contemporary clinical setting. In fact, the paper reveals possible challenges and difficulties associated with the application of meaningful use for nurses in the health care environment. Finally, recommendations concerning the current application of the meaningful use for nurses are provided and the paper is summed up with the conclusion. The findings of the paper reveal the gap between new technologies and their potential and nurses’ understanding of their use grows wider that deteriorates the quality of nursing care and decr eases the effectiveness of the application of new technologies in nursing care. Therefore, meaningful use is one of the main challenges for nurses today but the successful implementation of new technologies and innovations can improve consistently the quality of nursing care and increase the effectiveness of nurses’ performance.Overview of meaningful use for nursesMeaningful Use is an umbrella term for rules and regulations that, among other things, involve electronic record keeping and e-documentation of care that hospitals and physicians must meet to qualify for federal incentive funding under the American Recovery and Reinvestment Act of 2009 (ARRA). At the same time, meaningful use has broader implications since nurses deal with diverse technologies, which they have to be able to apply successfully and consciously.In fact, meaningful use was designed to occur in three stages:Stage 1 began in 2011 and involved adoption of computerized physician order entry (CPOE) (France, et al., 2009).Stage 2, which impacts nursing, brings greater emphasis, among other things, on disease management, clinical decision support, transition of care, documentation of care plans and patient access to health information. In the original proposal for stage 2, healthcare providers must record care plan fields, including goals and discharge instructions within 36 hours of being released from the hospital, for more than 10 percent of patients. Although stage 2 begins in 2012 only, final regulations have not been publicized. The federal government solicited public comment on proposed stage 2 regulations until May 7 and are reviewing those comments. Final regulations will be published in August or September, according to Murphy (Singer, et al., 2009).Little has been explained about stage 3, which begins in 2015, and is expected to continue building on the goals of stage 1 and 2 (Hartmann, et al., 2009).In such a way, the implementation of meaningful use is occurring now and this issue remains under-regulated, to a certain extent, while new regulations will be introduced along with the introduction of new technologies and respective legal norms and rules.The wide introduction of new technologies in the field of health care and nursing care raises the problem of their effective use of nurses because often nurses are unprepared to use new technologies (Singer, et al., 2009). The complexity of new technologies and the lack of understanding of their application to nursing care raises the problem of widening gap between nurses’ attitude to new technologies as unimportant and routine and the real potential of new technologies.Analysis of meaningful use for nursesThe use of information technologies, e-documentation and other technological advances can apparently facilitate the performance of nurses and increase their effectiveness. New technologies have a considerable potential and can enhance consistently the performance of nurses and improve the quality o f nursing care. However, today, the problem is that nurses cannot always use the full potential of new technologies, especially information ones and have difficulties with the adoption of new technologies.On the other hand, the introduction of technological innovations and their meaningful use by nurses raises the problem of their effective application by nurses and some other issues. First, the meaningful use means that new technologies are used effectively and consciously (Speroff, et al., 2010). In this respect, it is worth mentioning the fact that one of the main issues nurses confront today is the lack of the adequate understanding of how to use new technologies and what new technologies serve to that helps nurses to use their full potential.The unpreparedness of nurses to use new technologies raises another problem, the problem of the meaningful use proper. What is meant here is the fact that nurses face difficulties with adequate understanding what they need new technologies for and how to apply them successfully. For example, nurses often believe that their conventional paper work makes no difference compared to electronic medical records and they use new technologies rather because they are obliged to than because they are aware of the higher effectiveness of new technologies.Furthermore, the meaningful use raises ethical and legal issues, such as the threat to the privacy right of patients, because e-documents and electronic use of information as well as other technologies implemented in the field of health care services expose the private information of patients to the risk of revelation to third parties, in case of the unauthorized access and misuse of new technologies or available information by nurses.One of the main challenges for the meaningful use is, therefore, the technological, legal and ethical/cultural unpreparedness of nurses for the meaningful use. From the ethical point of view, nurses cannot always use new information technologies bec ause of their lack of understanding how to apply them properly. Moreover, they may be unaware of possible risks associated with the misuse of new technologies because they do not understand how technologies actually work. As a result, they may uncover the private information of patients to third parties, for example.In addition, current legal regulations are not always sufficient to regulate the meaningful use of new technologies. As a result, nurses face the problem of technological advancements, on the one hand, and the lack of legal regulations, on the other. Hence, they often confront serious ethical issues and questionable situations, which require clear legal regulations but there are no such regulations so far and they have to take decisions on the ground of their professional ethics and their vision of existing legal norms and particular situation or case.Meaningful use recommendationsThe training of nurses is an essential step to the enhancement of the meaningful use. The t raining should focus on three major areas, technological, legal and cultural/ethical. The training is essential for the professional development of nurses and their adequate understanding of meaningful use. In fact, the training helps nurses to understand new technologies better and they can also learn how to realize the full potential of new technologies. As a result, nurses will grow aware of the importance of meaningful use and, more important, they will be able to use new technologies adequately and meaningfully.Technologically, nurses should be able not only to use new technologies but also be able to learn how to use technological innovations successfully. In this regard, training will help nurses to learn new technologies and understand them better. More important, they will be able to learn how to use new technologies autonomously, if they develop basic skills required for the adoption of new technologies. At the same time, new technologies should be user friendly to facilit ate the learning their use by nurses.Nurses should know and understand succinctly new legal norms and regulations concerning the meaningful use. Legal norms evolve and change respectively to changes in the health care setting and under the impact of new technologies that are introduced in the field of health care services. Training can help nurses to learn recent legal changes and respect them in their regular work.Moreover, the law enforcement and development of clear and extensive legal norms regulating meaningful use is an essential step toward the overall success of meaningful use in the nursing environment. Nurses should have the extensive and clear legal basis, on the ground of which they can perform their professional duties and apply basic meaningful use principles. The introduction of legal changes and new norms is essential the adaptation of existing legal norms to actual technological environment.Cultural and ethical training is also essential because nurses work in the m ulticultural environment and they have to respect patients’ cultural norms along with ethical norms associated with the meaningful use, such as the respect to the patients’ confidentiality, for example. Nurses need to expand their cultural views and norms to adapt to the work in the multicultural environment (Speroff, et al., 2010). The enhancement of the communication between nurses and managers of health care organizations can help to communicate key principles of the meaningful use and help nurses to adopt new technologies and principles of work successfully. Finally, meaningful use should motivate nurses to apply it in their regular practices. In this regard, new technologies introduced in the field of health and nursing care should facilitate the work of nurses. For example, they should be user friendly to facilitate their use by nurses but more important they should manifest their advantages and key goals clearly to make their use by nurses meaningful.ConclusionT hus, the development of new technologies raises the problem of their meaningful use by nurses, especially in regard to information technologies. In actuality, the development of meaningful use is a long-lasting program that has a solid legal background, which helps nurses to implement new technologies successfully. However, nurses still need training to be able to use new technologies meaningfully. In this regard, it is possible to distinguish three main fields, where extra training of nurses is needed, including legal, technological and cultural/ethical training.

Sunday, October 20, 2019

Adverse selection and moral hazard in the health insurance market

Adverse selection and moral hazard in the health insurance market In the circumstance of free competition, the resources can be allocated efficiently in the market for most commodities. However, such competition mechanism in health care market can lead to ethic issues and inefficiency. Through our research, market failure can be attributed to the following reasons. Externalities is present whenever some economic agent’s welfare (utility or profit) is ‘directly’ affected by the action of another agent in the economy (176,H,D). In certain health care, people can benefit from others’ consumption, which will result that the social marginal benefit of health care is higher than the individual. Subsequently, the problem of underproduction will arise. Adverse selection and moral hazard in the health insurance market Health care is significantly different from common commodities such as food and clothes, since we don’t know when we need and how much we need pay. With response to the uncertainties, the market tends to deve lop insurance, which makes people better off via reducing the uncertainties. Problems specifically adverse selection and moral hazard inevitably exit in the market. Adverse selection is caused by the asymmetric information between the insurance company and the consumers, inducing high insurance fees. Nonetheless, people in low risk will be driven out of the market. Another problem is the moral hazard. When people have insurance, they tend to be less careful about their health status increasing their demands of health care service. The patients with insurance will demand more health care resources than they actually need, which will cause a welfare loss. Assume that marginal cost is constant. The amount of health care that should be provided is Q1, where marginal cost equal to marginal benefit. However, because of the excess demand of patients, Q2 will be provided. And the shaded area represents welfare loss. The information asymmetry between patient and doctor: agent problem In heal th care market, the relationship between the doctor and patient is much different from the normal buyers and sellers. The patient is there to give the doctor all the information t doctor needs in order that the doctor can make a decision, and the patient should then implement that decision once the doctor has made it (CD, 45 Williams). As a result, patients’ consumption largely depends on the doctor. Therefore doctors have an incentive to make patient consume more in order to make more profit. Hence overproduction occurs. Monopoly With respect to two reasons, the certain hospitals in some areas can easily achieve local monopoly. Firstly, People in one community may have only one choice of the hospital or doctor for others far away from their living areas. Secondly it is the natural monopoly. Because of the contradictory between the high fixed cost and the confined demands, only one hospital can make profit. Part 2: Perception from the U.K. market For the health care, the reso urce cannot be allocated efficiently in the free market. Government interventions play an essential role in providing the health care. In order to cope with such flaws, the UK government established NHS providing the civil with the health care.

Friday, October 18, 2019

Supply Chain Management Essay Example | Topics and Well Written Essays - 2000 words - 2

Supply Chain Management - Essay Example Retail supply chains in the fashion industry are networks distributions options which performers the roles of procurement of, conversion of the materials into intermediary and finished goods, and the distributing of these end products to customers. Supply chains exist in both service and manufacturing organizations, although the complexity of the chain may vary greatly from industry to industry and firm to firm. (Rhys, 2005) Codes of conduct of an organization or a company, define the ethical standards that are developed by the Organization or Company. Therefore, the two go together. There has to be a document that describes the responsibilities of the company towards the people that it regularly gets in contact with. For accompany to ensure that the codes of conduct are complied with its employees, it sets up programs to ensure that the employees are made aware of the existing codes of conduct put in place by the company. This is also to carry out audit compliance. It is the process of measuring, evaluating, reporting, and adapting a company's social impact and ethical behaviour in light o fits values and expectations of the people it gets in contact with. This is often difficult for most companies to undertake alone. Therefore a more practical approach is them using existing certifications like ISO 9001 and ISO 14001. The latter is concerned with safety issues while the former dictates the aspects inv olving the environment. The two issues are the ones that are responsible for continued innovation. There are other certifications which protect Companies from various problems in their day to day operations. Example, there is one that protects suppliers from customers' unethical behaviors. Labour conditions are also set by some of the certifications. In general, the is-certifications and codes of conduct improve on the accountability of a company to its stakeholders and employees. (Sternberg, et al.2000). This paper will try and examine the ethical social responsibility and environmental considerations of a fashion company operating in the UK. The Gap In the last ten years or so, The Gap Company has underwent a course of vibrant growth through its diverse trademarks (Gap, Gap Kids, Banana Republic, Baby Gap Store, Gap Shoe Stores,) which the company markets and have a direct control all through the world. Following this success, Gap Company since 1999, became the second largest apparel retailer stores. The company, which usually subcontracts every one of its production, has since formulated a code of conduct that creates company selection criterion and the particular ways of submission. The company in emphasizing the way it values it code of conduct has undertaken services of an external monitoring company to monitor how its ethical code of conducts is followed. (Gap, 2008) Ethics Companies view The ethical standing of products is has of late become a main concern of many consumers. Presently the fashion industry is undertaking ethical fashion as championed by fashion designer Hamnett Katherine, at the present moment GAP as a company view with a lot of seriousness and it has undertaken strategies to ensure that

Strategic Plan Essay Example | Topics and Well Written Essays - 1000 words - 1

Strategic Plan - Essay Example To complete the strategic plan for â€Å"Sir Harry†, a SWOT analysis would be provided, in conjunction with stipulating the lounge’s mission and vision statements, values and objectives, as well as strategies and goals. â€Å"Sir Harry’s† aim to provide top of the line service to customers looking for a quiet respite from the busy life through posh and romantic ambiance and the luxury of enjoying cocktails in the company of friends. The lounge bar embodies the perfect get-away to unwind and spend quality time to treat oneself or friends to an extraordinary nightlife experience. The vision is to employ initially a small staff of highly qualified and competent personnel totaling 10 in all to increase annually by 3 to 5 personnel depending on the number of guests and visitors that patronize the lounge. These personnel would assume the roles of a lounge manager, finance, human resources and operations manager, and the rest would be in charge of directly addressing the needs of the customers through expertise in cocktails, specialty hors-doeuvres and canapà ©s, serving, as well as security and maintenance. The projected sales are initially $5,000 per night for the first month, and to increase by 10% until the sixth month. From the sixth to twelve months, sales is expected to pick up by 20 – 25% until the 2nd year. The values that would make â€Å"Sir Harry’s† stand out among the rest of the lounges in Hawaii is its adherence to exemplary service that would not only satisfy customers but delight them into coming back for more. In addition, the luxurious, sophisticated and romantic ambiance makes clientele extend their stay and look forward to more nights of experience with â€Å"Sir Harry’s†. 1. Owner/Proprietor: Prepare and develop a comprehensive business plan and forge contacts with suppliers to position the lounge as an upscale bar within the Hawaii district with the next 3 to 5

PERSONAL EMERGENCY AND DISASTER PLAN Essay Example | Topics and Well Written Essays - 1250 words

PERSONAL EMERGENCY AND DISASTER PLAN - Essay Example dence of tornadoes, hurricanes, blizzards and other forms of natural disasters are becoming more frequent and more deadly each year that it now poses as a potent threat both to the personnels and students of Indiana University Bloomington because it does not only disrupt the regularity of activity in the campus but can also be destructive to life and property. Earthquakes should also not be discounted even if Indiana University Bloomington is not on a fault line. The most comon threat posed by nature to the students and personnels of Indiana University Bllomington are hurricane, tornadoes and blizzards because of their increased frequency and intensity in the Midwest which IUB is located each year that is caused by the climate change. There are also disasters which are not caused by nature and neither intentional. This are disasters caused by accidents which can also be lethal if the campus personnel and students are unprepared. Given the structure of the campus of IUB, it can be vulnerable to gas leaks and fires. There are also disasters which are becoming common these days which are neither caused by nature nor accidental but is rather intended to inflict harm to other people. These intentional threats can either be carried out by terrorists or by armed individual/s and/or active shooters. The incidence of active shooters in public places has been becoming more frequent that IUB has to prepare for such threat. For IUB community to become prepared for any disastrous eventuality, a vulnerability analysis has to be made to determine where the IUB community is vulnerable to emergencies. This analysis could be used as an input in developing a a mitigation strategies that will alleviate the effect of such disasters. Inclement weather – storms, hurricane and tornado are highly probable given their increased frequency and intensity every year. They do not only disrupt regularity in the school activity but could damage both life and properties. Fires - IUB