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Harshil Asnani

Should fast food restaurants be forced to serve healthier food? - Yahoo! Answers - 0 views

  • It seems to me that the fast food industry should be blamed for most if not all of the obesity in America. People want to eat healthy but the fast food industry has taken over. There are no other alternatives. Sure they claim to have healthy alternatives but when you look at their version of a healthy alternative in most cases you are back where you began. For instance the salad that they offer has the same deep fried chicken loaded with sodium that they put on the sandwich and the salad dressing is loaded with empty calories. Shouldn't the fast food industry be held more accountable for the products they serve. One sandwich can have the entire days worth of fat and calories. Like it or not fast food is a way of life and the industry should bear some of the blame. We should start a campaign to reduce calories across the board.
Adya Saigal

'The sickening conspiracy that is the fashion industry' | Mail Online - 0 views

  • British Fashion Council
  • ban very skinny models from being hired for London Fashion Week next month.
  • "We believe that regulation is neither desirable nor enforceable,"
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  • "recommend that only models aged 16 or over are used".
  • equivalent of giving the models crystal meth, ashtrays, syringes and unlimited quantities of champagne.
  • putting big business before the health of all young women in this country.
  • The World Health Organisation considers anyone with a BMI of 18.5 or below to be underweight.
  • The Council of Fashion Designers of America is also backing an education programme to teach young models about healthy eating and nutrition.
Adya Saigal

Australia Introduces Body-Image Standards for Fashion Industry: Glossed Over - 0 views

  • Recommendations include disclosing and avoiding the digital enhancement of images; banning ultra-thin female models or overly muscular male ones, in addition to models under the age of 16 to advertise adult clothes; employing a greater diversity of ethnicities and model body sizes; eschewing editorial and advertising content that promotes negative body image through rapid weight loss and cosmetic surgery, and, for retailers, carrying a wider variety of clothing sizes that better reflects the demands of the community.
  • “ultra-thin female models or overly muscular male ones”
  • it should be that there is beauty in all sizes of bodies.
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  • “Fashion is for, generally speaking, women who are in good physical shape, who choose to take care of themselves.”
  • So larger sizes don’t sell as well as smaller sizes…but she doesn’t stock as much larger-sized merchandise.
Ben Walters

The Entertainment Software Association - Industry Facts - 0 views

  • The best-selling video game of 2007, "Halo 3," took in more revenue ($170 million) on its first day of sales than the opening weekend receipts of "Spider Man 3," ($151 million), the highest-grossing movie opening ever.
  • computer and video games to meet the demands and tastes of audiences as diverse as our nation's population.
  • Today's gamers include millions of Americans of all ages and backgrounds.  In fact, more than two-thirds of all American households play games. This vast audience is fueling the growth of this multi-billion dollar industry and bringing jobs to communities across the nation.
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  • U.S. computer and video game software sales generated $10.5 billion in 2009.
  • Sixty-seven percent of American households play computer or video games. 
  • The average game player is 34 years old and has been playing games for 12 years.
  • The average age of the most frequent game purchaser is 40 years old.
  • Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent).
  • In 2010, 26 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
  • Forty-two percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
  • Eighty-two percent of all games sold in 2009 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
  • Parents who have children under 18 with a gaming console in the home are present when games are purchased or rented 93 percent of the time.
  • Sixty-four percent of parents believe games are a positive part of their children’s lives.
anouska khambatta

The chief tenets and composition of the Indian Economic Policy - 0 views

  • the government of India initiates various actions including preparing budget, setting interest rates
  • ational ownership, labor market, and several other economic areas where government intervention is required
  • internal factors like political beliefs and policies of the parties etc. that play pivotal roles in determining the economic policy of India
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  • influenced by various international institutions like the World Bank and the International Monetary Fund
  • Five-Year Plans came into existence,
  • Milton Friedman later criticized their policy which concentrates on capital and technology-intensive heavy industry as well as subsidizing manual, low-skill cottage industry at the same time. According to Friedman, it would waste capital and labor and would slow down the growth of small manufacturers.
  • easing restrictions on capacity expansion, reduced corporate taxes and removed price controls
  • These led to enhancement in growth rate, which in turn led to high fiscal deficits and aggravating current account.
  • compelled India to face a major balance-of-payments crisis.
  • Foreign direct investments in a number of sectors started pouring in.
  • domestic and foreign investment import and export trade controls tax structure public and financial activities
Ben Walters

Does game violence make teens aggressive? - Technology & science - Games - On the Level... - 0 views

  • Can video games make kids more violent? A new study employing state-of-the-art brain-scanning technology says that the answer may be yes.
  • brain scans of kids who played a violent video game showed an increase in emotional arousal – and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention.
  • he does think that the study should encourage parents to look more closely at the types of games their kids are playing.
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  • “Based on our results, I think parents should be aware of the relationship between violent video-game playing and brain function.”
  • he scans showed a negative effect on the brains of the teens who played “Medal of Honor” for 30 minutes. That same effect was not present in the kids who played “Need for Speed.”
  • And it’s also not known what effect longer play times might have. The scope of this study was 30 minutes of play, and one brain scan per kid
  • But what about violent TV shows? Or violent films? Has anyone ever done a brain scan of kids that have just watched a violent movie?
  • Kids in his study experienced increased emotional arousal when watching short clips from the boxing movie “Rocky IV.”
  • Larry Ley, the director and coordinator of research for the Center for Successful Parenting, which funded Mathews’ study, says the purpose of the research was to help parents make informed decisions. “There’s enough data that clearly indicates that [game violence] is a problem,” he says. “And it’s not just a problem for kids with behavior disorders.”
  • But not everyone is convinced that this latest research adds much to the debate – particularly the game development community. One such naysayer is Doug Lowenstein, president of the Entertainment Software Association.
  • “We've seen other studies in this field that have made dramatic claims but turn out to be less persuasive when objectively analyzed.”
  • And they’ve got plenty of answers at the ready for the critics who want to lay school shootings or teen aggression at the feet of the game industry. Several studies cited by the ESA point to games’ potential benefits for developing decision-making skills or bettering reaction times. Ley, however, argues such studies aren’t credible because they were produced by “hired guns” funded by the multi-billion-dollar game industry.
  • Increasingly parents are more accepting of video game violence, chalking it up to being a part of growing up. “I was dead-set against violent video games,” says Kelley Windfield, a Sammamish, Wa.-based mother of two. “But my husband told me I had to start loosening up.” Laura Best, a mother of three from Clovis, Calif., says she looks for age-appropriate games for her 14 year-old son, Kyle. And although he doesn’t play a lot of games, he does tend to gravitate towards shooters like “Medal of Honor.”  But she isn’t concerned that Kyle will become aggressive as a result. “That’s like saying a soccer game or a football game will make a kid more aggressive,” she says. “It’s about self-control, and you’ve got to learn it.”
  • “Let’s quit using various Xboxes as babysitters instead of doing healthful activities,” says Ley, citing the growing epidemic of childhood obesity in the United States. And who, really, can argue with that?
anouska khambatta

Comprehensive information on India Economic Policy and its chief objectives - 1 views

  • Issues concerning economic policy, impact of the reforms on poverty, sectoral issues relating to agriculture, industry and infrastructure.
  • has cast off its protectionism image and became more liberal.
  • Agriculture. Industry. Licensing policy. Monetary policy. Fiscal policy. Commercial policy. Pricing policy.
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  • The India Economic Policy is adopted so far has given rich dividends.
anouska khambatta

Highlight Economic Policies - 0 views

  • growing importance of Venture Capital as one of the sources of finance for Indian industry
  • has announced a policy governing the establishment of domestic Venture Capital Funds/Companies.
  • GUIDELINES FOR OVERSEAS VENTURE CAPITAL INVESTMENT IN INDIA
Adya Saigal

Media and Girls - 0 views

  • North American girl will watch 5,000 hours of television, including 80,000 ads, before she starts kindergarten.
  • there is a long way to go, both in the quantity of media representations of woman and in their quality.
  • female characters make up only 32 per cent of the main characters on TV,
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  • However,almost 70 per cent of the editorial content in teen mags focuses on beauty and fashion, and only 12 per cent talks about school or careers.
  • difficult for girls to negotiate the transition to adulthood.
  • he numbers for girls drop steadily from 72 per cent in Grade Six students to only 55 per cent in Grade Ten.
  • because of the widening gap between girls' self-images and society's messages about what girls should be like.
  • girls are surrounded by images of female beauty that are unrealistic and unattainable.
Aneesh Mysore

Media Violence-Video Games - 0 views

  • The article gives some details about HR 669, a bill pending in Congress which would make it illegal to sell ultra-violent video games to children. 
  • A Boston Globe article examines arguments in a U.S. Court of Appeals case brought by the industry against a St. Louis County ordinance that restricts minors' access to violent video games
  • Playing violent video games can increase aggressive thoughts, feelings and behavior, say researchers in the BBC News article
Yasmin Tandon

Foreign Aid for Development Assistance - Global Issues - 0 views

  • both the quantity and quality of aid have been poor and donor nations have not been held to account.
  • 1970,
  • world’s rich countries agreed to give 0.7% of their gross national income as official international development aid, annually
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  • Furthermore, aid has often come with a price of its own for the developing nations:Aid is often wasted on conditions that the recipient must use overpriced goods and services from donor countriesMost aid does not actually go to the poorest who would need it the mostAid amounts are dwarfed by rich country protectionism that denies market access for poor country products, while rich nations use aid as a lever to open poor country markets to their productsLarge projects or massive grand strategies often fail to help the vulnerable; money can often be embezzled away.
  • This web page has the following sub-sections:
  • “Trade, not aid”
  • excuse for rich countries to cut back aid that has been agreed and promised at the United Nations.
  • This target was codified in a United Nations General Assembly Resolution, and a key paragraph says:
  • The donor governments promised to spend 0.7% of GNP on ODA (Official Development Assistance) at the UN General Assembly in 1970—some 40 years ago
  • developed countries will rapidly and progressively take what measures they can … to reduce the extent of tying of assistance and to mitigate any harmful effects
  • make loans tied
  • Developed countries will provide, to the greatest extent possible, an increased flow of aid on a long-term and continuing basis.
  • almost all rich nations have constantly failed to reach their agreed obligations of the 0.7% target. Instead of 0.7%, the amount of aid has been around 0.2 to 0.4%, some $100 billion short.
  • the quality of the aid has been poor.
  • USA’s aid, in terms of percentage of their GNP has almost always been lower than any other industrialized nation in the world, though paradoxically since 2000, their dollar amount has been the highest.Between 1992 and 2000, Japan had been the largest donor of aid, in terms of raw dollars. From 2001 the United States claimed that position, a year that also saw Japan’s amount of aid drop by nearly 4 billion dollars.
  • Aid beginning to increase but still way below obligations
  • In 2009, the OCED and many others feared official aid would decline due to the global financial crisis. They urged donor nations to make aid “countercyclical”; not to reduce it when it is needed most, but those who didn’t cause the crisis.
  • And indeed, for 2009, aid did increase as official stats from the OECD shows. It rose 0.7% from just under $123 bn in 2008 to just over $123 bn in 2009 (at constant 2008 prices).
golan elzur

BBC - Ethics - Animal ethics: Experimenting on animals - 1 views

  • eriments are widely used to develop new medicines
  • Animal experiments are widely used to develop new medicines and to test the safety of other products.
  • Two positions on animal experiments In favour of animal experiments: Experimenting on animals is acceptable if (and only if): suffering is minimised in all experiments human benefits are gained which could not be obtained by using other methods
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  • Against animal experiments: Experimenting on animals is always unacceptable because: it causes suffering to animals the benefits to human beings are not proven any benefits to human beings that animal testing does provide could be produced in other ways
  • Are animal experiments useful? Animal experiments only benefit human beings if their results are valid and can be applied to human beings. Not all scientists are convinced that these tests are valid and useful.
  • Animal experiments are widely used to develop new medicines and to test the safety of other products.
  • In November 2008 the European Union put forward proposals to revise the directive for the protection of animals used in scientific experiments
  • The proposals have three aims: to considerably improve the welfare of animals used in scientific procedures
  • to ensure fair competition for industry to boost research activities in the European Union
  • The main changes proposed are:
  • to make it compulsory to carry out ethical reviews and require that experiments where animals are used be subject to authorisation to widen the scope of the directive to include specific invertebrate species and foetuses in their last trimester of development and also larvae and other animals used in basic research, education and training to set minimum housing and care requirements to require that only animals of second or older generations be used, subject to transitional periods, to avoid taking animals from the wild and exhausting wild populations to state that alternatives to testing on animals must be used when available and that the number of animals used in projects be reduced to a minimum to require member states to improve the breeding, accommodation and care measures and methods used in procedures so as to eliminate or reduce to a minimum any possible pain, suffering, distress or lasting harm caused to animals
Bhavya Puri

Shark Education - Shark Finning Facts - 0 views

  • Education
  • Shark specialists estimate that 100 million sharks are killed for their fins, annually.
  • One pound of dried shark fin can retail for $300 or more. It's a multi-billion dollar industry
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  • Loss and devastation of shark populations around the world. Experts estimate that within a decade, most species of sharks will be lost because of longlining.
  • Unsustainable fishery. The massive quantity of sharks harvested and lack of selection deplete shark populations faster than their reproductive abilities can replenish populations.
  • Each country with a coastline is responsible for laws and regulations pertaining to fishing in their waters.
  •  
    Talks about why Shark Finning is bad and a bit about shark finning
Bhavya Puri

IUCN - Sir Peter Scott Fund project: Shark meat trade, West Africa - 0 views

  • Shark-finning in West Africa is an unsustainable fishing practice that is endangering local shark populations. Certain species no longer exist in areas of their former range whilst others have entirely disappeared from the sub-region.
  • Industrial and small scale fisheries in West Africa have increased their fishing efforts to meet the demands for this product in Asian markets, whilst shark meat is also bought locally. 
Ben Walters

Video-game sales overtaking music - MSN Money - 0 views

  • 6/26/2007
  • video-game sector will remain one of the above-average growth segments of the global entertainment industries through 2011, with global games spending set to exceed music spending this year
  • Key growth engines will include online and wireless games, new-generation consoles and the burgeoning in-game advertising business.
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  • 2011, the worldwide gaming market will be worth $48.9 billion at a compound annual growth rate of 9.1%
  • ith gains slowing every year because of the maturation of the current generation of consoles,
  • exceed the 6.4% advance that PwC foresees for the overall entertainment economy during the period.
  • Its data include consumer spending on games, but exclude spending on hardware and accessories.
  • For the U.S. gaming business, PwC projects 6.7% compound annual gains for the five-year period, to $12.5 billion. Asia-Pacific should remain the region with the highest overall spending on gaming during the period and reach $18.8 billion in 2011, PwC forecasts.
  • Despite its leading size, its 10% average annual gains will only be exceeded by the combined region of Europe, the Middle East and Africa (EMEA), which is pegged for a 10.2% compound annual gain and is set to remain at No. 2 in terms of worldwide gaming.
  • In the U.S., online and wireless games should see the biggest gains through 2011
  • online will expand from an estimated $1.1 billion market last year to $2.7 billion in 2011
  • Consumer spending on console and hand-held games will go from $6.5 billion in 2006 to $7.9 billion in 2011
  • However, the U.S. PC games market will continue its decline, with PwC eyeing a contraction from an estimated $969 million in 2006 to $840 million in 2011.
  • growing from an estimated $80 million last year to $950 million in 2011
  • this estimate could prove conservative as "advertisers like to reach the younger males" that many games tend to attract.
  • He also said that the overall gaming audience continues to expand and become somewhat more female and older than in the past thanks to casual games and the arrival as games as an "important part of culture."
golan elzur

Animal testing - Wikipedia, the free encyclopedia - 0 views

  • Cosmetics testing is banned in the Netherlands, Belgium, and the UK, and in 2002, after 13 years of discussion, the European Union (EU) agreed to phase in a near-total ban on the sale of animal-tested cosmetics throughout the EU from 2009, and to ban all cosmetics-related animal testing. France, which is home to the world's largest cosmetics company, L'Oreal, has protested the proposed ban by lodging a case at the European Court of Justice in Luxembourg, asking that the ban be quashed.
  • The research is conducted inside universities, medical schools, pharmaceutical companies, farms, defense establishments, and commercial facilities that provide animal-testing services to industry
  • Animal testing, also known as animal experimentation, animal research, and in vivo testing, is the use of non-human animals in experiments.
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  • medical schools
  • universities
  • pharmaceutical companies
golan elzur

The EU Ban on Animal Testing for Cosmetics - Animal Free Zone (UK) - 0 views

  • The ban was agreed upon in 2002, but goes into effect in 2009
  • After years of discussion and debate, language for the ban was completed by 1998. Initial passage of the ban occurred in 2002
  • During the process, it was learned that some companies planned to circumvent the ban by testing cosmetics on animals outside the border of the EU and then import them for sale.
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  • The cosmetics industry maintains that animal testing is the only way to be sure that ingredients in cosmetics and personal hygiene products will not c
  • ause cancer or aggravate allergies
  • France has consistently opposed the EU ban. Collectively, the cosmetics companies in France make it the largest animal tester in Europe. However, opinion polls indicate that 60 percent of French citizens oppose animal testing
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