Tuesday, August 6, 2019
Security Enhanced Linux (Selinux) Essay Example for Free
Security Enhanced Linux (Selinux) Essay Security Enhanced Linux (Selinux), Chroot Jail, and Iptables Three of the most important types of Linux security technologies are Security Enhanced Linux (SELinux), chroot jail, and iptables. This security measures aide in the subversion of theft and malicious activity. We will discuss these items in depth to address who created them and for what reason. Along with how these technologies changed the operating system to enforce security, and the types of threats that these security systems are design to eliminate. Security Enhanced Linux was released in December of 2000 from the National Security Agency (NSA), under the GNU general public license. SELinux is not a Linux distribution; it is a set of kernel modifications and tools that can be added to a variety of Linux distributions. SELinux is currently a part of Fedora Core, and it is supported by Red Hat. Incarnations of SELinux packages are also available for Debian, SuSe, and Gentoo. Security-enhanced Linux is a set of patches to the Linux kernel and some utilities to incorporate a strong, flexible Mandatory Access Control (MAC). The Chroot system call was introduced during the development of Version 7 Unix in 1979, and added by Bill Joy on 18 March 1982, a year and a half before 4.2BSD was released in order to test its installation and build system. A chroot on a UNIX based operating systems, like Linux, is an operation that changes the apparent root directory for the current running process and its children. A program that is run in such a modified environment cannot name or access files outside the designated directory tree. On a web server, it is very useful for the security of shared hosting accounts. Without a chroot jail a user with limited file permissions can navigate to the top level directories. Although that user does not have permission to make changes, they can invade the files and access information. An important use of chroot is itââ¬â¢s utilization within virtual environments. In a Virtual Private Server, the user has a complete operating system within a chroot directory. This user has root privileges for his or her own account, but canââ¬â¢t access higher directories or be aware of their existence. Virtualization is great for test environment that can be set up in the chroot for software that might be too risky to deploy on a production system. Virtual environments are often used for compatibility issues. Legacy software or software using a different interface must sometimes be run in a chroot because their supporting libraries or files may otherwise clash with those of the host system. Also chroot is often used for recovery purposes. A chroot can be used to move back into a damaged environment after bootstrapping from an alternate root file system. Elevated Privileges in iptables are required for operation, and root user must be used or iptables will not function. With most Linux systems, iptables is installed as /usr/sbin/iptables and documented in its man page, which can be opened using man iptables. There is a set of user interface tools that can be used to manage your systemââ¬â¢s security profile in a more user friendly manner. The user interface firewall management tools include Bastille, and GUI tools with like KDEââ¬â¢s Guard dog. There are Linux distributions whose main purpose is to provide a GUI front end to iptables with a variety of configurations. Iptables allows the system administrator to define tables containing chains of rules for the treatment of packets. Each table is associated with a different style of packet processing. Packets are processed by sequentially traversing the rules in chains. A rule in a chain can cause a goto or jump to another chain, and this can be repeated to whatever level of nesting is desired and every network packet arriving at or leaving from the computer traverses at least one chain. Where I found the information at http://www.termpaperwarehouse.com/essay-on/Security-Enhanced-Linux-Selinux-Chroot-Jail/105441 Linux Security Technologies Selinux Chroot Jail Iptables Term Paper
Monday, August 5, 2019
What are the effects of violent video games?
What are the effects of violent video games? Running Head: EXPOSURE TO VIOLENT VIDEO GAMES INCREASES AUTOMATIC AGGRESSIVENESS 1 INTRODUCTION Playing video games have become a hobby among people especially children and teenagers. Some video games are violent at the same time addictive and when they are played, there is an impact on the person playing the game. This has led some people to state that children become more aggressive after playing such games (Koop, 1982; Zimbardo, 1982). Parents nowadays have to sacrifice their time to monitor their children and to control the amount of time their children spend playing these video games. There are many types of new video games being introduced because of the popularity of these games and the number of players playing these games. Many researches have been conducted over the centuries about violent media and violent video games and the empirical evidence regarding the negative effects of violent video games and media is overwhelming. Violence has been a big issue in societies around the world for centuries and violence on the media causes violent behaviour among people. Findi ngs suggest that one way in which the violent media may influence behaviour is through the changes in a personsââ¬â¢ automatic self-concept. There were no researches on this done before. Therefore this research was carried out to find out the possibility. CONTENT This journal is about the effects of exposure to violent video games on automatic aggressiveness. A sample of 121 students were used in this research. Playing the violent video game Doom lead participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Many researches have been conducted in the past regarding the effects of exposure to violent video games as well as violent television shows on aggressiveness and results show a positive correlation between the variables. According to a research, trait aggression as well as self-reported, peer reported and teacher reported aggressive behaviour correlates with exposure to violent television shows and video games (Anderson Dill, 2000; Singer Singer, 1983, 1986; Singer, Singer, Rapaczynski, 1984). Experimental studies as well as longitudinal studies have been carried out in the past. Experimental studies have shown that watching violent movie scenes on television and playing with violent video games increases aggressive behaviours such as delivering electric shocks and blasts of noise to another person (Anderson Dill, 2000; Anderson, &Murphy; Bartholow Anderson,2002; Bushman, 1998; Bushman Huesmann, 2001; Wood, Wong, Chachere, 1991), increases agressive expectations for others ( Bushman Anderson, 2002 ) and reduces prosocial behaviour ( Anderson Bushman, 2001 ). Longitudinal studies on the other hand have shown that watching violent television is one of the best predictors of future violent behaviours for example, criminal behaviour. (Huesmann, Eron, Lefkowitzb, Walder, 1973; Johnson, Cohen, Smailes, Kasen, Brook, 2002). What is not so clear and well understood is the mechanisms by which exposure to violent media increases aggressive behaviour. In addition to other influences, such as learning of aggressive values (Bandura, 1978; Bandura, Ross, Ross, 1963), current models (Huesmann, 1986; Berkowitz, 1990; Bushman, 1998; Anderson Bushman, 2002) assume that the mechanisms underlying the effects of violent media are often automatic in nature. According to Berkowitz (1990), violent media automatically causes aggressive thoughts and feelings. Anderson Dill (2002) pointed out that playing violent video games increases the automatic accessibility of aggressive traits and actions in oneââ¬â¢s memory. When one is repeatedly being exposed to violent media, oneââ¬â¢s aggressive thoughts and actions are easily accessible causing an increase in the likelihood that the person will behave aggressively especially when the person is being provoked or in a frustrated state. (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998; Todorov Bargh, 2002). Besides, according to researches there will also be an influence on automatic relations with the self when one is exposed to violent media (Greenwald Banaji, 1995; Greenwald, McGhee, Schwartz, 1998; Todorov Bargh, 2002). Research involving the area of automatic social cognition on the other hand suggests that peopleââ¬â¢s cognitive associations with the self and other attitudes objects would mediate the relationship between their environment and their behaviours. (Bargh Chartrand, 1999; Greenwald Banaji, 1995; Todorov Bargh, 2002). Measures of these associations (Fazio, Jackson, Dunton, Williams,1995; Greenwald et al., 1998) are strong predictors of relevant judgments and behaviours, including the actions that discriminate members of social outgroups (Bessenoff Sherman, 2000; Dovidio, Kawakami, Johnson, Johnson, Howard, 1997; Fazio et al., 1995; Gawronski, Ehrenberg, Banse, Zukova, Klaur, 2003; McConnell Leibold, 2001; Rudman Glick, 2001) and psychological abuse of oneà ¢â¬â¢s spouse (Zayas Shoda, 1999). According to this journal, exposure to violent media may exert an influence on oneââ¬â¢s behaviour through changes in a personââ¬â¢s automatic self-concept. For example, the extent to which one associates the self with aggressive traits and actions. It is time this research is carried out because till date, there are no researches that have explored this possibility. This study investigated the relationship between exposure to violent media and the automatic self-concept on two levels. The first one was, can exposure to media, in this case the violent video game Doom in the laboratory temporarily change the extent to which people associate the self with aggression ? Second, does the extent to which a person plays with violent video games in their own life predict their automatic self-concept with regard to aggression, above and beyond self reported aggressiveness? Violent video games have the tendency to influence the player more and cause the player to learn aggressive scripts compared to violent television and movies (Anderson, 2002). In this study, 121 introductory psychology students took part in the experiment in return for course credit. 54 were males, 65 females and another 2 did not give an answer. All the participants were 18 years old and above. The materials used in this study were violent games,non-violent video game, implicit association test, feeling thermometers, semantic differentials, Buss and Perry aggression questionnaire and previous game exposure questionnaire. A popular 3d game, Doom was selected as the violent video game. The non-violent video games used was ââ¬Å" Mahjongg : Clicksâ⬠, a puzzle game. The Implicit- Association Test ( IAT ) was used to measure the automatic aggressive self-concept. This test was developed by Greenwald (1998). The participants completed two feeling thermometer measures whereby they rated themselves on a scale from 0( not aggressive ) to 100 ( extremely aggressive ) and on the other one they rated ââ¬Å"other peopleâ⬠on the same scale. They also rate d themselves and other people on three semantic differential scales and also completed the Buss and Perry (1992) Aggression Questionnaire to measure trait aggression. Besides, participants were also asked on their previous game exposure. All the participants were asked to play Doom or Mahjong for 10 minutes. They were then assessed using the IAT, feeling thermometers, semantic differentials, Buss and Perry Questionnaire and the previous game exposure questionnaire in a fixed order. This was the procedure conducted. Various results were found soon after that. Overall, participants associated themselves more with ââ¬Å"Peacefulâ⬠than with ââ¬Å"Aggressiveâ⬠on the IAT. The more positive a personââ¬â¢s IAT score, the greater their association of Aggression with Self. A 2 (game condition : violent vs non violent ) Ãâ" 2 ( gender ) ANOVA on participantââ¬â¢s IAT scores. Participants in the Doom game condition were more likely to automatically associate themselves with aggression than participants in the Mahjongg game condition and there seem to be no interaction between the participantsââ¬â¢ gender and game condition. As hypothesised, playing violent video games did increase automatic aggressiveness and it applies to both males and females. However on the feeling thermometers, semantic differential measures and Buss and Perry measure, participants reported a low level of aggressiveness. The same was done whereby a 2 (game condition : violent vs non violent ) Ãâ" 2 ( gender ) ANOVA on participantsââ¬â¢ scores on the 3-self reported aggressiveness measures. The results gained from this was that there were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. There were no gender effects on both feeling thermometer and differential measures but on the Buss and Perry scale, there was a significant gender difference whereby the score for aggressiveness for men were higher than for women. Overall, the results suggested that exposure to violent video games did not significantly influence the self-reported aggressiveness of both males and females. For the prior game exposure questionnaire, the results showed that more men played video games and spent more time playing violent video games compared to women. However, both these genders did not differ in their exposure to non violent video games. Both the IAT and the Buss and Perry scale were positively correlated with self-reported prior exposure to violent video games and neither correlated with prior exposure to non violent video games. The relationship between the measures and prior exposure to violent video games remained significant after controlling for game condition. Therefore, long term exposure to violent video games makes largely independent contributions to automatic and self-reported aggressiveness. The author came up with a good discussion about this research and several conclusions were drawn. Most people have the belief that exposure to violent media has no effect on them personally but they do believe that it has an effect on other people (Innes Zeitz, 1988). As a conclusion, in this study participants that played the violent video game, Doom for 10 minutes associated the self more with aggressive traits on the IAT. However, they did not associate self with aggressive traits on the other self-report measures. Thus, the findings suggest that the short term effects of game exposure on the self-concept in this study were strongest at an automatic level. It is easy to imagine how playing a violent video game could temporarily increase the accessibility of aggressive concepts, feelings, and thoughts through priming or spreading activation (Anderson Dill, 2000; Berkowitz, 1990; Bushman, 1998). There have been many correlation, experimental as well as longitudinal studies over the decades that suggest that exposure to violent media is a cause of aggressive behaviour (Bushman Anderson, 2001; Singer Singer, 1983). From the results of this study, it is found that violent media may also exert their effects through changes in automatic associations with the self. There will be several strengths as well as limitations when it comes to research. First, the critique will be on the strengths of this research. There are a few strengths that must be highlighted. The hypothesis and purpose of study of this research is clear and understandable. This is one plus point of this whole research because without a clear and proper purpose of study, the readers would not understand the whole research and what it is all about. Therefore, having a proper purpose of study in all researches is important. The purpose of study for this research was to examine the relationship between exposure to violent media, in this case the violent video game and the automatic self concept on two different levels as mentioned previously. This research is different from other research because this research focuses more on the self concept. Another strength of this research is that it provides cognitive awareness through its clear explanations in the discussion section of the research. According to social cognitive models, the self is a knowledge structure, organized as a network of associations (Greenwald et al., 2002). It provides a clear knowledge on how priming can increase the automatic accessibility of a possible self. There are other studies, Wheeler Petty, 2001 ; Blair Ma Lenton, 2001 that explains more on how priming increases the automatic accessibility of a possible self. Participants will gain more knowledge in the sense that they know and have an idea on what is actually going on and why they react in such ways. Therefore this research in other words will create awareness among people. Every research will have strengths as well as several limitations. The limitations of a research need to be pointed out so that future researchers would take the weaknesses into consideration when conducting their research. The first limitation identified in this research is that the researcher did not really get the expected results from the participants. There were no significant effects of game condition on the feeling thermometer measure, semantic differential measure and Buss and Perry scale. Therefore the first limitation of the study would be the self report measures. Several other studies for example Rushbrook (1986) have measured the aggression using self reports. The problem with the research is that the correlational evidence is not so convincing and sometimes the observed positive correlations may not only be due to aggressive individuals having a greater desire for video games. It can be due to other factors such as low educational level or low socioeconomic status. Vid eo games studies with better methods typically yield greater effects, suggesting that heightened concern about harmful effects of exposure to violent video game is warranted. Another limitation would be health issues of the participants were not taken into consideration during the experiment. For example, when one plays violent video games, some biological processes occur inside the personââ¬â¢s body. This could be dangerous. A study carried out by Lynch (1994) proposed that playing video games with violent content would produce greater cardiovascular responses. Besides, exposing one to violent video game is not good even if it was for an experiment purpose. Researchers in the British Journal Nature (1998) reported that the brain releases a hormone called dopamine when one is playing video games. Dopamine is a pleasure chemical hormone. Those exposed to these video games then tend to get addicted to it. It can be addictive even if exposed once. New brain research (Bartholow, Bushman Sestir, 2006) stated that violent video game players are showing less healthy development, brain tend to be more response to real-life violence such as gun attacks and th at those with these less empathic brain responses were more likely behave aggressively in the laboratory. Future researches should take this seriously before conducting any kind of experiments. It would be better if surveys on consumption of violent video games are used rather than carrying out experiments. CONCLUSION Although previously there have been many researches on violent video games from many aspects, this research showed something new. According to this research, there is a relationship between exposure to violent video games and the automatic self-concept. Therefore, it is proven that exposure to violent video games increases oneââ¬â¢s automatic aggressiveness. Video games are not always bad. It depends on what video game one is playing. There are video games that are quite beneficial that can be used as training aids in classrooms and therapeutic settings. Violent video games on the other hand definitely have negative effects and causes aggression among children and teenagers. There are many different types of violent video games that which probably have different effects. Therefore researchers should carry out more studies to find out all the different effects caused by playing violent video games. Future studies perhaps could use more surveys instead of experiments because experi ments sometimes could be quite harmful if certain measures and precautions are not taken into consideration. This journal is quite useful in the sense that it gives a lot of information to readers about this new aspect of violent video games that never have been studied before. Studies such as this would create awareness among people and hopefully would have an impact on them as well. Such researches are carried out with the aim that somehow or the other the information and results that the researchers have found could help people for example reduce the amount of consumption of violent video games in the future. REFERENCES Uhlmann, E, Swanson, J. (2003). Exposure to violent video games increases automatic Aggressiveness. Journal of Adolescence. Retrieved from, http://www.lionlamb.org/research_articles/study 3.pdf Carnagey, N.L ., Anderson, C.A ., Bushman, B.J. ( 2007 ). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology. Retrieved from, http://www.psychology.iastate.edu/faculty/caa/abstracts/2005-2009/07CAB.pdf Griffiths, M.(1998). Violent video games and aggression : A review of the literature. Retrieved from, http://www.sciencedirect.com/science/article/pii/S1359178997000554 Hasan, Y. , Begue, L. , Scharkow, M., Bushman, B.J. (2013) The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behaviour. Journal of Experimental Social Psychology.Retrieved from, http://www.sciencedirect.com/science/article/pii/S0022103112002259
Sunday, August 4, 2019
Developmental Physical Education Essay -- Child Development
When we think of developmental education, we think about the young children of our world today. They develop into individuals, men and women, which our world relies on to continue to teach their children about the important things in life. Physical Education is one of them and we have failed to realize the impact itââ¬â¢s having on our world today. Developing the child at the preschool level will enforce them to want to be engaged in physical activity. This is what we need to continue to do to be able for us, as a whole population, move into a more positive direction towards being physically active. Developmental Education is physical education that emphasizes the acquisition of movement skills and increased physical competence based on the unique developmental level of the individual. Within the skills, there are three domains that are required; psychomotor, cognitive and affective domains. Psychomotor is defined as the ââ¬Å"domain [that] includes content knowledge and the development of intellectual skillsâ⬠as we grow (SERC). This is also defined, in simpler words, as the association of movement and motor skills. As for cognitive, this means that we using the brain to gain knowledge about the rules of a given game, how to improve coordination and enforce how keeping an active lifestyle for the rest our lives is important. As we develop, the importance of this one domain is critical. Keeping a healthy lifestyle can improve self-esteem, keep from being a part of the obesity statistics and can keep off deadly diseases. Lastly, there is the affective domain and this means that this area includes the attitudes and values that are associated with physical activity. In developmental education, there are different levels that a teacher ca... ...y needs to improve as well. Parents and guardians are the foundation in a childââ¬â¢s life and if there is a sedentary lifestyle involved, the kids will act just like their parents. We need to encourage them, while theyââ¬â¢re still developing, to be active. In physical education, active students and happy kids are what we like to see come out of our future generation to teach to others in their later years. . Science Education Resource Center (SERC). "Domains of Learning." SERC of Carleton College. N.p., 28 Mar. 2012. Web. 30 Mar. 2012. . 2. Kalakain, Leonard H., and Carl B. Eichstaedt. Developmental/Adapted Physical Education. Minneapolis: Burgess, 1982. Print. 3. Pica, Rae. Physical Education for Young Children: Movement ABCs for the Little Ones. N.p.: Human Kinetics, 2008. Print.
Saturday, August 3, 2019
Biography Of Karl Marx :: essays research papers
Karl Heinrich Marx was born on May 5, 1818, in the city of Trier in the Rhine province of Prussia, now in Germany. Marx was an economic theorist who composed the idea of communism which included the idea of all the people owning all the property and infrastructure. These theories played a large role in international politics and the cold war in the mid to late 20th century. Marx was the oldest surviving boy of nine children. (Perhaps this is where his theory on equality of resources began. Competing with eight brothers and sisters for attention would have seen an unequal distribution of the parent’s resources to the children) His mother, born Henrietta Pressburg, was from Holland. Both parents were Jewish and were descended from a long line of rabbis, but, a year or so before Karl was born, his father--probably because his professional career required it--was baptized in the Evangelical Established Church. Karl was baptized when he was six years old. Even though Karl was baptized as a youth he still faced discrimination because of his Jewish background. (Marx may have seen from this discrimination that religion wasn’t necessary and was “ the opium of the masses) In October 1835 Marx matriculated at the University of Bonn. The courses he attended were exclusively in the humanities, in subjects such as Greek and Roman mythology and the history of art. He participated in the usual student activities got involved in a fight and spent a day in jail for being drunk and disorderly. Mark left the University and enrolled at the Berlin University to start a law degree. Here Marx joined a Hegelian club these clubs followed the teachings of a philosopher called Hegel. The club denounced religion particularly Christianity. In January 1842 Marx began contributing to a newspaper newly founded in Cologne, the Rheinische Zeitung. It was the liberal democratic organ of a group of young merchants, bankers, and industrialists. By October 1842 Marx became editor of the newspaper. Marx built up the circulation and began writing controversial editorials. Eventually the Prussian authorities suspended production of the newspaper because it was seen as being too controversial. In June 1843 Marx married his fiancà ©e of seven years, Jenny von Westphalen. They moved to Paris which was at the time the centre of socialist thought. Marx met his life long buddy Frederich Engels here and they wrote the French – German yearbook.
Friday, August 2, 2019
From Baseball to Gymnastics :: Personal Narrative Sports Athletics Essays
From Baseball to Gymnastics Have you ever played baseball before? Is it just another sport to you? Well I have, and in the beginning it was just a sport to me. I remember as a young boy playing ball in the fields with only a few friends. Pretty much all we needed to play the game was a pitcher, a batter, and a fielder. The other players were mainly my brother Keith and a few neighbors around the block. Of course I was the youngest and the smallest, but this didnââ¬â¢t seem to bother them. We also played many other sports but baseball was my field of expertise. One summer, when I was eight years old, my mother came to me and asked how I felt about playing organized ball. At first I was unsure because I was used to my way of only three or more players, but not nine, on each team. Well the small amount of players we had was beginning to decrease. This was because the older guys were getting jobs and more importantly girlfriends. There wasnââ¬â¢t much else to do, so I decided to go for it, and joi n the league. This is what I wanted and I was going to be a pro someday. A few days later I went to register with my mom. She was so cool, because she did all the talking for me. I just hid behind her rear and listened, only peeking around timidly to see what I was up against. I wasnââ¬â¢t used to that many kids and was not about to talk to anyone, even though they were kids like me. I was shy that day but soon after began to open up. That was it, sign up was complete, and practice was just around the corner. My team the Toronto Blue Jays, had two weeks before our first game. During this time we had a chance to meet the coach and all the members of the team. We also had the opportunity of making fun of ourselves as we fumbled the ball around in a disorganized manner. Once again I had my doubts, but before long I gained friendships and a greater interest for organized Little League. I started off in the league as a Mustang, which was classified by age group.
Religious Freedom Pre 1700s Essay
America than in England. Of course this is just a brief explanation compared to the real essay. suggest you fill in the blanks with some support from wherever your source is. but for now i have to go write my own because its due tomorrow and its already very late. so good luck on the essay and hope this generally answered your question. Analyze the extent to which religious freedom existed in the British North America colonies prior to 1700. The New World was first established because many people in England did not agree with their religious and political ways of life. Most people in the northern colonieshad run from England due to having no religious freedom. The Puritans, Quakers, andvarious leaders created outbursts of reform to achieve freedom in New England. Each group had their own philosophy on how life should be lived. The Puritans were a group of English men who disagreed with how the Church of England was ran. The damned were allowed to sit with the saints, and the Puritans did not like this. The extreme Puritans were known as Separatists in England. Finally, these extreme Puritans left for the New World in 1620. The Puritans set up a way of government. It said, â⬠the whole purpose of government was to enforce Godââ¬â¢s laws. Only the Puritans, the only oneââ¬â¢s eligible for church membership, could be freemen. The believers and nonbelievers had to pay taxes on the governmentââ¬âsupported church. Jews and Atheists were killed because they did not believe in the divinity of Jesus. Chaotic services were how the Quaker sermons went. He didnââ¬â¢t hold back his comments and demanded very little. In the South most of the colonies were overwhelmed by the Protestants. They were offensive to the religious and political authorities. The Puritans banished her from the Bay Colony. Anne Hutchinson was another rebel who challenged the authority of the Puritan clergy. Roger Williams was a threat to the Puritan leaders. This included converted and non-converted New Englanderââ¬â¢s. After many generations, religion was not at the top of the Puritans list. The northern colonies had religious freedom, but the Puritans forced their own religion on everyone else around them. Maryland ultimately guaranteed toleration for all Christians. They set the stage for our religious freedom today. â⬠His followers were very liberal, and not accepted.
Thursday, August 1, 2019
How Global brands compete Essay
1. Introduction Over the years, global branding has turned out to be a key aspect for effecting management considerations globally.à Indeed, it has turned out to the main defining objective of various companies around the globe. 2. Importance of the global branding Global branding is not important to the global consumers. Global branding of different products has assimilated a marketing notion and do not necessarily indicate a sense of superiority. Indeed, it was not until recently did people stop associating global brands with American values, a notion which was very misleading (Douglas, John, and Earl, 2004).à The most important aspect to consider when shopping for different items is the quality they posses as opposed to the name.à Following the recent anti-Globalization protests against some companies like Coca Cola, McDonaldââ¬â¢s, and Nike due to their production processes and productsââ¬â¢ negative impacts to the people, the truth has been revealed indicating that bulk of their products are indeed not superior 3. Characteristics that consumers associate global brands with Globally, consumers associate global brands with three main characteristics. To begin with, they belief that global brands are indeed superior in technology used to produce them as well ass the quality of the products. They also see a major consideration of continued improvement to maintain their global positions.à Douglas et al (2004) points out that others view the global brand as a major source of identity and prestige where they are able to get much ââ¬Ëbiggerââ¬â¢, much better, and much idealistic products that derive their overall sense of identity.à Finally, the notion of social responsibility is viewed to be a role of the globally branded companies and products as opposed to the local communities.à Douglas et al (2004) points out that many of the locally ignored notions like pollution demands and excessive water usages become the point of controversy when the globally branded companies progress towards the same direction. 4. How global brand once influenced my decision Since when I was young, my dad had always emphasized on the need to be patriotic.à As a result, he insisted that we should seek to promote locally made products at all times. Indeed, he led us by a good example as we grew up knowing only the local products and praising them always. However, with the onset of the global branding that the hybrid Toyota vehicles were given, I could not resist to get a hybrid Toyota Prius to share the same global taste status and prestige. Though it never invoked conflict at home, my dad expressed his dissatisfaction with my decision. 5. Challenges and transnational companies with reference to international brands Global markets are faced with major competitions from other giants in the same level. Large companies like Motorola face it off with Nokia while others like Toyota compete with Ford and Volkswagen in the global market.à This calls for great innovation in technology and vast resources application to maintain the brand name.à To add to that, the consumers have vast negative views about global brands which are not easily identifiable taking into consideration that they are vastly distributed in time and space. Many of the consumersââ¬â¢ demands like involvement with corporate social responsibilities are in most of the cases counter productive.à Besides, the fast rising numbers of antiglobals and agnostics threat to kill the overall spirit of the global brands hereby posing a major threat to the superiority consideration (Douglas et al, 2004).. 6. Addressing transnational companiesââ¬â¢ problems In conclusion, it is clear that a solution should be developed to anchor the transnational companies from possible subsidence. They should seek to create credible myths that add value to the consumers as opposed to less-than-credible myths that are short tern unsustainable on a long term. To add to that, transnational companies should treat the antiglobals as part of the consumers to avoid unfavorable fights with them as they totally taint the global brands.à This should be done through investment in projects that will positively convince even the skeptics.à Social responsibilities should be approached from an entrepreneurship point of view where extra involvements of the companies seek to pro-actively determine and derive positive returns to the company.à Finally, the transnational companies must seek to manage the dark side of the consumersââ¬â¢ perception about the negative side of their perception as opposed to concentration on only the best side of their global produ cts.
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