Friday, May 31, 2019
Gender Quota Policies Essay -- Law, Women Behavior in Hearing Debate
In general, every country has two choices when it comes to getting women involved in politics they can either encourage womens participation in politics or implement policies that require parties and parliament to hold a certain proportion of women holding choose offices (Stokes, 2005 78). The second alternative requires that the party adopts the gender quota system which is a number of seats reserved for women (Stokes, 200577). Ever since quotas have been adopted and diffused across nations, the proportion of women in interior(a) legislature has increased from the period of 1975 to 1995 (Caul 20011214). This goes to show that the adoption of quota policies have facilitated womens entrance into politics. However, the road to adoption of the quotas policies has been influenced by several factors political and societal (Caul 2001), as well as parties culture and characteristics (Stokes 2005, Chapter 1). The rationale behind using quota policies is that the more women are present in legislative politics, the more passs women will have the chance to influence constitution (Lyn 1994 560). Lyn Kathlene examines womens presence and behaviours in a Colorado state in legislature comprehend committees to test for their input in policy making and debates. The question that this paper agreeks to answer if whether or not women get to influence policy making once in office, like advocates hoped for? We will see that to a certain extent it is possible to observe womens impact in the decision making process. Although other pressures such cultural, forbid conversational dynamics between men and women are present it does not decrease the rate of womens participation in political decision making process. Instead it exposes the negative response ... ... on issues that directly affect them such as family issues. Their presence in national legislature means that they were elected by the population, they not solely acting on behalf of all women but also standing in these hearing committees as their duty as a delegate of those who have elected her. The grounds for their interventions are based on their ability to position themselves as women but also as an elected official. Being present at hearing debates, shows that their presence is aligned with their ability to influence policy, regardless of the times they get interrupted. Males behaviours towards women expose a reality that is more related to their characters and behaviours. The findings that we have looked do not show any connection males behaviours towards women in hearing debate that discourage them from participating and voicing their opinions in debates.
Thursday, May 30, 2019
Descartes Failure Essay -- Philosophy Philosophical Essays
Descartes Failure In his Meditations on First Philosophy, Descartes strives first and foremost to provide an infallibly justified foundation for the empirical sciences, and se shadowt to come out the existence of God. I will focus on the first and second meditations in my attempt to show that, in his skepticism of the sources of knowledge, he fails to fare the rules he has set out in the Discourse on Method. First I claim that Descartes fails to draw the distinction between pure sensation and inference, which deal up what he calls sensation, and then consider the consequences of this failure to follow his method. Second, I will show that in his treatment of thinking Descartes fails to distinguish between dynamic and passive thinking. Although he succeeds in showing that he is aware of thinking (and therefore at least a passive thinker), from which it follows that he exists, it is possible that Descartes1 is no more than a passive thinker. I claim that Descartes successfull y shows that he exists, that there is thinking going on, and that thereby there exists a thinking thing, yet Descartes thinking may only be a passive awareness of thinking he may be separate from the active thinker requisite by the fact that there is thinking-going-on.2 I will argue that if this is the case, then Descartes doesnt have free will. Without free will, Descartes can no longer prove the existence of God. As the foundation upon which he re-establishes his knowledge of the world depends on free will then, if my claim is true, Descartes does not succeed in finding a solid foundation for empirical knowledge, nor does he succeed in his secondary goal of proving the existence of God. I. Pure Sensation and Inference ... ...ur being active thinkers can be doubted, but only from a third person perspective, for doubting, itself presupposes active thinking. I have chosen to be charitable to Descartes, and allow him those acts, such as doubting, that co uld legitimately be performed from a third person perspective, so as to avoid undermining his entire account.21 Descartes Selected Philosophical Writings Meditations on First Philosophy, p9322 ibid. p9223 Putnam, p724 This sounds a lot like Berkeleys suggestion that objects in the physical world continue to exist although we are not perceiving them because they are being perceived by God.25 I will not discuss this claim further here, due to the length of this paper.26 Descartes Selected Philosophical Writings Meditations on First Philosophy, p7927 ibid. p80
Cross-Listing :: Business, Stock Exchange
Cross- itemization can be defined as the listing of a companys shargons in a conduct exchange beyond its home country boundaries. It can also be termed as a secondary listing for firms those which are already listed in their home country. Typically, when companies grow bigger and diversify business, they opt for cross-listing to raise capital from larger and more liquid foreign securities industrys. In 2009, close to 3100 firms cross listed their equity on major overseas stock exchanges globally (World Federation of Exchanges, 2010, list provided in appendix) . It is not only pursued by companies from essential countries but companies from emerging countries are also actively participating. Some major global cross-listing destinations are New York cable Exchange, NASDAQ, London Stock Exchange, Tokyo Stock Exchange, Shanghai Stock Exchange, and so on. The key focus of this paper will be on examining the stock price reaction and the patterns of returns before and after listing da te for a diverse sample of firms from variant countries specifically in the case of London Stock Exchange (LSE). Existing literature has enough render that cross-listings on US exchanges are associated with considerable positive stock market reactions (Foerster and Karolyi, 1999 Miller, 1999). However, there has been limited research on the impact of cross-listing on non US exchanges. This serves as a primary motivation for my interest to explore and gain understanding on a stocks return in its home market as result of cross-listing on LSE. The rest of this paper is structured in the following manner. Section 2 provides a literature review, while section 3 outlines the data, sample and research methodology. Section 4 presents the empirical results and its discussions. Finally, in section 5 I draw a conclusion.In this section, I present an overview of the quick literature that has been reviewed as a part of gaining an understanding on the extent of work that has already been done on the topic of cross-listing and its impact on stock returns. Moreover, literature review was also essential for understanding the statistical methodologies and approaches that I can apply in this paper for testing my hypothesis. Cross listing has been a topic of immense interest among researchers for a long time. There has been lot of developments as well as debate in the cross-listing literature on its different aspects such as motivation for companies to cross-list, whether cross-listing creates value, its impact on risk and return, its financial and economic impacts so on and so forth.
Wednesday, May 29, 2019
Security Communities :: essays research papers
Security Communities and Multilateralism1. The United States and Canada have enjoyed a very peaceful relationship over the past 125 years, even though they sh be a border that is 5,000 miles long and open(a). Shore says that ?neither side regards the other as even a potential military threat, disdain the fact that interstate anarchy supposedly makes war an ever-present possibility. Conflicts materialize and are resolved without the expectation that they might lead to violence.? (Shore, 1998, 333) Because of this relationship, Shore says the US and Canada are a perfect example of a pluralistic security community. The peaceful US-Canada relationship is largely the result of the political learning that has occurred over the past dickens centuries. While the United States and Canada have had their share of political problems, these problems have not been the type that can create insecurity within the region. As Shore says, the undefended border has prompted both the United States and Canada to see each other in pacific terms, even when there is antagonism and miscommunication. Specifically, the demilitarization both countries have engaged in has helped promote a climate of trust between them. The shared values of the US-Canadian political systems has also guaranteed that a shared US-Canada identity has developed to bind the devil countries? interests together, so that they have established transnational relations in terms of shared political economic, and cultural exchange. Shore notes that Canadian and American ways of support have become inextricably linked. As a result, peaceful expectations have reinforced peaceful practices, and vice versa, so that war seems absurd, and an undefended border as well as peace seem normal. Any problems in terms of political behavior have largely involved Canadian nationalism, as Canadian leaders try to get their country to follow a path that isn?t always dependent on the actions of the United States. There have been proble ms with the two countries ? economic behavior, because their economies are linked. The North American Free Trade Agreement has closely connected the American and Canadian economies, so that if one falters the other?s economy falters as well. However, there have been few economic woes since NAFTA became law, which indicates that the economic relationship between the two countries is a strong as ever. For the European marriage ceremony (E.U.) there are numerous problems with their political behavior. The EU is expanding, incorporating Greece and other Eastern European countries, yet European countries are experiencing a backlash of nationalistic fanaticism against the immigration that the EU permits.
Stereotypes and Diversity in the Movie, Crash Essay examples -- Racism
Stereotyping is a major issue in the world today, however, in general in the United States. It is known as fixed impressions, exaggerated or preconceived ideas about particular social groups, usually based solely on physical appearance (The New York Company). fragmentize is a great example because it shows others stereotyping individuals in many ways. According to Schingel, it is the perfect analogy of how we as a gentleman race deal with life, people and our own experiences. The ikon, released in 2005, shows each lineaments point of view, rather it be from an African-American, Caucasian, or a Latino. It follows each character throughout the movie to show how they live their daily lives. Crash is known for having numerous examples of stereotypes. It shows characters stereotyping against all races, no matter what the condition may be. For instance, one illustration of label is with Sandra Bullocks character. Her character is afraid of every race excep t Caucasian. In the movie Crash, she had a gun shoved to her head by two black men while they take her car. Another case is when she pulls her husband aside and tells him that she wanted the new lock changed the next morning because she was afraid the Mexican male who was changing the lock would give away his homeys a key. She states, He is a gang-banger because of his shaved head, prison tattoos and his pants around his ass (Schingel). However, she could not have been more wrong. Daniel, the locksmith, was actually a well-mannered family guy. Daniel, of course, is a sweet-natured husband and father struggling to get his family to a neighborhood where the gunfire doesnt pop all night (Burr). What Sandra Bullock did to the locksmith was incorrect and spitef... ...there is good and bad in everyone. It is just the way the world works. In all cultures, there is the good, bad, and the ugly. Each person in each culture has their faults, but also at the similar time, they hav e their nobility and heroic side. Works CitedA Definition of Stereotypes. The New York Times 2008 20Mar2008 .Burr, Ty. Well-acted Crash is a course in stock characters..Crash. Haggis, Paul. (DVD), 2005Greydanus, Steven. Crash (2005).http//www.decentfilms.com/sections/reviews/crash2005.html. 2008.Schingel, Rebecca. How the Movie Crash Illustrates Race and Ethnic Relations in America.http//www.associatedcontent.com/article/18187/how_the_movie_crash_illustrates_race.html. 2006.
Monday, May 27, 2019
Term Paper on Computer Games
Intelligence and Dexterity atomic number 18 beneficial gift that God has endowed us. Hence, Man has the ability to tinker with nature. It is f doual and quitd. We set out the greatest opportunity to manipulate things standardized The Development of Medicine Swift Transportation Rapid Communications and the Aggrandizement of Technology. One of this is COMPUTER GAMES. computing device Games is mavin of the vital issues in our society to be focused on. Why? Be establish they say that data processor Games be adept of the vices that the teenagers ar been addicted, attached with.They could spend all daylight dependable to wanton various online or downloaded back ups. Seemingly, it is there cravings for them to be satisfied. Just like there days wouldnt complete if not played just even one gimpy. According to Surveys, estimator Games has indeed a great effect on everybody. Because, we notify visualize myriad teenagers seated in bird-scarer of computer set playing, enjoyi ng, and cussing with each other. YES, CUSSING. When been fond of it, teenagers are gradually adapting the nature of a maniac player. Now, they know how to use vulgar words to express their feelings, a vol provokeo that would about to erupt.Another thing is that, we can no longer much to see youth who plays basketball, volleyball and the rest of the Sports Games that can really helped a administer in our health and personal attributes. Thats why they also added that calculator Games is gradually defeating sports. This is why the Government should take its action to give remedy to this plaguey issue concerns our youth of today. Today, parents still worry about the effectuate of untrained computer games and of course it also remains a popular topic for the media.However, with a growing number of infantren and teens employ up excessive time playing computer games, perhaps parents should be more worried about teenagers addicted to computer games than the effects of violent Comp uter Games. An examination of the literature reveals that those who study video game addiction sometimes disagree on the proportion of tikeren and teenagers addicted to computer games. However, the absolute majority of studies suggest that approximately 5 to 10% of youth who play computer games become addicted.Compared to other psychological difficulties (such(prenominal) as depression and anxiety), teenage computer game addiction is obviously a relatively saucily problem faced by families. As such, parents may lack accurate and/or helpful selective information on the signs of computer game addiction, the risk factors for video game addiction, and strategies for helping teenagers addicted to computer games after the problem develops. BACKGROUND The debate on whether Computer Games have social effects and cause violence among the players, especially tykeren, can be traced back to 1976 when a video game entitled Death career was released on the market.The main aim of the game wa s to run over screaming gremlins using a car which would and so turn into tombstones. The pace of the game was walker and the gremlins resembled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent Computer Games that were produced afterwards in 1993, such as Night Trap and Mortal Combat, that were followed by public outcry. In the same class, a board was established in the coupled States to look into Computer Games and rate them according to their content (Siwek, 2007).The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such Computer Games are said to cause behavioral change among tykeren. There are several incidents that are tie in to Computer Games, such as the massacre at Columbine High give lessons that claimed 13 lives. Laws have been enacted to ban or harbour the sale of Computer Games.For example, on the 27th of June 2007, the Supreme Court of the United States overturned the law in California that banned the sale of Computer Games to minors (Siwek, 2007). The court ruled that the law violated the freedom of speech even though the state has an bargain to protect kids from harm. Another aspect that should be noted regarding Computer Games is that boys spend more time playing than girls. Not galore(postnominal) girls are interested in playing Computer Games, hence they are not affected as much as boys of a similar age (Anderson & Bushman, 2001).The Drawbacks of Children acting Computer Games some of the proscribe effects as a result of playing Computer Games among children can be blamed on the violent scenes contained in these games. When a child spends an extended amount of time playing such Computer Games, they becomes socially isolated. This doer that a child does not have eno ugh time to move with other members of society (Anderson & Bushman, 2001). The child who spends many hours a day playing Computer Games allow have no time to meet and make new friends. They may in turn become more depressed and lonelier in their homes.Children exit also spend little time on other activities such as sports, reading, and doing homework. The child becomes socially inactive since they do not get involved in social activities. Some Computer Games teach children wrong set (Gunter, 1998). Most of the children who spend much of their time playing Computer Games are likely to perform poorly in school. A solid number of Computer Games are addictive. Rather than studying or completing homework, a child spends time playing Computer Games. As a result, poor performance will be seen at schools. Computer Games reduce a childs imaginative thinking as well.This means that a child who ends up spending to the highest degree of their time playing Computer Games does not get a chan ce to think creatively or independently. Imaginative thinking is crucial in developing a childs creativity. By fostering isolation, Computer Games may also affect a childs health. Since they do not get enough bodily exercise, children who spend the majority of their time playing Computer Games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others.Computer Games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play Computer Games tend to develop selfish behavior (Anderson & Bushman, 2001). Computer Games teach the player to be dependent and since the child is left alone while playing the game, they can develop selfish behavior. A certain study that was done at the Minneapolis-based national institute for media indicated that kids can get addicted to Computer Games and exhibit social phobias.The interactive quality of Computer Games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001). As a negative result of playing Computer Games, violence in children has shown an increase. Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and bellicose behavior (Lillian Bensely & Juliet Van Eenwyk, 2001).There are many incidents of violent behavior among children who play violent Computer Games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High initiate massacre that was caused by 17 year-old Dylan Klebold, and 18 year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre were frequent players of weapon-based combat games.It was also noted that the two shooters used to play Wolfeinstein 3D and denominate, games which are violent. subsequently the incident, many newspaper articles claimed that the key cause of that incident was violent Computer Games. Another incident occurred in April, 2000 when Jose Rabadan, a sixteen year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled Final Fantasy V111, on a mission to avenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, & Marko, 2005).In 1997, there was the case of a long dozen year-old Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed be cause of the obsession his friend had with the video game known as Mortal Combat. She asseverate that the child who killed Noah was obsessed with the game, and thought he was one of the characters in the game named Cyrax. In the game, Cyrax is using a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child.There are many other incidents that were caused by the effects of playing Computer Games. A report that was compiled by the FBI in the year 2006 showed that the playing of Computer Games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent Computer Games was the most obvious (Anderson & Bushman, 2001). According to Gentile and Anderson, playing Computer Games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gent ile, & Anderson, 2003).Although heightened physiological arousal (e. g. , embrace rate, blood pressure, skin conductance) can be beneficial in certain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns (Barlett, Harris, & Bruey, 2007). The games encourage the players to reference play or identify with their favorite character (Gentile & Anderson, 2003). The increase in physical bullying in many schools can also be linked to the popularity of Computer Games that contain violent content. A study done in 2008, indicated that about 60% or more of middle school boys ended up striking or beating somebody after playing at least one mature-rated video game. The investigate also showed t hat about 39% of boys who never played violent Computer Games were not involved in any form of violence.When playing Computer Games, players are rewarded for simulating violence. This enhances the learning of violent behavior among the children who find pleasure in violent Computer Games. When violence is rewarded while playing Computer Games, players tend to develop aggressive behavior. As noted earlier, Computer Games desensitize players to real- liveness violence. The exposure to Computer Games causes a reduction in P300 amplitudes that are contained in the brain. The child will later hold aggressive behavior and desensitization to violence (Bartholow, Bushman & Sestir, 2006).After children experience violence while playing Computer Games, they are likely to develop a fear of adequate victims of violent acts. According to the report compiled by six leading national medical associations in 2000, children do not trust their fellow children and hence will develop violent, self-pro tective measures. The exposure to cruel Computer Games also leads to reduced empathy among the players. From a survey conducted by Jeanne Funk in 2004, Computer Games are the only media linked or associated with low empathy.Empathy is described as the capacity or ability to understand other peoples feelings. The level of empathy plays a noteworthy role in evaluating a persons morals. Empathy also controls aggressive behavior among individuals, especially children (Bartholow, Bushman & Sestir, 2006). After lacking empathy as a consequence of violent Computer Games, these children are likely to be violent. Repetition of actions when one is playing a video game affects the subconscious mind, hence a behavioral script is developed. A sound example of a behavioral script is that developed by drivers.It urges the driver to first get into a car, fasten their safety belt and then start the car. Similarly, Computer Games induce a child to develop a behavioral script that urges them to respon d violently to a certain situation (Gunter, 1998). Playing Computer Games teaches children that violence is an acceptable way of solving their conflicts. Those who play Computer Games, especially games with violent content, do not develop the belief that using non-violence means can solve a problem. They tend to be less forgiving when compared to those children who play non-violent Computer Games (Sherry, 2001).Children tend to confuse real-world violence with video game violence. After fantasizing about the violence in Computer Games, children are likely to fight in schools and in the streets. New Computer Games allow a lot of physical interaction with the players. Some Computer Games train players on how to be a killer. For example, in 1996, the Marine Corps in the United States authorized the release of Doom 11, which was a violent video game. The game was previously used to train marine soldiers. Such games can train children to be high-profile killers.Most Computer Games have represent a negative attitude towards women. Violence against women is likely to increase in a child who plays condemnable Computer Games (Gunter, 1998). Counter Arguments In any life situation and with any sort of problem, there are those who disagree with the majority. Likewise, there are researchers who present various antagonistic arguments to support the idea that Computer Games can be beneficial for children. The first counter argument against the side effects of Computer Games is the fact that children are not isolated as they have online playing period communities.Children who are unable to associate with others do not feel isolated since they are left to play Computer Games. For example, a child who is not physically fit to play with others can turn to Computer Games during their free time to reduce boredom. It has been noted that violent juvenile crimes have been decreasing in the new-fangled years, yet the popularity of Computer Games has been increasing. For the peri od 1995 to 2008, the rate of arrest of juvenile murderers lessen by 71. 9%, while the overall arrest cases concerning juvenile violence decreased by 49%.In the same period, the sale of cruel Computer Games increased by almost 4 times compared to the years before. From these statistics, one can conclude that there is no direct correlation between violent juvenile crimes and Computer Games. There has been no scientifically proven link between violent behavior among children and Computer Games. Most of the surveys carried out on Computer Games are affected by design flows. The surveys are done within a nobble duration of time and do not follow kids for any considerable period of time. After a short observation, conclusions are then drawn.The other counter argument against Computer Games is that children learn real life-skills when playing Computer Games. Players of brutal Computer Games are able to learn how to regulate their emotions when playing (Anderson, Gentile, & Buckley, 2007) . The level of control developed while playing Computer Games in terms of directing actions and pace are prudent ways of regulating the emotional state of children. The perceptual experience of being in control of actions minimizes emotional and stressful responses to events. Aggressive and angry feelings can be relieved by playing Computer Games.When a child plays Computer Games, it is one of the best ways of relieving aggression and depression. Many children play Computer Games to relieve anger while others play Computer Games to relax their bodies. Children are given healthy and safe opportunities to virtually explore the rules and consequences of violent behavior when they play Computer Games (Bartholow, Bushman & Sestir, 2006). After playing Computer Games, especially ones that contain violence, children are able to develop ways of escaping violence. The form of violence can be affected by Computer Games, but does not necessarily lead to the accompaniment of violence.Through the challenges faced while playing some Computer Games, children are able to learn how to avoid violence, or how to escape from violence. Those who hold the view that Computer Games do not have negative effects on children indicate that Computer Games do not lead a child to violence, but instead, violent children are the ones who are interested in Computer Games (Anderson, Gentile & Buckley, 2007). Conclusion The argument about whether Computer Games have negative or positive effects on children is broad, and depends on ones philosophical views.Most of the research projects that have been conducted on the authentic effects of media brutality on behavior of children have include small, often unrepresentative samples and unique examples of media violence (Dietz, 1998). This paper has compiled some of the negative effects of Computer Games among children. Some of the negative effects include children feeling isolated from society, becoming more violent and aggressive, as well as lackin g communicative skills. When playing Computer Games, children spend extended periods of time by themselves and do not have much interaction with other children, except for the virtual ones.As a result, children who play Computer Games do not develop effective converse skills with others, since hours, if not all their spare time is spent on Computer Games. There has also been a rise in violence among children who play Computer Games, the Columbine High School massacre being one such example. Injuries and fighting at home and outdoors have risen because of children playing brutal Computer Games (Anderson, Gentile, & Buckley, 2007). Some researchers however argue that Computer Games can and do have positive effects on children.They point out that children are not isolated, as they develop online gaming communities. Children are also able to learn real-life skills while playing Computer Games, as well as, learn how to escape violence. However, what both sides agree upon is that parents should guide their children on the outcomes of playing Computer Games. Personally, I think that Computer Games can be allowed when selected with caution and are not played frequently. As long as virtual reality does not replace a childs real-life communication, Computer Games can become a great selection for a childs leisure.
Sunday, May 26, 2019
Compare/Contrast: Two Competing Firms Essay
We all know and understand the importance of good marketing, advertising and promotion of a companys goods or services. Many young business arrangements spend thousands of dollars from their budgets for various advertising campaigns, promotional materials and publicity in order to attract more customers, look trus bothrthy, and eventually receive more profits. I could experience how this strategy works and how it fails to work in such service sector as tourism, and this report is a summary of my research.This summer my chum salmon and I wanted to take a trip to the West Rim of the Great Canyon, so we decided to use the services of Travel Guide, one of the nigh known tour agencies in my city, which is continually advertised in local media. Its position was very busy, and we were treated there as usual clients who are non ordering a luxury tour. During the trip we had many little problems, because it included a lot of challenging activities, like rafting or a mule ride. My broth er damaged his back, and we had to wait for medical aid for several hours. Unfortunately, the trip was not too well- organised and quite disappointing.In December I got a chance to go to Aspen to ski with my friend, who recommended me to use the services of another tour provider, Telehaus. It is a small private agency which works without massive advertising and expands its client database at the outgo of own good reputation. We were overwhelmed with the attitude and attention we had received in Telehaus. We were provided with everything needed for the trip, including special maps and Tips for safe skiing. The trip was great, and we had a very competent piling travel specialist, who really helped us a lot and was always available in case of any trouble.Therefore, the most important difference between these two companies was the quality of their services. During our trip to the Grand Canyon, there was always some disarrangement and scheduling problems, therefore, many times we had to wait here and there. Telehaus had much better organization of the tour and we were very happy with the hotel services, as well as with the entertainment program. That is why I rated Travel Guide services as 45/ snow and Telehaus services as 95/100.Another important difference was the quality of their work with the clients, especially during the reception in the agencies. We were just routine customers in the office of Travel Guide, but in Telehaus we felt ourselves special and appreciated. Telehaus employees were more cooperative and professional when helping us to select a hotel, and their work is organized better and more effectively, then the work of Travel Guide.Nevertheless, I have to mention a number of some small differences, which made me regress 95/100 to Telehaus. The first one is the variety of the tours they offer. As I could learn from the booklets of Travel Guide, they can arrange a trip to almost every nook of the world including exotic islands, etc. But Telehaus works with a limited number of tour-operators. Besides, Telehaus can offer mostly quite expensive hotels or apartments, which makes their services unavailable for the customers who have low budgets for traveling.Finally, one more principal difference is the approaches of these two companies to their services, related to advertising and marketing. Travel Guide is a well-promoted and well-advertised brand name in the market, which has great professional connections, considerable number of clients and good profits. However, Telehaus does not spend its resources on advertising, but tries to attract new customers with the help of good reputation, high-quality services and competence of the employees.What I have learnt from my experience is that excessive advertising is not everything. In order to make a company successful, it is perfectly necessary to combine a number of various effective strategies helping to boost the business and maximize the incomes. Those strategies must include we ll-planned marketing and advertising campaigns, good organization of the work, selection of qualified, skilled and responsible employees, working on some innovative ideas, and many others.
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