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Ksenia Polyakova Packaging design as a Marketing tool and Desire to purchase, 72 pages, 2 appendices Saimaa University of Applied Science Faculty of Business Administration, Lappeenranta Degree Programme in International Business Bachelor’s Thesis 2013 Instructor: Mr. Riku Hytönen Senior Lecturer, Saimaa University of Applied Sciences The purpose of the study was to examine the consumer perception on different design elements of a milk package and to provide essential information for the companies about the consumer attraction and importance of design attributes from the consumer point of view. The theoretical framework was based on the secondary data (articles and books) and included core concepts of packaging, packaging design, consumer behavior, consumer perception, and consumer attraction. The mixed method was selected for acquiring and analyzing the research results. Quantitative data was collected from 30 questionnaire responses and was analyzed with the computer program Excel. Qualitative data was obtained from two interviews conducted with the companies, Valio Ltd and Tetra Pak Ltd. The results of the study revealed the importance of packaging design in consumer buying behavior. By examining the consumer perception, it was found out that packaging design elements such as graphics, color, and product information play a key role in decision making and ensure consumer’s attention. Based on the findings, it was defined that successful milk packaging design could be created by the cooperation between the consumer and the company. Further research could investigate other product packages’ design elements.
Utilizing the Microsoft ideas in making transactions of such software programs and resources is appreciably much less expensive in comparison in regards to acquisition by plastic cards or usual picking. Aside from that, it is additionally much easier to make these purchases when you use Microsoft points. Over again, a competitor only can really make obtains of mmorpgs that pleases him. Last but not least, the Xbox online gaming solution permits the users to find and utilize other adventures which were designed by other people. If a gameplay pleases the participant, a gamer can entry, use and investigate such type of adventures.
Powerpoint was originally launched on May 22nd, 1990 as a Slideshow Presentation Programme in the Microsoft Office package. Now it is one of the most widely used applications in the whole world, and for very good reason.
This paper examines the complex, often misunderstood, relationship between al-Qaeda, the Taliban and the various militant groups found in FATA (the Federally Administered Tribal Areas) in Pakistan, including the TTP (Tehrik-i-Taliban Pakistan). Much of what is commonly assumed about the Taliban, the TTP and al-Qaeda is based on misinformation, misunderstanding or a misrepresentation of historical events. The Taliban and alQaeda can in many ways be seen as sharing common values, although their ultimate goals remain very different. The Taliban were not part of the mujahedeen fighting against the Soviets in Afghanistan, and emerged only in 1994. Al-Qaeda, for all the conspiracy, did not receive money from the CIA during the 1980s, and was only officially formed as an organisation in 1988. The creation of the TTP in 2007 is another matter, and was created as an umbrella organisation for various Pakistani militant groups, and maintains close ties with al-Qaeda. However, the Pakistani Taliban is not the same Taliban as the one formed in 1994, and although it swears its loyalty to Mullah Omar, its goals differ from that of the Afghani Taliban. We can speak of al-Qaeda and the Taliban in two broad strokes – pre 9/11 and post 9/11. The attacks on the Twin Towers and the Pentagon (as well as the failed attack on Washington DC with the hijacked flight 93), was the culmination of al-Qaeda as a tightly knit, hierarchical organisation. The subsequent “War on Terror” and the invasion of Afghanistan in October 2001 destroyed much of its organisational capacity; it also left the Taliban severely weakened. However, they both regrouped in the FATA region over a period of years, and al-Qaeda spread its ideology throughout northern Pakistan, coalescing with militant groups and local warlords. Before 9/11, al-Qaeda and the Taliban were very much two different organisations; today, it is not so simple, and in 2010, General David Petreus claimed that there is “a symbiotic relationship between all of these different organizations: al-Qaeda, the Pakistani Taliban, the Afghan Taliban ... They support each other, they coordinate with each other, sometimes they compete with each other, [and] sometimes they even fight each other.” (cfr, 2010, http://www.cfr.org).
In 2007, the Al-Qaeda Organization in the Islamic Maghreb (AQIM) emerged after the Salafist Group for Preaching and Combat (GSPC) aligned itself with Al-Qaeda. This development captured the world’s attention and led several scholars and policymakers to ask the question: Why did this merger take place and what does it say about the motivations of GSPC? This research investigates three hypotheses: (1) This merger is merely an ideological one without operational implications; (2) this merger is ideological, operational, and logistical; or (3) this merger is merely a rebranding of a failing organization that needed to survive and, therefore, is not a genuine threat to the United States and its European allies. Exploring the evolution of Algerian Islamism, from the rise of the Islamic Salvation Front (FIS) and the Armed Islamic Group (GIA) to the GSPC and AQIM, this study concludes that hypothesis 3 is the best explanation of the merger between GSPC and Al-Qaeda. Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503.
A very small percentage of people may experience a seizure when exposed to certain visual images, including ﬂashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
WARNING Before playing this game, read the Xbox 360® console and accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to www.xbox.com/support. Important Health Warning About Playing Video Games Photosensitive seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
The Microsoft Xbox 360 is a stunning example of globalization and Globalization; the processes of both global interconnections (through production and access to the video game console) and also through the use of Globalization as a political buzz word (to generate an image of the Xbox 360 as the brand connecting users worldwide) (Sparke 2005a, 3). These two definitions of globalization; as a physical process of interconnections and as a political buzz word, can aid in understanding the systems at work when examining how Xbox is attempting to go 360. Microsoft’s Xbox as a technology can be seen as a computer with access to very specific content; all that is needed is the video game console and a connection to broadband Internet. When considering the qualifications to gain access to the Xbox 360 ‘experience,’ one must consider how to get an Internet connection and to the Xbox 360 console. While most citizens in the Xbox 360’s major markets, US, EU and Japan, may not consider these systems hard to obtain, many millions of people globally do not have the luxury of high-speed access to the Internet and the Xbox 360 console. Through understanding the impacts of creating a virtual community based on access to technology, which Microsoft states it hopes to do with the new Xbox 360 console, the inequality of the situation starts to be clarified. Introduction to Microsoft as a Global Company Microsoft is a well-known company in the computer software industry. It continues to expand to new markets with such assets as the Xbox and other offshoots of its original products. In the last two decades the company's large profits and dominance in general use computer software have propelled the company to an industry leader, if not the controller of a large monopoly with its Windows operating system and Office application products.
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