Thursday, February 27, 2020

Cross Cultural Management. Importance of Value Essay

Cross Cultural Management. Importance of Value - Essay Example Cross cultural management refers to a mechanism formulated to train people regarding the variations of practices, preferences, and culture in global business. With the lapse of time, diversity in practices, cultures, and preferences of consumers increase substantially, thereby increasing the need to bridge the communication gap by implementing cross cultural management. In management, cultural differences refer to varying taste, preferences, culture, likes and dislikes, ways of communications, norms, values, and beliefs of every culture. The objective of this paper is to examine the cultural variations in the light of scholarly articles as mentioned in two renowned models. An extensive study of Hofstede and Schwarts model will be done followed by a criticism of Hofstede model. These two models can be viewed in terms of how the business managers react to cross cultural management. The business managers face various sorts of cultural issues while performing their tasks e.g. workforce d iversity, language barriers, religious issues etc. Under these circumstances, it is highly effective for the business managers to understand these two cross cultural models and incorporate their effects in their organizational context. Importance of Value Hofstede and Schwartz have studies cross cultural values and their findings are in the subsequent parts of this section in order to gain acquaintance with importance of value and varying values in different culture. Hofstede Model Hofstede (1993) stated that when management theorists embark to other parts of the world, outside their own country, they encounter strange customers, beings, theories, organizing and disorganizing, immoral or old-fashioned ways of doing things. Some of them work but some of them fail to work. After gaining this experience, the traveler comes to home country and can use this experience advantageously. The purpose of the study of Hofstede (1993) was that all great ideas relating to management, politics, or science, have come from different parts of the world and have been enhanced by foreign influences. Hofstede (1993) examined the context of management from different parts of the world. Hofsetde (1993) reviewed the managerial culture of countries like Japan, France, China, Holland, Russia, Germany, Malaysia, Thailand, Taiwan, Singapore, and Hong Kong. Hofstede (1993) stated that management is what is common among all countries but its context and meaning differ to a smaller or a larger extent from country to country. Hofstede (1993) further stated that it requires considerable cultural insight to understand the philosophies, processes, and problems. Further arguing, Hofstede (1993) stated that if management is such a broad word and it means so many varying things, then it cannot be expected that management theories of one country will be applicable to abroad as well. Management is related to government, politics, and school. It is present in beliefs and religion about science. Manag ement theories are interdisciplinary but as soon as national boundaries are crossed, it becomes more interdisciplinary. By stating so, Hofstede (1993) divided cultural difference into five dimensions. i. Power distance; inequality among people that is considered as normal among people ii. Individualism vs. collectivism; degree to which people of a country tend to act as individuals instead of a members of a group iii. Masculinity vs. femininity; where tough values like performance, assertiveness, success prevail over gentle values such warm relation, care, quality of life. iv. Uncertainty avoidance; people preferring planned situation over unstructured ones. v. Long-term orientation vs. short-term orientation; long-term refers to values

Monday, February 10, 2020

Violence in Video Games Essay Example | Topics and Well Written Essays - 1250 words

Violence in Video Games - Essay Example Games today are much more sophisticated. Realism, drama and storylines have been integrated so beautifully that gamers today tend to forget their surroundings when they sit in front of their play-stations of X-boxes. To bring about this reality in games to today, creators have succeeded in creating very true images and animations of the laws of physics in games. I mean, shoot someone in the head and not only does blood spray out and backwards from the place the bullet hit the head, but the head even jerks backwards with the force of the bullet. Fantastic! Still there are those who say that this realism is creating a negative impact on our children and should be banned. So in this paper, this dilemma will be proved wrong by common sense and cool logic. The nature of a game is to take you far away from the real world. It is about going somewhere where you can only be in your dreams, only this dream is in your hands. The main purpose of games has always been to finish off your rivals and get to the top. In the early stages it only used to be someone falling off a cliff or an invisible barrier because graphic technologies could not support anything greater than that. Not though realism can be shown. Gamers can really "feel" the game. So the games of today really haven't changed. If anything, they have become better for people who play them. Critics say that there is too much violence in games. Really So George Bush bombing the world without any valid reasons and news channels showing it all live on TV isn't Israelis butchering Palestinians in front of their family is soothing Movies showing the hero shooting the bad guy in the face are something to be encouraged By the logic of all those against violence in video games, all this shou ld be banned too. All news channels, movies and anything even hinting at a "negative" thought should be banned then. Even food programs should be shut down because they cook dead animals in it which could be disturbing to younger viewers. This is all a prime example of extremism. The world sees as most Muslims being extremists just because they try to protect their faith from harm and when the real definition of extremism is shouting them in the face they are twisting it towards "social issues". Toulmin's Argumentation model Now let's look at things a little more theoretically. What is coming up is my point of view explained by Toulmin's model of argument. Claim: Video games do not spread violence. They are a form of entertainment and only used as a relaxation source for children and adults of all ages. Support: video games have not changed in their basic levels. This is because you always have one basic mission. Find and kill the bad guy. Furthermore, gamers know the difference between reality and the game's fantasy. This is because they are exposed to a lot of real live violence and they see and digest actions of their family and the world of how everyone is despising those people who injure other people or any incident of loss of human life. Speculations of people thinking that a child might become un-sentimental and lose the value of human life will then not hold true if the child learns that he is not supposed to learn from the game, but rather from reality itself. Warrant: there is very small amount of evidence going against this claim. This is because there are many other factors to take into account when behavior is being