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Zeitgeist -Federal Reserve Essay Example | Topics and Well Written Essays - 250 words

Zeitgeist - Federal Reserve - Essay Example Another law was passed in 1913, which was the government annual duty, where 35% of your pay i...

Thursday, October 31, 2019

Identify a particular issue or problem that occurs with HRD in a Essay

Identify a particular issue or problem that occurs with HRD in a country with which you are familiar - Essay Example The calculation is very simple.   The number of employees leaving in a year is calculated as a percentage of the total number of employees during the same period.   It is also known as separation rate. Employees in the beginning and closing of the year are averaged for this purpose.   However, if the monthly beginning or closing figures for the twelve months are averaged, it would be better. Some times the companies calculate a retention rate, and alternative method of calculation.   It is also called as Stability Index and worked out as below. The figures in the calculation will be unduly inflated if the replacements are frequent during the year.   For example 85% of the employees are retained.   If the vacancies caused during the year are replaced twice, the labor turnover ratio works out to 30%, if replaced only once, it works out to 15%.   Therefore retention ratio is preferred.  Ã‚   Another problem is in averaging.   If there is huge variation during the year from beginning to end or average, the ratio will be vitiated.   In a country like India, this may happen due to seasonal factors also.   For examples, if rain gods play a trick on farmers, production, consequently the employment is affected in sugar industry.  Ã‚   Michael Hanni and Mark Knold pointed out, ’construction, retail trade, administrative services, and accommodation and food services. Together, these four industries make up 35 percent of all employment, yet constitute 52.2 percent of all job separations (separations were the minimum variable of the numerator for 2006). In other words, these four industries account for a disproportionate amount of job churning.’  Labor Turnover in Utah, Source: U.S. Bureau of Census, LED data.http://jobs.utah.gov/opencms/wi/pubs/specialreports/laborturnover08.pdf We usually consider ‘Year’  as a basis for calculation.   However, year

Tuesday, October 29, 2019

Lies my teacher told me- James Loewen Essay Example | Topics and Well Written Essays - 500 words

Lies my teacher told me- James Loewen - Essay Example He says, â€Å"Some books go way beyond omitting the actor and leaving out the act itself† (Loewen 25). This paper shall seek to explain the key reasons as to why Loewen think that history textbooks used in the high school curriculum are giving students a raw deal. It will also examine the reasons as to why students seem to dislike history classes. Loewen asserts that much of American history isolates children of color in the manner they ignore that those who contributed greatly to the American history were not whites. He goes further to assert that the nature of history textbooks used in American high schools give insufficient information to students. This in turn affects the academic progress of students who join college to pursue History courses (J. W. Loewen). This is because most of the history classes in college are taken up fixing the information that the students acquired in the high school history lessons. He uses his book to analyze the textbook creation and adoption process, as well as explain causes that makes textbooks to turn out to be bad and of low quality. According to Loewen, history is a collection of stories and should not be boring. However, textbook companies have tendencies of leaving out information that reflect badly on the national character. He also connects the boring nature of history to the fact that â€Å"history textbooks do not use the present to illuminate the past† (Loewen). In this regard, students have difficulties comprehending the relevance and significance of history to their daily lives. Loewen also reveals that students dislike history since the subject is viewed as a morality play; thus, touchy areas in the society are not discussed or taught. He says, â€Å"There are three taboos in textbook publishing†¦social class, religion and sex†¦Ã¢â‚¬  (Loewen 34). Loewen asserts that textbooks ignore several historical realities due to many reasons. The main

Sunday, October 27, 2019

The Influence Of Media Violence On The Youth Media Essay

The Influence Of Media Violence On The Youth Media Essay Aggression in the media has been under a lot of scrutiny in recent times. It has resurfaced as the pinnacle of countless debates among politicians, parents and educators despite the fact that it is a current trend. The youth are increasingly becoming more hostile. This is in directly mirrored to violence becoming further prominent amid adults. Parents and educators continue to stress that the damage violent media inflicts on children will carry on into adulthood. Various studies have confirmed that violent media moulds the youth into violent adults. The issue is not as simple as just putting a stop to violence. The media distributors should end mass producing and distributing violence to children in the name of entertainment. Unless executives at television, music, and video game companies discontinue this mass production of violence, this appalling tendency of violent children resolves to carry on. Research on violent television and films, video games, and music reveals unambiguous evidence that media violence elevates the possibility of aggressive and violent conduct in both immediate and long-term contexts. The sound effects emerge larger for milder than for more severe forms of aggression, but the effects on severe forms of violence are also imperative when compared other violence risk factors effects.Young people have a tendency to be without doubt influenced by media for a diversity of reasons. Children discover what is tolerable or intolerable through what the media portrays as opposed to what parents teach them.    Parents have seized to be the powerful prominent associate in a childs life. Children utilize the media personalities to model acceptable or rather offensive manners. Movies, music and video games display that it is acceptable to massacre or hurt others. Small children in fact, have difficulty differentiating between reality and fantasy. Putting that into consideration, we realise that the mass media fails to consider that a small child cannot figure out the ramifications of being wounded during a violent act; it actually hurts and one may not survive. Children brought into emergency amenities for treatment from these media propelled accidents are inclined to articulate with astonishment that their injuries truly hurt. Dramatic Television and Movies have exposure to violent behavior. On film or television tends to amplify aggressive behavior in the short term. Youths who look at violent scenes afterward demonstrate more aggressive conduct, mind-set, and emotions than those who do not. In the distinctive investigational model, researchers indiscriminately allocate youths to see either a short violent or a short nonviolent film, and then observe how they interact with other people after viewing the film. Both physical and verbal aggression toward others may be assessed. The time period for testing the effects is short-from a few minutes to a few days after seeing the film-and normally there is no effort to test for permanent effects of the single revelation. With older teenagers and university students, physical aggression has often been considered by the enthusiasm of participants to impose an electric shock or a loud aversive noise on a peer. The participants are usually given a frail justification for harming the other person. Studies have shown that the introduction of the television which happened at different times in all communities has taken advantage of this disparity in timing to study TVs effects on aggression within a society. Time-series analysis done using aggregated data on offense and media viewing to examine the effect of the introduction of TV on violence in the United States, Canada, and South Africa (where television came on the scene only recently), comparing crime rates prior to and subsequent to the introduction of television. He concluded that the introduction of television, joint with recurrent depiction of violent acts, increases interpersonal violence in a society. However, this study ought to be viewed with vigilance as there exists additional factors that may have influenced national crime rates simultaneously. Studies have confirmed that witnessing violence in news reporting promotes imitative, or impersonator, manners. There are countless sketchy reports of people imitating illusory violence. Regardless of the regularity of these alleged instances of a pollution of violence, however, there has been comparatively little research examining how news stories of aggressive events affect behavior. Studies prop up the perception of a corrupt effect, with some of the best evidence indicating that stories of a renowned persons suicide enhance the chances that other people will also take their own lives. Studies of music videos and music lyrics have shown that Music videos are also of concern because these videos are sometimes replete with violence. Those without open aggressive content often have rebellious overtones and music videos are extensively watched by adolescents. Violent video games have recently surpassed violent music videos and even violent TV as a matter of concern to parents and pol icymakers. There are several reasons for this. First, children are spending most of their time playing video games. Second, a greater part of these games hold violence. Third, children involved in these games are dynamic participants not observers; they are at better risk of becoming antagonistic themselves. The impact of publicity to violent video games has not been premeditated as expansively as the impact of exposure to TV or movie violence; nevertheless, generally speaking, the outcome reported for video games to date are related to those obtained in the investigations of TV and movie violence (Anderson Bushman, 2001). Studies of Internet participation assert that the fundamental hypothetical ideology pertaining to the effects of exposure to media violence should be relevant to Internet media. Up till now, there are no available studies that address how exposure to Web-based media violence affects aggressive and violent behavior, attitudes, values, and feelings. Nonetheless, because of the image and interactive nature of Web material, we anticipate the effects to be very parallel to those of other visual and interactive media. The Web materials with violence tend to be video games, film clips, and music videos, and there is no reason to believe that delivering these materials into the home via the Internet, rather than through other media, would reduce their effects. Neuroscientists and cognitive psychologists have discovered that the human mind often acts as an associative system in which ideas are to a degree activated (primed) by linked stimuli in the surroundings (Fiske Taylor, 1984). An encounter with some occurrence or stimulus can major, or trigger, correlated concepts and ideas in a persons memory even without the person being aware of this control. For example, exposure to violent scenes may activate a complex set of associations that are related to aggressive ideas or emotions, thereby momentarily escalating the convenience of aggressive opinions, approach, and scripts (including aggressive action tendencies). In other words, aggressive primes or cues make aggressive schemas more easily available for use in processing other incoming information, creating a temporary interpretational filter that biases subsequent perceptions. If these aggressive schemas are primed while certain events-such as ambiguous provocation-occur, the new events are more likely to be interpreted as involving aggression, thereby increasing the likelihood of an aggressive response. Priming effects related to aggression have been empirically established both for cues usually associated wi th violence, such as weapons (Anderson,Benjamin, Bartholow, 1998). For example, the  mere presence of a weapon within a persons visual field can increase aggressive thoughts and aggressive behavior. Priming effects are often seen as solely short-term influences. Except that research by cognitive and social-cognitive scientists has shown that recurring priming and use of a set of concepts or schemas in due course makes them persistently available. In essence, commonly primed aggression-related judgment, emotions, and behavioral scripts become routinely and continually accessible. That is, they become part of the ordinary interior state of the character, thereby escalating the possibility that any societal encounter will be interpreted in an aggression-biased technique, and hence increasing the likelihood of aggressive encounters all through the individuals life (e.g., Anderson Huesmann, 2003). In addition to that, media propagates arousal and excitement in youth. Media violence is exciting (arousing) for most youth. That is, it increases heart rate, the skins conductance of electricity, and other physiological indicators of arousal. There is verification that this arousal can inc rease aggression in two different ways. First, arousal, regardless of the reason for it, can rejuvenate or reinforce everything an individuals principal action propensity happens to be at the time. Thus, if a person is irritated or else instigated to aggress at the time increased arousal occurs, heightened aggression can result. For instance, if a person who is aroused misattributes his or her arousal to a provocation by someone else, the tendency to act uncompromisingly in reaction to that infuriation is amplified. This is because people tend to react more violently to provocations immediately after watching exciting movies than they do at other times. Researchers at the Indiana University School of Medicine reported in 2006 reported that brain scans of kids who played a violent video game showed an increase in emotional arousal, and a consequent decline of activity in brain areas involved in self-control, reticence and concentration. To date, however, there have been no conclusive studies linking video-game violence to aggressive behaviour in youths. Emotional desensitization is another effect of media on the youth. Emotional desensitization refers to a drop in distress-related physiological reactivity to observations or thoughts of violence. When people who watch a lot of media violence no longer respond with as much offensive physiological arousal as they did primarily. Because the unpleasant physiological arousal (or negative emotional reactions) usually related with violence has an inhibitory influence on thinking about violence, condoning violence, or behaving violently, emotional desensitization (that is., the decrease of th e unpleasant arousal) can result in a heightened probability of violent thoughts and behaviors (Huesmann et al., 2003). However not all youth are affected adversely by media. As a matter of fact, media has minimum effects on some youth. It all depends on several factors such as age, gender, characteristics of the aggressive performer, portrayed justification and penalty of the aggression, social environment like influence of culture, childrens access to media in the home, influence of neighborhood, influence of parents, and the persons moral principles. Theories put forward have shown that the media-violence effect is largest in the youngest age group (less than 5 years old). Even concise exposure to media violence and aggressive behavior on TV and in film caused temporary aggressive behaviour in youths. It should be noted that the principal effect was certainly aggression, and not violence. Fascinatingly enough, a study on New York youths found that exposure to media violence commencing at age 8 had a direct correspondence to aggressive performance a decade later in boys, but not in girls. Early studies in the United States and some studies in other countries found stronger relations between media-violence viewing and aggression for boys than for girls. Assertiveness and intelligence of the viewer also affect the extend of media influence. An aggressive youth will turn out to be more aggressive after watching a violent movie; also children of lower intellectual aptitude watch more television and see more television violence. Children and youth spend more time consuming entertainment media than engaging in any other activity besides school and sleeping. There have been recent efforts to reduce the harmful effects of media violence on youth have taken various forms, including attempting to reduce the amount of media violence and its convenience to the youth and children. Encouraging and facilitating parental monitoring of childrens media access, educating parents and children about the potential dangers of media violence and changing youths mode of thinking to reduce the chance that they will impersonate the violence they see. However, it is not clear that reducing exposure to media violence will reduce aggression and violence, it is less clear what sorts of interventions will produce a reduction in exposure. Some suggestions that counter attitudinal and parental-mediation interventions are likely to yield beneficial effects, but media literacy interventions by themselves are fruitless. In that case, meeting the larger societal challenge of providing children and youth with a much healthier media diet may prove to be more complicated and expensive, especially if the scientific, news, public policy, and entertainment communities fail to educate the general public about the real risks of media-violence exposure to children and youth. It should be renowned that real-world influences might diminish or abolish the aggression noted under experimental conditions. It is possible and even likely that study participants might react differently in the laboratory when they realize their aggression will not have any ne gative consequences or retribution. This has been a controversial issue whereby people have presented different views on whether media affects ones level of aggression and violence. Some claim that exposure to media violence causes children and youth to behave more aggressively and affects them as adults years later, while others argue that the scientific evidence simply does not show that watching violence either produces violence in people, or desensitizes them to it. Although media violence is particularly tough to characterize and evaluate, family attitudes and social category are stronger determinants of attitudes toward aggression than is the amount of disclosure to TV, which is all the same a significant but weaker predictor.

Friday, October 25, 2019

A Mixed Economic System Would Benefit the United Kingdom Essay

A Mixed Economic System Would Benefit the United Kingdom Two main economic systems have been developed since the Industrial Revolution, these are Capitalism and Socialism. Both systems have advantages and disadvantages, this essay will explain these, and also give my proposals for a mixed system for the whole society of the United Kingdom. Capitalism Capitalism generally started as an economic system in the United Kingdom at the time of the Industrial Revolution. The basic explanation of Capitalism would be to say that 'the economy is left to its own devices with no Government intervention'. A Capitalist economy is a market economy where all economic decision making is decentralised, and the Government will only supply national defence, administer justice and provide certain public works. The goods that are provided in a Capitalist economy are decided by individuals who choose how to use their labour and spend their income. All resources are privately owned and will only be used for obtaining the highest profit. Advantages of Capitalism There are many advantages to a Capitalist economic system which could make it very appealing to society. The system allows the powers of market forces to operate which in turn gives the consumer a wider range of goods and services. Also because producers are always seeking the highest profit they must try to please the consumer and win their custom. This leads to innovation and greater quality and variety. The firms which produce the correct goods and services will win custom and make profit, those which don't will go out of business and therefore release their resources to the successful firms. This will lead to the expansion of the economy and greater prosperity. In summing up the advantages, it is clear to see that the consumer has the power to dictate the goods in the economy. Disadvantages of Capitalism As discussed in the advantages of Capitalism the consumer has all the power in the economy. However individuals purchasing power is drastically unequal because of the inequality of wealth within the economy. This is due to the fact that some people will always be able to work harder, be more innovative and be more talented than others, and therefore be more profitable and promote themselves higher in the economy whilst others will fail. Because of the inequality of wealth in a truly Capitalist society with... ... Since the war the Government has still kept a lot of control but the opportunity for entrepreneurship is available. The economy in the United Kingdom is, as far as I can see, the only way a society can flourish. The Government tax people but provide, health care, infrastructure, education and welfare as well as owning certain industries to keep some form of economic planning available to them. However recently the Government has sold off a lot of nationalised industries and this has allowed for more competition and moves the economy in to a more Capitalist state. Conclusion In a Capitalist society there is great suffering because of the great inequality but in a Socialist society it seems that, even though the idea of everyone living equally in harmony is appealing, the fact of the matter is that the only equality that people will share is the equality of no choice and oppression. True Socialism can never work in any society because it is human nature to want mare than you have and to strive to achieve this. Countries that say they are socialist seem to me to be more of a dictatorship. A true mix between the two must be achieved to sustain a healthy economy and a happy society.

Thursday, October 24, 2019

Strategy To Achieve New Target Environmental Sciences Essay

The UK authorities late announced its ambitious renewable energy program which includes supplying 75 of the entire UK electricity supply through renewable energy beginnings. In line with its new mark on the renewable energy development, I strongly believe as the main executive of ‘Edinburgh Renewables ‘ ( ER ) that our legion experiences on air current farm undertakings will lend to accomplishing the given mark successfully. As such, this study will demo the authorities ‘s new renewable development program in 2025 and sketch an action program for ER to present 30 % of the new mark capacity. In add-on the study will analyze whether authorities part can assist ER towards accomplishing the given mark. Finally, steps to work out the intermittence of the air current resource will be recommended. 2. Renewable Energy Development Target Based on the authorities ‘s new renewable energy policy, ER has set up a new mark that aims to bring forth 30 % of the authorities ‘s new renewable mark capacity in 2025 ( 75 % of the entire electricity supply ) . This will be attained through using new coevals of offshore air current farms under our direction. The inside informations of the new marks on renewable energy development are outlined as follows: i Government Target in 2025 i Total Electricity Demand in 2025: 450TWh i Electricity Supply From Renewable Energy: 338TWh ( 75 % of entire demand ) i ER Target in 2025 i 30 % of Renewable Energy Development Target i 102TWh ( Energy Production ) / 33GW ( Installed Capacity ) i Offshore air current farms ( Capacity Factor = 35 % ) Demand Forecast & A ; Total Installed Capacity The entire electricity demand to put up the mark is forecasted to make 450TWh in 2025 by utilizing the same premise used for the Public Interest Research Centre prognosis by 2050. [ 1 ] Based on the new authorities policy, 75 % of electricity energy demand at 338TWH would be provided by renewable energy beginnings. ER will supply 30 % of the mark through the offshore air current farms development which would hold entire installed capacity of 33GW by 2025. The inside informations are described in Annex-1. Why Offshore Wind Farms? ER chose to intensively concentrate on offshore air current farms development, given higher prospective potency, higher capacity and higher cost decrease outlook of offshore air current engineering. In add-on, higher mean air current velocity, lower turbulency every bit good as less restraint on turn uping the site finally increases the deployment of offshore air current farms in the long footings when compared to onshore air current farms options. [ 1 ] Despite higher capital costs of the offshore air current farms undertaking, higher capacity factors can countervail this to some extent. [ 4 ] Additionally, the analysis in Renewable Energy Roadmap 2020, shows that cost of offshore wind engineering can be significantly reduced compared with other renewable engineerings by developing supply ironss and advanced engineerings. [ 2 ] Capacity Factor The capacity factor varies depending on the mean average air current velocity of geographical location and air current turbine features [ 4, 5 ] but sing future engineering development and operational experience accretion, the capacity factor of 35 % which was assumed in Renewables Advisory Board ‘s 2020 Vision was applied. [ 1 ] 3. Action Plan by 2025 The action program for 2025 was divided into two stages. This action was chosen in order to ease the accomplishment of the new mark in 2025. During the first stage ( 2013 to 2020 ) ER plans to take part and put in developing some of the offshore air current farm undertakings under Round 2 Extension, Round 3 Program and Scottish Territorial Waters Program of The Crown Estate. [ 6 ] This attack non merely leads to finishing the assorted undertakings on clip as planned, but it is besides expected to excite other seaward undertakings in the long term through continuously developing the advanced engineerings needed to cut down undertaking costs. Furthermore, based on undertaking experiences of the first stage, during the 2nd stage ( 2015 to 2020 ) ER will rush up developing new undertakings with larger capacity that can enable us to accomplish the concluding end in 2025. i 1st Phase ( 2013 ~ 2020 ) i Action Plan: Accelerate the planned offshore air current farms undertakings and develop advanced engineering to cut down the undertaking cost i Total Target Capacity: 14GW i Site: Entire 13 sites i Total Seabed Area: 3,986km2 [ 6 ] i 2nd Phase ( 2015 ~ 2025 ) i Action Plan: Develop the big graduated table offshore air current farms to accomplish the mark in 2025 i Total Target Capacity: 19GW i Site: Feasible sites among the Crown Estate Round 3 Zones ( determined by site study ) i Total Estimated Seabed Area: 1,691 ~ 3,193km2 Entire Seabed Area The entire seabed country required for both the 1st stage and 2nd stage of the program is estimated at 7,179 km2 which is about a ten percent of the size of Scotland. Harmonizing to the Crown Estate, entire seabed country of the 1st stage of the program is about 3,986km2. [ 6 ] On the other manus, entire undertaking country of the 2nd stage of the program varies depending on different air current turbine array. Given 5D by 10D turbine array [ 8 ] with a turbine rotor diameter of 164m [ 14 ] , the estimated site country for the 2nd stage is 3,193km2. However, based on the optimum air current turbine array examined by Christie [ 9 ] , the entire country for 2nd stage can be reduced to 1,691km2. The elaborate execution agenda and appraisal of the needed seabed country are described in the Annex-2. 4. Necessary Financial Support and Investment of Public Money [ 2 ] Due to the higher capacity factor and high prospective potency in UK, offshore wind engineering is expected to be the individual biggest part to renewable energy coevals for energy security and decarbonisation in the hereafter. [ 1, 3 ] However, sing that offshore air current engineerings are at the beginning of the commercial deployment phase, the current capital cost remains about twice expensive than cost of onshore air current engineerings. [ 4 ] Therefore, the uninterrupted authorities fiscal support and investing are important for the successful execution of our action program. The necessary supports chiefly include fiscal support to cut down undertaking cost and to minimise investing hazard. Furthermore, the authorities investing in seaward air current farm undertakings and grid betterment undertakings is necessary to accomplish the ER mark in 2025. i Financial support to cut down cost of offshore air current engineerings i Supporting R & A ; D and Testing Facilities to develop cost effectual engineerings ( i.e. EMEC ) i Developing supply concatenation of the equipment and building ( i.e. National Renewables Infrastructure Fund ) i Financial support to minimise investing hazard i Supplying a stable and long term fiscal support mechanism to procure fundss for the offshore air current development ( i.e. ROCs, New Electricity Market Support Mechanism ) [ 18 ] i Direct investing from public fund i Taking an active function of the authorities in direct funding sing the ample needed loaning ( i.e. Green Investment Bank Fund ) i Supplying advanced funding mechanisms to fit the long term hazard and wages profile of renewable energy investings ( i.e. Green Energy Bonds/Green Energy ISAs ) i Investment on onshore grid betterment i Ensuring timely investing on the onshore transmittal web to present power generated from offshore air current farms 5. Grid Interconnection as Measures for Energy Supply Reliability As the intermittent nature of air current resources consequences in undependable energy supply, in general back up coevals installations and energy storage systems are required to utilize air current energy as the base burden electricity coevals system. [ 10 ] In add-on to the conventional steps ER will procure the dependable electricity supply by developing grid interconnectedness undertakings in North Sea. The supergrid such as grid interconnectedness with European Continent can be one of the solutions to equilibrate a variable and unpredictable coevals end product from offshore air current. [ 16 ] Harmonizing to NorthConnect [ 11 ] the planned grid connexion between Scotland and Norway is expected to heighten the electricity supply as the high incursion of air current coevals in the UK and Hydro coevals in Norway complements each other. The proposed supergrid in the North Sea will enable to associate the UK grid to renewable coevals dominant states such as Norway, Denmark and Germany with a entire transmittal capacity of 26GW. [ 2, 12, 15 ] Therefore, the electricity trading through the supergrid will assist non merely to better the electricity supply dependability but besides to accomplish the authorities renewable development mark in 2025. 6. Decision A assortment of researches province that the UK has the abundant seaward resources along with its coastline and in peculiar offshore air current resources with the entire practical potency capacity of 116GW. [ 1 ] Despite huge potency, it seems clear that there presently exist several drawbacks of offshore wind engineerings such as high capital cost, proficient restraint and intermittence nature. However, ER is convinced that our strong vision and believable action program on offshore air current farms will lend to accomplishing the authorities ‘s renewable energy development mark in 2025. Furthermore, the uninterrupted coaction with authorities, makers and developers will excite offshore wind farm development and contribute to maximising the value of the abundant offshore air current resource in the UK. aˆ?

Wednesday, October 23, 2019

Music Video Games Essay

Since 1972, video game industry has shown drastic changes concerning music in video games. And its progression has led to the stream of revenue not only to the game developer but also has publicized the music composers of the video games. With the passage of time, explicit improvements can be seen in the quality likewise, increment in the output channels, a great improvement in the quality of timbres, and also shifted to programmatic music in a game to make it more interesting. The increase in portrayal of human emotions was one of the first steps towards the programmatic music in video games which attracts more people towards video gaming. One would examine by the contribution of the former technological advancements that the technology is the main cause of great improvements for music in the video game industry. One of the top music composers John Wall tells host Andrea Seabrook in an interview that he never bother to listen the sounds of arcade games as it never attract his mind. But music video games invade one’s brain and force player to concentrate on the music as well. The purpose of the music video games is to make one feel and deeply connect them to the world of video games. Tallarico see video game music as proactive experience. And for that reason he used to say that if Beethoven were with us today, he would love to compose music for video games. In current times, similar to movies, games also have complex soundtracks. And these video games soundtracks has been publicized so much commercially that more and more revenue is being generated by selling tickets of concerts that focus on video game music. It has not just increase the purchasing of video game but also gave popularity to artists and composers. Previously released or recorded music streams and new music streams that are specifically made for video games, both of them are usually use to develop sound tracks in today’s world. X-games sports-based video games like, SSX, Tony Hawk, Initial D come with popular artists’ releases whereas, videogames like, Grand Theft Auto and Need For Speed: Underground has come with heavy cultural demographic themes. Sometimes the combinations of both are used in video games, as used in Dance Dance Revolution. A famous composer, Nobuo Uematsu got fame for his outstanding performance for the popular video game Final Fantasy. All the tickets were sold out with three days and even fans fought at the box office when they couldn’t get tickets. As mentioned above, video game music is also one of the most marketable products even if separate from the game in the form of concerts by popular artists or by distributing game music CDs. Businesses starts flourishing with the entrance of music in video games that it had little before. Employment rate prosperous as many of the music composers and pop artist have been hired for composing music for upcoming videogames as they would like to produce for theatrical movies. Japan was the first country in the world, who sold video game music separately from games and later on many other countries adopted this practice. Sub-genres of music like, remixes, live performances and interpretive albums were also distributed. Koichi Sugiyama was one of the former music composers in the practice of releasing sub-genres like the Dragon Quest game that he produced in 1986. Later, a live performance CDs were published that was gigged by the London Philharmonic Orchestra In the early 2000s, music industry has seen declining sales but on the other hand, the video game industry starts to grow. PwC’s Global managing partner, media practice and entertainment, Marcel Fenez perceive video gaming as the most electrifying stories which grows and grows. He further elaborates the generated revenue in U. S. by online and wireless games. The estimated amount should be $1. 1 billion to $2.7 billion till 2011 in online games whereas, the estimation should be double till 2011, from $499 million to $1 billion. According to the PricewaterhouseCoopers project, the game industry will get success and its market will go beyond the expectations whereas, music sector will not at the best next year in 2008. It shows that games markets are flourishing far better than the music industry which is down because game industries are providing music of their favorite composer with games as well. Advertising industry is also generating stream of revenue from video games in U. S. The expected estimated amount will grow much higher till 2011 from $80 million last year to $950 million. But still can’t say because many youngsters would be attracted if more and more new games will be advertise. In recent times, Rock Band is one of the newest hit for published music in video games, owned by Harmonix Music Systems and published by MTV Games and Electronic Arts. In this game, at elementary level the player has to complete playing a song. New and difficult songs unlocked as well as the instruments to play and an avatar of a rocker also unlocked with the difficulty of level. The use of their favorite rocker’s avatar and the popular songs in the game stick the player to the gaming experience and make them feel themselves as Rock Star. Many songs in Rock Band are major radio and sales successes. Furthermore, the release date of rock band music announced much before which highly motivate music lovers to get a song they have heard before. In 2007, Rock Band video game has received the sale of 4 million copies and generated $600 million in revenue. 30 million downloadable songs were purchased by the players since Rock Band Releases. (Bhaskaran, Blankenship, Cohen, Koparkar and Rashid, 2010, pg 2) The video game industry has changed so thoroughly that it has come out from the sounds of bleep blips to the programmatic music and human emotions. As far as music is concerned, over the last decade it has progress beyond the limitation of human expectations. Music has not given new dimension to video game industry only but also expands gaming audiences which were not attracted before. BIBLIOGRAPHY Bhaskaran, Blankenship, Cohen, Koparkar, Rashid. â€Å"Collaboration and Learning in the Video Game Rock Band† Proceedings of the Emerging Technologies Conference (ETC) (2009): Web. 31th July. 2010. â€Å"The Evolution of Video Game Music,† Interview. Npr Music: Music Interviews. April 12, 2008. Web. 31 July 2010. â€Å"Video-Game Sales Overtaking Music. † Msn. com. June 26, 2007. Web. 31 July 2010.