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Weaknesses of corporate governance systems
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To: Amanda Greeley
Supervisor, Bungie Inc.
From: Adesh Gupta
Game Development Intern, Bungie Inc.
Date: September 14, 2015
Re: Thoughts on state of privacy and ethics in the Computer Science field
Bungie Inc. is a video game development company headquartered in Washington. Since its inception, Bungie Inc. has been focusing on developing role playing games which captivate the youth, giving them a sense of living the game. Bungie Inc. was instrumental in the development of the video game franchise “Halo”, which proved to be a blockbuster, after being acquired by Microsoft. Games like Pathways into Darkness, Marathon, helped establish Bungie Inc. as a force to reckon with in the gaming industry. Early in 2007, after the success of the
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Halo series, Bungie Inc. split from Microsoft and became an independent company, and has recently signed a ten year publishing deal with Activision. With Activision, Bungie Inc.’s first project was “Destiny”, a first person shooter game which, again, proved to be a huge success. I have been fortunate enough to have the opportunity to intern at a company which focuses on providing the best to its employees and strictly adhering to its code of ethics. An incident came to light during the development of Destiny which has raised a few concerns in my mind regarding equality of employees and appreciating them for the hard work put in by them for the success of the company’s projects.
The recent course case of Audio Director Marty O’Donnell and how he was fired from the company has further aggravated those concerns. The court case, where Marty O’Donnell prevailed, has been given his lost pay, profit sharing for the franchise, Destiny, and his founder’s stock, has shown everyone that something went wrong on the part of the company which should be accepted. As instructed by the Chief Operating Officer Pete Parsons, Marty O’Donnell put in all the effort, collaborated with ex-Beatles star Paul McCartney and designed the music for the whole video game franchise Destiny. After being given a commitment that the music designed would be used in the video game, his music was unrightfully removed and replaced with one designed by Activision just before the launch of the game trailer. As Bungie Inc. had the right to take all artistic decisions in the project, I feel Marty was just trying to preserve the intellectual property of the company by protesting against such a move by Activision. According to me, this violated the industry’s code of ethics in that the intellectual property control was encroached upon and we as a team, could not stand up to them. Since being a technology giant, Activision was able to encroach on our work and we could not respond to that, to add to that, the Chief Executive Officer fired Marty, who tried to take a stand. Such an action has sent out a very unnecessary but a negative message and has worried me, for in future, if I don’t receive the full backing of my boss, my career could be well over before it begins. I feel that the company was not fair to Marty and took action against him just because he raised his voice against something wrong, which is not adhering to the industry’s code of ethics
Bungie Inc. has been following for so many years. I am very pleased and ecstatic at the huge success of Destiny and I wish it continues to grow. All in all, I would just like to say that we as a company, should stick together as a team and fight the odds. Bungie Inc. has reached heights of success through the effort of all the employees who have given everything to this company. Bungie Inc. should strive to form relations with companies who will respect and honor the code of ethics and not use their dominance in the industry to get the better of us. In my opinion, this case and any other future cases will harm the company’s reputation, in the view of both, the employees who will not feel secure in their role and also the outside world, who will see Bungie Inc. as a company that can be bogged down by corporate overlord relationship. I have enjoyed interning at the company thus far and I am humbled by the support shown by you and the other colleagues to help me transition into the workplace. I genuinely look forward to new challenges and goals within the company. I hope to join as a full time employee at Bungie Inc. once I graduate.
The need among Americans to be diverted in ever more imaginative ways -- through high-thrill parks, virtual reality arcades, and theme restaurants, plays right into the hands of Dave Corriveau and Buster Corley, co-founders and CEO’s of Dave and Busters. The duo’s 50,000 square foot complexes include pool hall, an eye popping, cutting edge midway arcade, a formal restaurant, a casual diner, a sports bar and a nightclub rolled into one sprawling complex. In business since 1990, this is a high energy, highly efficient operation that’s comparable to a Vegas extravaganza. As a matter of fact there are even “for fun” cashless blackjack tables, with fake $10,000 chips. Pricey, but not outrageous, and you get value for your money.
Has anyone ever thought about the people who produce video games and television shows? In all fairness, those who have made these forms of entertainment have far greater imaginations than those who disapprove of their purpose. Producers have indeed captured the minds of America’s youth and allowed children to exercise their imaginations in fantasy worlds. They do not intend to deprive children of their personal imaginations, but the intention is to expand their minds beyond what they see everyday, and beyond the common feelings they encounter in life by making them into something abnormal to the world even though what children believe is not and may never be real.
Fun Games Company was founded by Avery Rinehart to produce a novelty item marketed under the name Puzzler. Each Puzzler cost the company $14 to produce. In addition to these production costs that varied in direct proportion to volume (so-called variable costs), the company also incurred $4,000 monthly ¡°being in business costs (so-called fixed costs) irrespective of the month's volume. The company sold its product for $22 each.
During the mid 2000’s until late 2012, media mogul Rupert Murdoch’s newspaper company, News Corp, conceived one the biggest scandals in media history to date. Speculation of phone hacking occurred in November of 2005 when the Royal’s officials reported possible voice mail phone hacking to the police because News of the World released a story about Prince William hurting his knee. The victims of the phone hacking scandal not only included the Royal family but also politicians, celebrities, people who were murdered, and family members of soldiers who died during combat totaling the victim list to 3,870. The entire duration of the investigation revealed not only disturbing information about the conducts committed by journalist, but the conspiring with private investigators and the London police enforcement, also known as the Scotland Yard, to cover up corruptions on all ends (CNN, 2012).
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
· The fund account balance totals $50,000 or more and the fund account has been established for at least ten years. (Registration for online account access on Vanguard.com® is also required.)
Music has always been a basic form of expression. From Antonin Dvorak, to Eminem, to even ancient, tribal music, it has been a medium through which individuals convey their thoughts and expressions. Today this medium is under attack. Everywhere we turn, everything we do and say is being scrutinized. We are being told what to say. We are being spoon-fed our emotions. No longer are we allowed to think freely, openly. All the censors out there are on the prowl for another piece to rip to shreds because it doesn't fit their description of what is decent and moral. What they fail to realize is that we don't make the music for them... We do it for release.
Frank Mars founded the third largest private company in the U.S in 1882. Mars incorporated has been voted 76th in top 100 best companies to work for in 2014. With global revenue of 33 billion in 2012 the company has established itself as one of the most successful family owned businesses of history. The previous year they were ranked 95th which indicates a steady climb up the rankings. The company originally specialized in making quality chocolate products; they have steadily evolved into a few specific different avenues. They currently produce 7 out of the top twenty chocolate snacks, their products are sold in more than 180 countries around the world and they make global annual sales of $80 billion. However as the company evolved they expanded their business to start making pet care, chewing gum products, confectionary, and food and drink products. The company says it does 200 million consumer transactions a day despite that extreme reach across the globe it is also one of the most company in the world. The owners are three multibillionaires who are all reportedly in the top 20 of richest of Americans. Mars is one of the premium companies to work for because of a number of factors. Their employee treatment is well known to be one of the most effective on the planet. This along with a multitude of effective leadership creates a wonderful work experience for all employees (Kaplan, 2013).
Music Copyright is a very important aspect of the music industry. The Copyright law was established to preserve the creativity and rights of authors, composers, performers of expression. Copyright is the law that protects the property rights of the creator of an original work in a fixed tangible medium. (http://dictionary.reference.com/browse/copyright) A fixed tangible medium is something substantial like copying lyrics on paper or putting a song on tape or CD. Copyright can be seen every where in the music industry. Many music artist of our culture today have been involved in copyright issues. Recently, on MTV news it was stated that, "As the music industry becomes increasingly concerned about protecting the integrity of artists copyrights in the age of MP3. Prince has now filed a motion in New York federal court aimed at shutting down several websites offering free downloads of the Artist's songs." (http://www.mtv.com…19990304/prince.jhtml) In addition, in recent music news, "Nine Inch Nails lead man Trent Reznor copyright infringement suit was dismissed. Another artist claimed that the Reznor had stolen material for his last album." (http://www.mtv.com…19991202/nine_inch_nails.jhtml) The copyright law has become an important legal aspect to know our music generation.
The Walt Disney Company started as a small entertainment company in 1923 (Disney.com, 2011). Since that time the company has used various strategies enabling them to grow into a global entertainment company.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
...ble games and dozens of terrible game consoles. This incident could have been averted, had video game developers taken more care and showed more pride in their products.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
The problem involved with music and the industry is hard to deny. Music in recent decades has been moved by the populace and up till recently for the benefit of society. The evolution of music is marvelous and has influenced our culture a great deal. Until people start to be more conscious of their choices in music the status quo will remain the prevalent factor.