Ethics in Video Games

Evolution

Video games are one of the fastest growing industries that at least half of the people you know played video games. Video games evolve from a simple Pong game in 1970s to violent games such as Street Fighter (player play as a human like characters fought the other player until death) in the 1990s. As video games evolve, computer graphics become more realistic and the issues of ethics in video games arise. The media become aware of ethics in video game such as violence, addiction and sexual themes and more ethical questions about should game designers be more consider of what is designed and their games can affect the learning process and social development of many children who play their games. The main issues of video games are violence and crime, sexuality and social addiction.More and more video games contain high degree of violence. This violence in the game can lead to aggressive behavior, especially for children. From the graph at “Video Game Violence and Public Policy”, it shows that a teenager involved in a physical fight is more likely have plays a high violent game. This shows that violent game can lead to real life violence and it may leads to more aggressive actions such as crime. For example, “Playing the blame game” article, the graduate student who killed five students used to play a famous game call counter-strike (player play as first person shooter and the game involve shooting on the head and rewards for killing people). Some people think that violence in game is not acceptable but others think virtual life is different than real life so violence in game is acceptable.

Ethics

The sexuality involves in the video game is a morality problem. It utilizes women as mere sexual tools to men’s insatiable which effect status of woman in the sociality. For example, the game Rapelay encouraged the player to force the woman they rape to have an abortion is reinforces rape culture. This contradict not just moral of video game but also moral of human behavior. A lot of sexual games also have issue such as racialism and sexual abuse.Playing video game can becomes an addictive or isolating activity. This addiction can have effects on falling behind in school and work. Game addiction is also what game company use as a strategy to keep player consume the game. Some children use many hours in a day to play video games, this may cause lack of interest in other stuff and social skills due to video game replaced friends and family. In the article of “Special Issues for Teens”, National Institute on Media and the Family stated ‘At-risk teenage boys spend 60% more time playing games, and they prefer more violent games than other teens.’ This leads back to the issue violence. This addiction also have effects on health, long time playing video game can result in dry eyes, headaches and more extreme failure to eat.The ethics in video game is mainly cause by game company does not about ethics and moral question. The reason the game designers create violence games is not because they wanted children to train children in the use of weapons and harden them emotionally to the act of murder by simulating the killing other players in a video game. The game designers is just follow what the company want them to do is to increase profit.

Virtual World

Virtual World

The sexuality involves in the video game is a morality problem. It utilizes women as mere sexual tools to men’s insatiable which effect status of woman in the sociality. For example, the game Rapelay encouraged the player to force the woman they rape to have an abortion is reinforces rape culture. This contradict not just moral of video game but also moral of human behavior. A lot of sexual games also have issue such as racialism and sexual abuse.Playing video game can becomes an addictive or isolating activity. This addiction can have effects on falling behind in school and work. Game addiction is also what game company use as a strategy to keep player consume the game. Some children use many hours in a day to play video games, this may cause lack of interest in other stuff and social skills due to video game replaced friends and family. In the article of “Special Issues for Teens”, National Institute on Media and the Family stated ‘At-risk teenage boys spend 60% more time playing games, and they prefer more violent games than other teens.’ This leads back to the issue violence. This addiction also have effects on health, long time playing video game can result in dry eyes, headaches and more extreme failure to eat.The ethics in video game is mainly cause by game company does not about ethics and moral question. The reason the game designers create violence games is not because they wanted children to train children in the use of weapons and harden them emotionally to the act of murder by simulating the killing other players in a video game. The game designers is just follow what the company want them to do is to increase profit.

An assistant professor at the Rochester Institute of Technology Andrew Phelps thinks there is an ethical obligation for game designers to produce less violence and/or addictive game.Internet virtual worlds can increase the number of consumer play games, which will have good impact on the game industry. This is supported by “Kids and teens have pushed at least 6 immersive online worlds to over 2m UU/mth in the US”, Susuan Wu said “continuing down this path of improving the user experience of living and socializing online. This story is about human context, social proximity, and a sense of place.”Internet virtual worlds is like second real life world, people will likely to spend more time on it and this will increase profit for the game company.Inter virtual worlds can impact law in a way it is out of control. For example, a game is restricted to eighteen and over, it is easier for an underage person to lie on the internet to play the game. This can cause issues such as protecting children from violence and sexuality. As law stated people have obligation to pay tax but if a person selling goods and currency in the virtual world, it is harder to tax them.

Conclusion

Video game is a good entertainment tool but ethics in video game such as violence, sexuality; we must realize it is not just the problem of the developers. Everyone has an obligation to find a solution and improve the environment. As internet virtual world evolve these few years, it is more important that player themselves behave ethical otherwise more ethical issue will rise in the game industry.

Video game industry

Sony Computer Entertainment Ltd. Versus Nintendo Ltd.

For many years, video game industry has played a key role in the growth of economics of some counties. Both Sony Computer Entertainment (SCE) and Nintendo are two representatives of this industry and they also are the main competitors in this fierce market. Previous research has shown that SCE had dominated the video game console market since Playstation2 launched with 138 million unit sales (Plunkett, 2009). Nintendo however occupy much marketing share after their new generation game console Wii and Nintendo Dual Screen (NDS) succeeded in this industry. This essay will compare and contrast SCE and Nintendo in several aspects and this paper which based on secondary resources without exclusive information. Therefore, it will begin via discussing the characteristics of product produced by these two companies, subsequently a discussion concerning price factors between the products of two corporations, for examples the development cost and price of software. Finally, this essay will focus on the marketing share and sales.

Nintendo is a multinational corporation founded on 23 September, 1889 by Fusajiro Yamauchi which producing handmade hanafuda cards. Then the company had tried several small businesses before they developed into a video game company, for example as a cab company and love hotel (Nintendo, 2009a). Consequently, Takenaka (2007) points out Nintendo became Japan’s third most valuable listed company by developing game console and software, with a market value of over 85 billion USD. Nintendo on the other hand is the majority owner of the Seattle Mariners, a Major League Baseball team. Unlike Nintendo, SCE is a wholly-owned subsidiary of Sony which was established on 16 November, 1993 for handling the Research and Development, production and sales of both hardware and software for Playstation (SCE, 2009). SCE currently has three main headquarters around the world: Japan which controls operations in Asia; USA and UK response to control operation in North America and Europe respectively.

SCE and Nintendo have their own way to innovating for making their product attractive in order to surviving in the competitive market. Therefore, according to the announcements about new consoles of SCE in 2004 and 2006, Playstation Portable (PSP) and Playstation3 has launched in 12 December 2004 and 11 November 2006 respectively. People were amazed about the high technology in the hardware of the two consoles, for instance, PS3 has built-in Blu-Ray Disc (BD) player and cell processor, and PSP has UMD disc player and 3D image processor. BD is the new standard of disc which has enough space to save the high definition media files. As a result, the software launched for PS3 and PSP, particularly video games evolved by fantastic screen. Unlike SCE, Nintendo did not invest much to develop disruptive technology in order to improving the hardware but creating new game style. The product features of Wii are the motion sensitive remote and NDS with touch screen and internal microphone. Therefore, most of software launched on Nintendo console has bring the features in full play. For instance, the Wii Fit is the education program about Yoga and it is suitable for people who want learn yoga at home, especially ladies. Furthermore, My Word Coach DS and SekainoGohan Shaberu DS are the software for teaching user language and cooking respectively.

While, Nintendo’s product no matter consoles and software are considerably cheaper than SCE’s. The significant brand image of SONY and the costly latest technology for consoles determine SCE’s product is expensive. There were two hardware configurations announced for PS3 in E3 2006: a 20GB model and a 60GB model, initially priced at 499 USD and 599 USD respectively (IGN, 2006). Furthermore, PSP is the first venture of SCE in the pocket game console market with price skimming strategy too. The price of the base model in first announcement of it was 19800 yen about 181 USD in 2004 (IGN, 2004). Then, in accordance with appendix 1(Curmudgeon Gamer, 2007), the table reveals the comparison of the average game price between DS and PSP in Mid-Nov 2006 and Mid-Apr 2007 respectively. The trends of average game price for PSP and DS both were experienced a decreased during that period of time. Besides, the average game price of PSP is more expensive than DS by 2-3 USD per game. However the price of Nintendo’s consoles wii and NDS are much lower than PS3 and PSP. Compared with PS3, the Wii launched in United States in November 2006 at 249.99 USD nearly half of PS3 (Sanders and Casamassina, 2006). Moreover, according to Harris (2004) Nintendo announced the NDS would be released in North America in November, 2004 for 149.99 USD.

Nintendo already had occupied much more marketing share than SCE with the successful strategy and the attractive features of consoles. Although SCE had invested significant mount of money for developing their new generation game console.

Sony released its life-to-date sales for the PS3 and PSP. As of June 30, 2009, the high-powered and relatively high-priced console had sold 23.8 million units worldwide since its November 2006 launce.

(Thorsen, 2009: no page)

Thorsen (2009), also cited in the Game Spot, “The PSP, which launched in 2004 (Japan) and 2005 (all other territories), had sold 55.9 million units as of the end of Sony’s last fiscal quarter.” On the contrary, Nintendo (2009b, pp9) reported NDS and Wii had sold 107.75 million units and 52.62.million units since it launched to the June, 09 respectively. Moreover, appendix 2 illustrates the sales of the four game consoles in the three main markets (Japan, United Kingdom and United States).

To sum up, the purpose of this essay is to highlight some main differences and similarities between SCE and Nintendo, it has been seen that even though SCE and Nintendo produce the same types of products, they have the different way on designing their products and expanding their business. In terms of evaluating the circumstance of the two corporations it has emerged from the discussion above that Nintendo occupied much more market share and it is in a stronger financial position than SCE. Given the current economic climate, Nintendo therefore is the video game development company which would suffer the least economic loss.

References
Brightman.J (2008) Wii U.S. installed base now leads Xbox 360 by almost 2 million (Online) Retrieved from http://www.gamedaily.com/articles/news/wii-us-installed-base-now-leads-xbox-360-by-almost-2-million [Assessed 24 October 2009]
Curmudgeon Gamer (2007) Nintendo DS vs. Sony PSP: game pricing update (Online) Retrieved from http://curmudgeongamer.com/2007/04/nintendo-ds-vs-sony-psp-game-pricing.html [Assessed 22 October 2009]
Famistu (2009) Revenue of Japan video game industry was almost 582.61 billion yens (In Japanese) (Online) Retrieved from http://www.famitsu.com/game/news/1221045_1124.html [Assessed 24 October 2009]
Harris.C (2004) Official Nintendo DS launch details (Online) Retrieved from http://uk.ds.ign.com/articles/549/549919p1.html [Assessed 23 October 2009]
IGN (2004) Japanese price and date set (Online) Retrieved from http://uk.psp.ign.com/articles/560/560947p1.html [Assessed 22 October 2009]
IGN (2006) E3 2006: The final word on playstation (Online) Retrieved from http://uk.ps3.ign.com/articles/709/709973p1.html [Assessed 22 October 2009]
Kiyoshi Takenaka (2007) UPDATE 2-Nintendo sets $85 bln high score, thanks to Wii, DS (Online) Retrieved from http://www.reuters.com/article/companyNewsAndPR/idUST30751820071015 [Assessed 10 November 2009]
Martin, M (2009) Console installed base reaches 22m in UK (Online) Retrieved from http://www.gamesindustry.biz/articles/console-installed-base-reaches-22m-in-uk [Assessed 24 October 2009]
Nintendo (2009a) Company History (In Japanese) (Online) Retrieved from: http://www.nintendo.co.jp/corporate/outline/index.html [Assessed 21 October 2009]
Nintendo (2009b) Consolidated Financial Highlights pp9 (Online) Retrieved from http://www.nintendo.co.jp/ir/pdf/2009/090730e.pdf#page=23 [Assessed 24 October 2009]
Plunkett, L (2009) Sony talks Playstation lifetime sales, PSN revenue (Online) Retrieved from: http://kotaku.com/5340392/sony-talk-playstation-lifetime-sales-psn-revenue [Assessed 21 October 2009]
Sanders, K and Casamassina, M (2006) US Wii price, launch date revealed (Online) Retrieved from http://uk.wii.ign.com/articles/732/732669p1.html [Assessed 23 October 2009]
SCE (2009) Company Profile (Online) Retrieve from: http://www.scei.co.jp/corporate/index_e.html [Assessed 21 October 2009]
SCE (2004) PSP enters the market on December 12, 2004 at 19,800 Yen in Japan (Online) Retrieved from http://www.scei.co.jp/corporate/release/pdf/041027ae.pdf [Assessed 22 October 2009]
SCE (2006) Playstation3 Launches on November 11, 2006 in Japan (Online) Retrieved from http://www.scei.co.jp/corporate/release/pdf/060509ae.pdf [Assessed 22 October 2009]
Thorsen.T (2009) PS3 sales almost 24 million, PSP near 56 million (Online) Retrieved from: http://uk.gamespot.com/news/6214693.html?om_act=convert&om_clk=newstop&tag=newstop;title;5 [Assessed 24 October 2009]

Benefits of Gaming

“You are wasting our time in front of those computers, throwing away our life as we are not getting anything back.”

As I reach for the power button of my laptop, I always remember this statement from my parents. This belief, “Time is precious, it need not to be spent on something that is so wasteful like video games,” always seems to have place that is very special place in my parents’ eyes and the image of me turning on a laptop represents as the threat to them. Soon, I start to raise questions about the reasons behind these negative attitudes towards gaming. What I found, is rather nerve wracking. Because of their long complicated history associated with traditional class barriers and problems arising in our society, video games have become a stereotype in a way that is unconsciously accepted by people in every culture, including my parents. To this day, gamers are still placed at the bottom of the ladder being the worthless ones, receiving labels that falsely describe who they are. However, as our society moves forward, video games haven proven to be outweighed any criticisms out there. With new play styles being adopted over the years, video games have taught individual players the benefits of dealing with frustration and anxiety in adaptive ways, equipped them with sharper minds and creativity, motivated them to work for a better goal, while at the same time, led an industry that significantly impacted our economy in a positive way.

Games were originally created with a purpose for a world in which any players could be free to become what he/she wants through individual effort. They were unlike any real world situations as in here, success was measured purely on mental talent. As expected, this new type of entertainment rapidly gained popularity all over the world. The poor class, the underrepresented people, succeeding at video game received admiration which was not easily obtainable outside of the gaming world (Meadows). For those who felt like they are left out from the community, stuck where they were because of social barriers, video games allowed them to unite under one domain as they strived to be more than their reality allowed.

Utilizing this unique characteristic of video games, arcades were created to embrace this cracking of social status, making gaming more accessible for anyone. A local arcade could attract a diverse range of people, in age and race. As an 18-years-old gamer girl was quoted in an interview with Newsweek at a local arcade: “Look at all these people together—blacks, whites, Puerto Ricans, Chinese, this is probably the one place in Boston where there are not hassles about race.” However, this emerging diversity soon faced the suspicious eyes of the public as arcades got more and more popular in the media. (Langway) As many outsiders saw, arcades or video games in general were mediums attracting a complex mix of people, threating the traditional barriers. It was followed then by a series of years when the public tried to blame a specific group of people. Soon, these framing youth caused by these conservative thoughts would grow into a widely accepted stereotype that discriminated against gamers.

Gary M. Grobman, a vice president from the Special Projects, White Hat Communications defines “a “stereotype” as a generalization about a group of people within a larger community. We resort to stereotype when we cannot see the whole picture of problems in our society (Grobman). We then allow ourselves to blame gamers all that are wrong. What is involved in the stereotype of gamer? What gender do you think gamers would be? What place will they usually stay? And lastly, how do they look? If you instantly think of an overweight teen male who spends most of his life in one room, soullessly looking at the computer or TV screen, then you are falling into the classic video game stereotype because this imaginary “logo” doesn’t apply to all of the gamers out there.

My parents always yell at me for how “stupid” I am sitting in front of the computer and blame video games for the cause of my low scores at school. They even compare me to my brother who doesn’t have the hobby of playing games like I do. On an imaginary scale of “addiction” in their eyes, I am at the extreme side of horrific addiction while my brother is on the other end, heavenly purity. The true reason for my dropping scores at school, however, was different. When we moved to the US, the fears being in a foreign land as well as my English pronunciation hindered most of my motivation of schooling. And long with the home sick I was experiencing, ending up in front of the computer screen was the only refuge available as it was my only way of exiting the reality. In fact, video games were not the tools that lowered my score; rather, they were the only buddy that followed and stayed with me through my journey half way around the Earth.

Unfortunately, this is not the only case of the stereotype. At school, if you go around and tell your friends that you are interested in video games, the answer you receive for sharing a hobby is: “Oh that is cool.” However, when being compared to athletic kids who are on the soccer team, the reactions are at a whole different level, ranging from “Wow, what team are you rooting for at this upcoming competition? to “You must be very good right?” Somehow, we have placed the athletic kids and the smart kids as the good and active ones while putting “gamer” kids at the lowest of the bar of not “cool.”

Recently, Michael Atkison, former South Australian Attorney-General made a statement in a public campaign favoring the bill of a R18+ classification for video games that: “my family is more at risk by more at risk from gamers than we are from the outlaw motorcycle gangs who also hate me” (Ramadge). The statement above can be dissected into two parts where the first part pointed out that gamers are threats for a politician’s family, while the second part stated that these threats posed by gamers are even more dangerous than motorcycle gangs. From a bias viewpoint, this statement was spoken by a politician who desperately tried to persuade people to go for his bill. More than that, from a another viewpoint, this 5 second segment of the speech made by that South Australian attorney was in many ways disproportional to the time that will in fact, be taken by scientists to confirm the certainty of the matter. According to PBS, scientist states no one has proven definite relationship between violence and video games. Despite all, what certain here is an answer which can confuse scientists “20-30 years” was stated within five seconds by a South Australian attorney. (Keim)

In February 2010, Caroline Overington, an opinion writer of “The Australian”, an international and nation news company, wrote an article in which she proposed that “anyone over the age of 30 who spends any time deep in some sagging sofa, console in one hand, the other down the front of their pants, imagining themselves to be a combatant in some pretend city, is lame, they don’t participate in life in any meaningful way”, she also described gamers as ‘sadsacks’ and will “never get through an interview.” (Overington, 2010) This statement alone has revealed her inability to distinguish between gamers and lazy people who “don’t live life in a meaningful way.” She is an opinion writer who speaks her mind but doesn’t realize that such actions are not creditable without backed up documented sources. One of the well-known professional player in a game called “Leagues of Legend” named Voyboy recently released his biography involving a 2300 SAT score and the completion of International Baccalaureate program, an international high school degree . To this extent, the part of “never get through an interview” or “not living life in a meaningful way” would not be valid for applying to this case since Voyboy was accepted by competitive universities, but he refused in order to pursuit of his dream as a League of Legend professional player.(Voyboy)

The fact is that gamers are not corrupted by video games. Not all of them are dangerous like motorcycle gangs or seem to be more violent than others. They play games because they are human beings with hobbies like everyone else. And as humans, they also share the same life experiences like many others. Bjergsen, a player from a League of Legend professional team called TSM shared his life story on Facebook which has many characteristic similar to what is happening in our society. He grew up with a past of being bullied; he struggled through schools and ended up dropping out. League of Legend was the refuge he usually hid in when coming home and surprisingly, it was also the path that took him out of bullying (Bjergsen). Sound familiar? With the recently title of Superbowl champion, Seattle must be familiar with the name Derrick Coleman. Growing up deaf at the age of three, he must have suffered many difficulties adapting to the schooling environment (Derrick Coleman). Much like Bjergsen, both of them surpassed their limitations and groomed to be famous names in different fields of entertainment. With these examples being shown, it has been proven that the labels originally discriminated gamers are invalid since these players are not called “jobless ‘sadsacks’” anymore; instead they are earning an employee status with a consistence stipend for as long as they are living up to the audiences’ expectation.

Gaming is like any other hobby; it always provides people unique ways of improving their potentials. Acknowledging this stereotype is a first step, the second one is learning to recognize these benefits of gaming. League of Legend is recently recognized as the most played online game in the world; it is hard to imagine that within five years the game has accumulated 32.5 million players (League of Legends). So what it make the game so popular?

The game itself was based on team synergy in which there are five roles in a team (healer, magical damage carrier, tanker, and physical damage carrier) (League of Legends), each with their own unique skill sets, advantages and drawbacks. All aim for one goal: victory. Because the matching system was random, players could not always get the role they were strong at, forcing them to switch among the roles to fit the team’s need. This unique characteristic not only refreshes the game setting, attracting players, but it also promotes the idea of flexibility and efficiency, teaching players the benefits of dealing with frustration and anxiety in adaptive ways, as researchers at Radboud University Nijmegen said (Granic, Adam, Rutger)

Along with the practice of control your anxiety and temper, video games can also possess the potential of enhancing players’ creativity. At grade 7, my close friend and I started playing a game called “Crossfire” for five hours on the weekends, whenever we had the chance to go out. Every week, we would challenge a couple of kids from our school to play against us with the prize being the fun we all received. These little challenges soon became an all-out, formal invitation only, series of matches that involved around sixteen participants per week. My friends and I were twelve years old back then, but we had already worked on the job of managing the tournaments, setting up the times, and planning out places where we could meet. Together we were able to maintain the tournament’s schedule of one match per week and track all the score in every match to ensure the fairness that we had promised in our invitation.

Compared to what an ordinary 5th-7th grader would do, was I being unproductive with my time or anti-social as many would say? With the undeniable success of our tournament, this word could hardly be used to describe any of us who had put much of our passion to this tournament. And certainly, we are not wasting our time either, as people say. In fact, our tournament was the evidence that gaming is not only not wasteful, it also enhances gamers’ creativity. I read in the news a week ago that in 2008 players of a game called Foldit helped researchers to identify the crystal structure for a monkey virus related to AIDS (Cooper 2010). This problem had taken researchers over ten years, yet, with the creative minds used by these players, the solutions were found three weeks after the launch date of Foldit. In summary, not all video games promote the sense of creativity, however, the stereotype seems to generalize this field, making all games harmful to people. From this perspective, the claim: “Gamers are wasting their life” has proven to be inaccurate.

Much like the competitive aspect of our little tournament, League of Legend has their own system which attracts players to work toward better divisions; however, the competitive atmosphere of this game is more intense compared to ours, as winning here means the difference in the level of admiration. According to Dweck and her colleagues, people who were raised within the environment where their traits meant more than their effort develop a belief that they are superior to others because of the characteristics passed on by their parents. On the other hand, people experiencing the environment based solely on effort establish a notion that success is something to be worked for, not given (Dweck). Believe it or not, these beliefs between both thoughts can lead to different outcomes when having to face the same problem. Given this information, League of Legend is placed in the “worked-for” environment.

As described above, the game is set within the team based environment in which each team member is expected to perform well in order for everyone to get victory. This can be very stressful sometimes. In the virtual world, it doesn’t matter whether you are the president of the US or a drop-out high school student; if you can prove your abilities on the field, then you are better than the rest of the pack. However, if you cannot do so accordingly, then others in the team will citizen you for the loss. The problems are that players can’t constantly perform well in every match they participate. But, if they are exposed to the “worked- for” success environment, then players are more than likely to remain open to those criticism (Dweck). Unfortunately, there are not any proven relations between persistence in video games and real-world situations; however, the idea can spark the further examination into those effects that video games are bringing.

As Charlie Brooker, an editor of The Sydney Morning Herald once said: “If you don’t play games, you’re not just missing out; you’re ignoring the most rapidly evolving creative medium in history.” (Brooker) Unlike their ancestor games like Mario and Pac Man of 10 to 20 years ago, modern video games have expanded through many regions on our planet, giving players more connections than ever before. Contrary to the stereotype which describes gamers as these isolated creatures who spend most of the time by themselves, a lot of players actually play with their friends and family members. In games like Farmville, a Facebook game, neighbors are crucial to your success at the farm as they are the key of improvement. In this game that Zynga created, the object is to expand the scale of your farm, from a paddle field to an animal based farm, however, because this game is created on a social network medium, the developer placed a big emphasis on the connections people have. As the result, in order to strive for better items to improve their farms, players need to make the decisions to trust good neighbors, the active ones, as well as reject the inactive ones. Given these diverse social interactions, players are able to acquire and practice these social skills in a little to no risk involved environment, making Farmville a candidate for social benefits that video games provide.

Moving away from the personal benefits that players get from playing video games, what can society get from getting rid of this stereotype, encouraging the growth of video games? Nowadays, about half of the US populations spend their time playing either computer or video games, or both, according to the Entertainment Software Association. In fact in the past 10 years, US video games sales have grown tripled to $7 billion (Glazer). Many people think that this growing industry would not affect them at all in anyway, however, based on the principle of economic: One person’s spending is another person’s income (Krugman), this growing industry can translate into many other field, proving people with many job. And as their income rises, people can have a more flexible plan for their budget which leads to an increase in consumer spending. These chain reactions can soon boost the whole economy as more and more money is being circled around. As for our country’s benefit, we are getting a huge amount of tax revenue generated from this growing industry. And with this money, our government can have a more flexible space to work with when implementing new bills or policies.

A sport is an activity in which people compete with each other while abiding the rules. Football requires the corporation between men in a team. Similarly, League of Legend or DotA ask for a team of five people in order to win a battle. All team has their unsung heroes, the one who guide them to victory, a coach. And the most important thing, both fields are soaked with the tear of victory along with disappointment of the defeats. With all these shared characters and the mentioned advantages, can someday video games be recognized as a sport if played professionally?

In conclusion, time is indeed very precious as many people know, however, we cannot disregard that the fact that time spent by gamer is also valuable. For those who aim for cultural benefits, eventually, with all these presented benefits to the participants, we might recognize video games as a sport, just as we once did with chess. On the other hand, those who would like to look more into the individual benefits, video games have proven their potentials to develop players’ mind, equipping them with a sharper reaction and better creativity.

Examining God Of War Game Video Games Essay

God of War is literally based on Greek mythology and focused on protagonist Kratos. It forms part of a saga which is the series of God of War with the vengeance as a central theme. In this game, Kratos should restrict the God of War from destroying the Athens by finding the fabled Pandora’s Box.

In March 2005, God of War is released for the PlayStation 2 console by Sony Computer Entertainment’s.

God of War is a Third-Person Camera game. In that the player controls the character Kratos in combat combination, puzzle game elements and plat forming. The player needs to navigate Kratos through a long series of tests, mazes and trials to reach goals. Kratos he travels across Greece in an attempt to kill the Ares.

In PC and Video games, Third Person is a graphical perspective view from a fixed distance which is slightly above and behind the player character. Through this viewpoint players are allowed to see more strongly characterized avatar. It is most commonly found in action adventure and action games.

General Discussion:

God of War is again one of such games which made its entry. It is definitely more than just an excellent plat former. It is one of the most violent, disturbing and darkest games. The content and meaning of the game significantly exceeds the immaculately crafted gameplay.

History of Greece:

Basically, the Greece history is divided into six periods.

1. Accession of Peisistratus at Athens and Croesus in Lydia was from 776 BC to 660 BC

2. Peifflstratus Accession and Croesus to the repulse of Xerxes from Greece

3. Repulse of Xerxes to the close of the Peloponnesian war and overthrow of Athens

4. Close of the Peloponnesian war to the battle of Leuctra

5. Battle of Leuctra to that of Chaeroneia

6. Battle of Chaeroneia to the end of Alexander generation

From Peisistratus to the death of Alexander and his generation, the five periods presents the historical drama which was capable of perspicuous succession. Adventures of Sicilian and Italian Greeks were interwoven. Occasionally, Introduced notices of Grecian political constitutions, poetry, oratory and philosophy. The Greece political actions had become degraded, after the generation of Alexander.

Mainly the revolutions of Agis and Eleomenes at Sparta are instructive and affecting. Since then the value of Greeks belonged to them as individual preceptors, philosophers, astronomers, mathematicians, literary men and critics, medical practioners, etc.

In ancient times of Greece, wars were very common. Greeks used to live in a small cities which has around100, 000 people in each city. Athens, Corinth, Sparta, Thebes used to fight with each other at their borders.

Greece used to defend its cities from the invaders. Sometimes the cities within Greece used to fight together and sometimes they fight alone. Even Greece invaded other countries and took over them.

The four main wars that occurred in ancient times were Trojan War (about 1250 BC), the Persian Wars (490-480 BC), the Peloponnesian War (441-404 BC) and the campaigns of Alexander the Great (331-323 BC). Later, according to Polybius, Romans took over Greece.

Story of God of War Game:

Kratos who is known for his brutality was once Spartan armies general. Only the mighty Barbarians finally defeated the Spartans. After a long fight Kratos was entirely defeated and his soldiers were brutally killed and were around his prone body in front of the Barbarian King. Kratos shouted to the heavens, when the Barbarian swung his hammer and pledged his life to Ares. In return he got power to defeat his enemies. At that time Kratos became Ares’ servant and with the power of Blades of Chaos he defeated the Barbarian King using these new weapons.

However, these powers came at a price for Kratos. Being Ares’ servant he led his army to various victories. By following the Ares blindly he burned and pillaged a village. He murdered everyone within the local temple of Athena. In his rampage, he killed his wife and daughter unknowingly.

When the Kratos realized his mistakes, he vowed vengeance on Ares. Ares explained Kratos how he arranged this happen to him, so that he will end up serving him. During the bodies of his wife and daughter were burned, Kratos was cursed by the village’s. Later the burned ashes of his wife attached to his skin and made him pale. Since then he was named as Ghost of Spartans .

Kratos helped Athena to defeat Ares in the God of War. Finally gods removed his pain and nightmares. Kratos was told about Pandora’s Box by Athena which is an ancient artifact that will help Kratos to defeat a God. After entering into the Temple of Pandora, he had come across many challenges. He was killed by Ares after escaping from Hades. Finally, Kratos found the Pandora’s Box and acquired its power which allowed him to kill his former master. Later even the gods of Olympus were helpless to erase Kratos memories from his mind as his crimes were so terrible.

Despite the Ares death, he continued to get nightmares. He even tried to kill himself but Athena saved and offered him a position in Olympus. Later he armed with Athena s Blades in replacement of Blades of Chaos, which was lost when Ares had died. Later he ruled as a new God of War.

Later, he descended to help his army to attack city of Rhodes. An enchanted eagle breathed life into the Colossus of Rhodes, and tried to steal Kratos’ power. It was Athena according to Kratos belief as he was early instructed not to go along with Sparta. After numerous attempts he drained his powers into sword and defeated Colossus as advised by Zeus.

Zeus is the main culprit who was disguised as eagle in order to kill and send him to Hades. Gaia of Titan raised him again and suggested him to rebuild the sword to kill the gods. Later, he traveled to the Island of Fates where he comes across many challenges. Finally, he killed the Sisters of Fate which allowed him to go back in time when he was murdered by Zeus. Later Kratos will come to know that Zeus is his father. They managed to get once Athena died, but Kratos returned to Olympus with Titans by his side to kill the Gods.

Game play:

Kratos’ main weapons are Blades of Chaos and secondary weapon is Blade of Artemis. Four different attacks like Zeus’ Fury, Medusa’s Gaze, Army of Hades and Poseidon’s Rage are available. Also, the relic Poseidon’s is obtained. This allows the Kratos to respire even when submerged. During the final fight with Ares, Kratos uses the Blade of Gods temporarily.

Rage of the Gods is a special ability which increases attack damage and temporarily provides invulnerability. When the enemies are killed, it will be recharged.

In the game, Gorgon Eyes and Phoenix Feathers are Health and Magic upgrades respectively. Orbs are the other type of chests found in the game which are marked with a corresponding color (green, blue, and red). Green represents health, blue represents magic and red represents experience in tackling.

By killing foes and destroying few inanimate objects, red orbs can be collected. It also has a quick-time feature that initiates when the player has become weak. Accordingly the player presses the relative commands that appear on screen. On minor foes, grab man over is available which yields red orbs.

The presentation of Greece, depth of the challenges, simple fighting style, and the horrific finishing attacks will give you the best view of the action. The controls allow players to feel powerful, blocks, performing dazzling strikes, grapples and jumps. The sound and environments create the perfect setting for this game. On top of the fun factor, God of War is also a wonderful treat for the senses with its artistic version of ancient Greece. Once in a while every one game comes along that pushes the restrictions, that takes risks and innovates without losing the qualities that make so enjoyable God of War is one of those games.

Kratos:

In Greek mythology Kratos appears briefly to make impression towards them. He is not a nice guy. He is brother of Nike (Greek goddess of victory), Zeus (Greek god of rivalry) and Bia (Greek goddess of force). Four of them were first amongst Zeus. Though Kratos was god of strength, in modern times his name is probably most familiar as the main character in video game series God of War. Apparently the title “God of War” refers not to the character Kratos but to the Greek god of war Ares, who plays a role in the plot.

Ares:

Ares is God of War, son of Hera and Zeus and also the most powerful amongst Olympus gods. He was also an enemy of Athena. His Roman counterpart was Mars. Ares lay siege to her city Athens, out of his utter hatred and jealousy for her. Thousands of Athenians were slaughtered by the monsters that he awoke from Underworld.

Zeus:

ZEUS was the king of the gods, the god of sky and weather, law, order and fate. People thought of him as living on top of a mountain (Mount Olympus), and when he is angry he throws lightning bolts out of the sky at people. Zeus probably was not worshipped in Greece before the Indo-European Greeks arrived there in the Middle Bronze Age.

He is an Indo-European god, and he is basically the same as other Indo-European sky gods like Jupiter (this is really even the same word: Ju= Zeus and piter means father) or Odin. He’s related to Indra, a Hindu sky god, the son of Dyeus Pita.

ZEUS (Zeus), the greatest of the Olympian gods, and the father of gods and men, was a son of Cronos and Rhea, a brother of Poseidon, Hades (Pluto), Hestia, Demeter, Hera, and at the same time married to his sister Hera.

Weapons:

Kratos Weapon:

Kratos main weapons in God of War are Blades of Athena. They are the same like Blades of Chaos which Kratos first received. They have the same abilities like Blades of Chaos at the end of God of War. However, in God of War: Betrayal and God of War II their powers of attacking are changed.

Athena’s Blades give off a yellow aura with Blue-colored Glyphs and are gold in color due to the godly magic emitting from them. Also the colors of weapons changes in different levels.

Gods Weapons:

The Blade of Gods was a stone and bridge built of metal in a sword shape. Kratos used the bridge as weapon when he becomes gigantic. At the last moment he killed Ares by using the Blades of Chaos forcefully removed from his body during his final battle.

God of War Part 1:

It was released for PS 2 by Sony Computer Entertainment’s. It is Third Person Camera game. Created by Ready at Dawn Studios, Santa Monica Studios.

In this part, Kratos needs to stop the Ares from destroying the Athens city by finding Pandora’s Box. Unlike other games, God of War focused on afterthought simultaneously maintained the action and adventure genre. Definitely, this is one of the best action and adventure games on the PS 2.

God of War Part 2:

In this part, Kratos, now the God of War, attempts to overcome the betrayal of the gods by seeking out The Sisters of Fate and changing his destiny.

Mainly we can see lots of Blood and Gore, Intense Violence, Nudity, Sexual Themes etc which makes the game far more interesting. Also, a strong language has been used in the game.

It was released for PS 2 and PS 3 console by Sony Computer Entertainment’s.

God of War was admirable in most of the aspects. There was always a distance between the the game’s story and the player. There is no much improvements in this part compared to part I.

God of War II has all most everything that gamers would expect in sequel. It is definitely one of the exciting and interesting PS2 games in the history. It has amazing graphics, interactive sound effects, intense fights and music.

God of War Part 3:

In this part, Kratos with his Titans force attack the Olympus to kill Zeus and Olympian Gods. Pandora’s Box will be reintroduced in this part. It was released for PS – 3 consoles by Sony Computer Entertainment’s.

As in earlier sequels, even this part is full of graphic violence, hideous monsters and blood, similar to God of War: Ghost of Sparta. It has excellent action-packed set pieces, sublime combat, and epic spectacle.

The God of War Collection produces a range of visual and performance benefits. According to NPD data collected in Nov 2010, more than 180,000 copies was sold in USA in less than two weeks.

PS2 hardware emulation shots on top, God of War Collection and PCSX2 shots on the bottom.

Three types of Third person camera systems:

1. One is the Fixed Camera Systems where the positions of camera are set while the game is created.

2. The Tracking Camera Systems in which the camera is continuously follows the player’s position.

3. The Interactive Camera Systems are the advanced and are well controlled by the player s.

Some Examples of camera types:

Fixed camera:

Selection of shots in Resident Evil 2 that aim at creating tension.

In the Fixed Camera System, the properties of the camera are set by the game developers, such as its position, field of view or orientation, during the game creation. The view of camera will not change dynamically. Therefore, the same position will always be shown under the same set of views. Example for this type of camera can be found in Alone in the Dark and early Resident Evil. The background on which they evolve has been pre-rendered, while the characters are in 3D.

One of the advantages of this Fixed Camera System is that it allows the designers to use the film language. Infact, the filmmakers, can create a mood through camera work by careful selection of shots. Their cinematic qualities are often praised in such games. In Resident Evil 2 this techniques are used by Capcom in which the encounter between monster and Leon was introduced by careful selection of views that aim at creating tension.

Tracking camera:

The tracking camera follows the characters from behind. There is no need for the player to control the camera. For example move it to a different position or rotate it. In early 3D games such as Crash Bandicoot or Tomb Raider, this type of camera system is very common as it is simple to implement. But there are few problems with this type of camera system.

As the player does not control the camera may jerk or end up in awkward positions when a character turns or stands face out against a wall. This type of system is not suitable when occluded by an object.

Interactive camera:

In Super Mario 64, the camera intelligently rotates to show the path, instead of staying behind Mario. This is an improvement over the tracking camera system. Some of its parameters like camera s orientation or distance to the character will be changed even while the camera is still tracking the character. The camera is often controlled by an analog stick to provide a good accuracy on videogame consoles. However, in PC games it is normally controlled by mouse. Best examples are Tomb Rider, Matrix, Super Mario Sunshine or The Legend of Zelda: The Wind Waker.

It is often very difficult to implement the fully interactive camera systems. Super Mario Sunshine faced many difficulties in controlling the camera and thus been argued by Gamespot. The Legend of Zelda: The Wind Waker was more successful and rarely needs manual correction.

Super Mario 64 was one of the first games to offer an interactive camera system. It has two types of camera systems by which the player can switch accordingly. Except that it was partly driven by artificial intelligence, the first one was a standard tracking camera system. The system was responsive to the structure of the game level and thus can anticipate the change when required. For example, in the first phase, when the path to the hill is going to take left turn, the camera automatically starts looking towards the left by anticipating the player’s action. The second type allows the player to control the camera relatively to player position. By pressing up or down arrow keys camera moves closer or away from Mario, and by pressing on the left or right buttons, the camera rotates around Mario.

Sound:

Both sound and music are very well composed. This makes the game much more interesting and lively to play. In order to get a truly Greek feel, the score is provided. The graphics in the game are amazing on any TV. However, they are even better on progressive scan mode. Everything from semi-interactive surroundings to background details feels like a truly interactive world.

Releases & Awards History of God of War:

God of War was released on June 21, 2005 in Europe and March 22, 2005 in North America and is also available in the PlayStation 2.

God of War II was released on November 17, 2009 in North America. Both games are launched with up-scaled graphics and support for PlayStations. It was released in on UK 30 April 2010 Japan on March 18, Australia on 29 April 2010.

God of War received the “Game of the Year” award from the Academy of Interactive Arts & Sciences. God of War is ranked amongst the top 25 PS2 games list.

It won twelve “Game of the Year Awards”. In 2007, it was named as the “seventh best” PS2 game of all time in IGN’s feature reflecting on the history of the PlayStation.

God of War (series):

God of War is a video game for the PlayStation 2 and the first in the series

God of War II, video game for the PlayStation 2

God of War Betrayal, video game for mobile phones

God of War Chains of Olympus, game for the PlayStation Portable

God of War Collection reissue of God of War and God of War II, premastered and compiled on a single disc for the PlayStation 3

God of War III, game for the PlayStation 3

God of War: Ghost of Sparta, a 2010 video game for the PlayStation Portable

About PlayStation:

PS 2 is a very popular console. It has thousands of games which are liked by everyone. We can opt to play LEGO Batman with family or sit for hours on hunting mythical deities in God of War.

With DUALSHOCK 2 analog controller they all come alive. It delivers a sensitive gaming experience. Every action button has pressure sensitivity (up to 255 levels of sensitivity) and analog thumbsticks has enhanced mobility.

Every PS 2 system has a controller and even we can use another DUALSHOCK 2 controller in order to play with friends.

PS3 has in-built Wi-Fi and also can store huge amounts of data like game files, music, videos, photos and add-ons. HD movies at 1080p will be shown by Blu ray player to get pristine picture quality. Streaming movies can be downloaded by using Netflix.

Conclusion:

God of War is a revolutionary game created in the gaming world. The audio and graphics used in this game were extraordinary and eye-catching. The player feels as if he is the main character. No wonder it is ranked in the top 20 list. Even the storyline of the game is scripted very well.

God of War’s greatest strength is fun. God of War is a perfect game, and also a great one. The game contains so much energy and confidence, so much skill and spirit. Anyone can addicted because of the action and detailed storyline.

God of War is superbly designed and executed action adventure game that is the finest ever made.

Technological Advancements in Gaming

Computer Games: a Boon in the New Millennium

With the dawning of the new millennium, certain changes in the way we live, think and work are inevitable. Foremost among these changes is the shift towards greater technologization. Brought about by information revolution which began a half century ago, new technologies have allowed people all over the world to communicate, exchange ideas, and do business with one another at increasingly faster and more frequent rates. This has resulted in the creation of the new, so-called ‘global community,’ where no nation and no society exist like an island.

Such trends as technologization and globalization are already everyday realities. Technologization, particularly advances in information and communications technology ( ICT ) have allowed much faster and easier communication throughout the globe. It has also made possible and efficient access to and transfer of large amounts of information.

The internets, with its large-scale network of computers, electronics, and telecommunications, have removed the barriers of time and space. They have transformed the nature of work, business, entertainment, education and interpersonal relations. While advancements in the field of ICT are now happening at a rapid speed, the advancement in the future will ever be speedier.

Rapid development in ICT has its spin-off in globalization which refers to the interconnectedness of all peoples. The flow of ideas, information, goods and services are now linked globally, and these linkages reach most households and individuals. The flow includes the arts, science, sports, medicine, tourism and entertainment as well as such unfortunate phenomena as drug traffic, disease and environmental damage.

The combined force of ICT and globalization is a challenge in our educational system. . Schools have already adapted to these current realities. The nature of work will change; there will be less need for manual workers, and more of “knowledge workers.”The later are people with technical and technological expertise, who are capable of handling, processing and utilizing information intelligently.

Technological advancements play a critical role in education. Learning environments must be nurturing ones. Thus, education should emphasize not only the development of the cognitive man; it must strive to develop the holistic human being— technically skilled, emotionally intelligent, spiritually and morally upright, selfless and socially responsible.

Education in the future will be a lifelong pursuit. It will no longer be space- and –time-bound. “Anytime, anywhere learning” will be more than a fad. With more people having access to the internet and other information and communications technologies, the schools will change; we have more Internet-based education now a days.

One of the technological developments affecting education in the last several decades is the video games.

Computer Gaming is a creation for the players that gives not just fun but also the time to be socialized to other players and become better human beings.. According to Rutger C. M. E. Engels “Over 70% of gamers play their games with a friend, either cooperatively or competitively” and Melbourne “Kids who play video games have better social skills. Research has found that games offer a range of social and educational benefits to gamers. “It really boosts the social skills of the players even if they are not too fond of socializing with other people. When you are playing, you are also connected to other players because latest computer games are created for us to play with other people and other races that really make this really unique. Just like here in the Philippines, where most of the youth are fond of these computer games. They can play to any player within the country or even abroad and even join international competitions because of computer games.

So even just at the edge of your seat, you can make friends and socialize to other players. According to Melbourne “Gamers are reaping the social benefits when their friends come over and play computer games together. They are often strategizing, managing complex tasks and forming and managing teams.” Philip Trippebach stressed that Far from turning teenagers into anti-social loners, video games help them engage with friends and community.”

With the use of modern technology we can play and also we can have friends through gaming. In my case, computer games, made me meet lots of fellow Schoolmates. Though we are not at the same program or course. We are given a chance to know and meet each other. Playing games with new friends makes lots of exiting experiences and fun that we can never have when we are alone at home.

Modern technology really changes us a lot. We can communicate with anyone from other places and talk to them face to face with the use of the technology called Internet. It really makes our lives easy and comfortable because we can do research without going to a library. The same manner is applied in gaming; we can play games through the use of internet called online gaming. This makes our lives easier and gives fun that lightens our anxieties in life. Because of this modern invention, we can play with our friend online, which really makes things interesting and battle with other people to see who the best in different areas of the game is.

While it is a fact that video games not only have positive effects but also negative effects. But several studies indicate that the advantages outweigh the negative impact. Video games are not at all bad for us, thus, making our life better. Despite hand-wringing over a connection between violence and video games, numerous academic studies indicate that playing video games has many psychological and physical benefits.

Taken together, video games make one a better human being. Being exposed to different personalities portrayed by the characters in video games, a gamer sympathize with the one possessing pleasant character.

Computer games make one smarter. While gamers are having fun, they also get sharper.

Now a days, new generations are noted to be adept in playing computer games. They display impressive manipulative skills than the adults who don’t play computer games. Gamers would join in tournaments or competitions, which they believe, would enhance their skills, and above all to showcase their talent. Others would join competitions simply for the fun brought by making new friendships with fellow gamers.. While others, take it an opportunity to win prizes.

Not just that playing video games bring out the kid in the player’s heart but it also helps one stay young physically.

Most gamers are young people so parents should see to it that their children choose games with high instructional values- those that would give counsel and advises. Because, as noted, children are easily influenced by the characters in video games.

. School reading lessons could not be as attractive as video gaming for some children. They tend to be active with games where they learn easily.

What do video games really do to people? In today’s modern times, people, especially the young, are immersed in video gaming, not considering the possible effects of it. Video gaming could have positive and negative effects which could be the determining factor in the value formation of the gamers. They are what they become based on the kind of game they play. Therefore, authorities should investigate both the positive and the negative impacts that playing games could have on people.

Among the possible negative effects of game play has to do with violence in video games. Video games that feature aggressive or violent elements might have a big impact on children and youth. In the same way, playing aggressive video games could stimulate aggressive behavior in players in particular because the player is an active participant. Crime among minors is now rampant, where they become a social problem. Outmost attention must be given to stop minors into becoming violent.

The academic performance of students is also affected. Since, gamers would take too much time at it, thus, taking away from time spent on school work. Parents are complaining their children are not doing well in school. A lot of students nowadays are becoming less interested in school work and play video games outside school. It has adverse effects among students which caused their failure and their dropping out from school. The parents are most affected on this effect since it destroys not only the future but also the whole being of their children.

As for positive effects, educators and learning scientists have also debated how to leverage the motivation students had for playing games as well as exploring the medium of video game for educational and pedagogical purposes.

Video games shape students literacy activities; mainly reading and writing in both online and offline spaces. In this case, video games could be of great help in the intellectual, development of the students. To the teachers, it is also helping them make classroom instructions easier and it is also application of information technology which is the present trend in education.

In other words, educators should redesign classroom experiences, integrating video games that can shift the way teachers and students approach to learning. Motivational factors will be enhanced if certain qualities present in the medium of video games provide valuable opportunities for learning. If done so, learning experiences will be as interesting and enjoyable as playing video games.

A lot of game studies research can be seen as the academic response to the video game industries questions regarding the product it creates and sells.

How can we create better games? What makes a game good?

Good could mean many different things. Does the game provide an entertaining and engaging experience to the player? Is the game easy to play? Is the game innovative or does it provide the player with an opportunity to have novel experiences? Does it provide educational value to players?

Different approaches to studying this problem should be considered. Describing how to design games, extracting guidelines and rules for making better games, abstracting commonalities from games and understanding how they relate to each other.

If all these considerations are taken care of, then, video gaming will be good for us. They are not bad at all. They’re actually making our life better.

Command and Conquer: Generals Unit Tactics: GLA Unit Strategies

Command and Conquer: Generals Unit Tactics: GLA Unit Strategies:

The GLA or Global Liberation Army is known for its resourcefulness and shrewd tactics. Some of the armored vehicles including technicals and marauders have the ability to scavenge destroyed enemy vehicle and upgrade their firepower.

One of the key important units to look out for is the scud launcher, bomb truck and the terrorist infantry unit. The truck can be very deceptive and can inflict serious damage on enemy structures. Learn more about GLA units and the strategies required to use them in this Command and Conquer: Generals tactics guide.

Rebel:

The rebel is the basic infantry unit of the GLA. It has the ability to capture buildings, which can be researched at the barracks. There are several additional abilities that can be upgraded. You can increase the damage by 25 percent if you research “AP bullets” at the black market. What’s more, you can also use their stealth ability against enemy infantry. All you have to do is research the “camouflage” upgrade at the Palace to have this ability.

With the help of stealth, the GLA rebel units can ambush enemy units, particularly in areas that are left undefended. With stealth, you can use them to capture buildings and oil derricks silently.

RPG Trooper:

The RPG trooper is very handy unit against both land and air units, but can get killed by the Chinese Gatling tanks, American Humvees and infantry units. Use 5-6 units to destroy armored vehicles and aircraft easily. You can also put them inside GLA Technicals to inflict maximum damage. Just like the rebels, the RPG troopers’ fire power can be increased by 25 percent if upgraded to “AP rockets” at the black market.

Terrorists:

These are very dangerous when used against enemy tanks and missile launchers, but can easily fall prey to Gatling tanks, Humvees, pathfinders or foot infantry. Always disperse them and then detonate enemy units, do not use them in packs.

In most skirmish maps, you will find vacant black-colored cars. Garrison them inside to create car bombs and drive inside enemy buildings and units to inflict maximum damage. But, remember that they can also cause damage to nearby GLA structures and units, so use them wisely. These are very resourceful and are the one of the best Command and Conquer Generals tactics for the GLA faction.

Angry Mob:

Angry mob are generally a group of specially created units that can cause maximum damage. They are generally created in groups. They can be unlocked after building the Palace. They have the most unique weapons including stones, Molotov cocktails and can be upgraded with firearms after researching “arm the mob” at the palace.

While they are not the best of command and conquer: generals tactics to employ against USA pathfinders, Humvees and Chinese Gatling tanks, they can cause serious damage to tanks and enemy structures. Use at least 4-5 upgraded mobs against enemy buildings and vehicles. They can also be a great option for defending key GLA structures.

Jarmen Kell:

This unit is the perfect answer to USA’s Colonel Burton. He has the abilities of the sniper and can denote buildings through his remote controlled bomb. You can use him to snipe infantry units as well as vehicle drivers and later steal them. But, his weakness is the slow reload time of his sniper rifle. You can easily eliminate Jarmen Kell with the help of your anti-stealth units. But, beware, he can hide inside buildings and take out all your infantry units. To make things difficult, the building does not change to the GLA team color, but once you locate him, you can force him to evacuate by throwing flash bang grenades.

Hijacker:

Hijackers are one of the most expensive units of the GLA faction, but can be tactically employed to inflict the maximum damage. They are mainly used to steal assault and general enemy vehicles. You can use them to capture enemy vehicles with the first level veteran status. You can also hijack enemy dozers, build their structures and units and create havoc on them with their own structures. to unlock the hijacker, you will have to build, palace, barracks and sped three general points. Quite a hard work to create this unique unit!

GLA Armored Vehicles:
Technical:

Playing as GLA ensures you have excellent Command and Conquer: Generals tactics and strategies up on your sleeves. Most GLA vehicles are very resourceful. The technical is the best example of a cheap, resourceful yet destructive GLA vehicle. It can serve as an excellent vehicle transport for infantry, terrorists and hijackers. Put some of them inside and drop them on the enemy zone make your fight easier.

A good example of its resourcefulness is its ability to upgrade its firepower by stealing scrap of destroyed enemy vehicles. Just run over the scraps of two destroyed vehicles and see its firepower change from machine gun to missile attacks.

Scorpion:

The scorpion may be the weakest armored vehicle of the GLA, but once it is upgraded with “scorpion rockets”, it can cause destruction to enemy vehicles and infantry. Scorpion upgrades are mainly available at the arms dealer structure, the palace and the black market. To upgrade its fire power to rockets research the scorpion rockets at the arms dealer, but if you want to upgrade it with deadly anthrax, then research “toxin shells”. This can inflict serious damage to the opponent’s infantry units. You can also enhance the damages by researching “anthrax beta” at the palace. When battling against enemy units, use at least 7-8 upgraded Scorpions to get excellent damage results.

Marauder:

The Marauder is one of prime GLA armored vehicles. With its increased range, accuracy and good armor the Marauder can cause great damage to your opponent’s vehicles and units. It has features similar to the scorpion. You can upgrade using scraps of enemy units and use it to fire anthrax weapons from its projectiles. Use at least 6-7 marauders along with other units while planning an attack on your opponents. The rest upgrades are similar to the Scorpion.

Quad Cannon:

The quad cannon can be used as a good defensive unit against light armored vehicles and infantry. But, it is very weak against heavy armored vehicles and air units. Always have a group 0f 5 or 6 quad cannons to take out any nuisance infantry units. You can increase its damage power by 25 percent by researching AP bullets at the black market.

Rocket Buggy:

Rocket Buggies are fast, accurate, but have slow reload times. Because they are fast-paced, they can easily hide beyond the reach of enemy units and come back strong. The best tactic is to use 3-4 rocket buggies to shoot and quickly hide them beyond the reach of enemy units. When it reloads, attack your opponents again. Using its speed and heavy fire power can be the perfect strategy against your opponents.

Bomb Truck:

Bomb trucks are extremely effective against a large group of enemy units. As the name suggests, bomb trucks are loaded with explosives and chemical weapons. You can employ multiple tactics with these expensive units. Use them silently to sneak inside enemy base and run over a cluster of vehicles. You can also use them to sneak into unguarded enemy structures.

Scud Launcher:

The scud launcher is GLA’s artillery weapon that can fire scud missiles from a good distance. It has two types of fire power-anthrax warheads and explosives. When playing skirmish battles in Command and Conquer: Generals, use the scud launcher’s explosives against enemy structures and warheads on infantry and vehicles. Make sure your launchers are protected with RPG troopers and marauders as they are very vulnerable against enemy armors.

Because they can bombard from a great distance, make sure you place them at strategic isolated areas near enemy base camp.

Toxin Tractor:

This unit spurts green toxins at enemy units and can be very effective against light infantry units. You can eliminate your opponents infantry garrisoned in civilian buildings. But, always support it with other units and make sure they are far off against heavy armor.

2D and 3D Games

Difference Between 2D and 3D Games:Introduction:

The first concept we should know that what 2D is and what is 3D means. 2D means 2dimension, here everything happens in a 2D plane. Like if we draw any picture on a paper then we can see that only from a single perspective, what kind of perspective we follow to draw that picture. For 2D surface the picture would be flat, without depth. To draw a 2D picture we use matte painting also. Like that in 2D games we can see the whole game from a single perspective whatever we follow to make it. And 3D means 3 dimensions, means here we can add depth in a picture. In 3D games we can see the character from different perspective. Here the pictures have depth and shadow which makes the picture real and it looks like something happens in front of our eye in real life.

About 2D games:

2D games are also called Platform game. The word platform also describes that something held on a platform. Here the player can run, jump, shoot, collect powers on a platform. It is a video game genre; 2D games are become very old. But some developers still like to play 2D games to get the innovative idea, because we learn everything from past. That’s why they wants to play 2D games to make their game more interesting and get idea to give some new feature in their game. Mostly the characters of 2D games are cartoonish and unrealistic. We can’t give a realistic feel in our 2D character. But in 3D it is possible because of depth. By using depth we can make a character which would look like a real. Mostly platform games are based on some levels, if the player can kill all enemies or cross a certain part which heshe has to cross (like-Mario) then only the player can move to the next level. In next level may be there would be more enemies which the player has to kill.

As per my knowledge the era of platform games started in the early 1980’s and the 3D games started in mid of 1990. There is some confusion that which is the first 2D games.

Frogs is an arcade game which released in 1978, this is the first game where the character can jump on the screen, making the genre’s earliest ancestor. Space Panic, which is also arcade game and released in 1980, is sometimes credited as the first platform game. Donkey Kong is an arcade game created by Nintendo and released in July 1981, was the first game that allowed players to jump over elements which are there and across gaps, making it the first true platformer. There are some versions of Donkey Kong. The next version of Donkey Kong is Donkey Kong Jr. which is also become a famous game. Donkey Kong introduces Mario. The third version of Donkey Kong was not become so famous but it succeeds by Mario Bros, which is a platform game and it has an extra feature of multiplayer, where two players can play simultaneously. By using the same rule in future many gaming companies made multiplayer games. Pitfall is a video game released by Activision in 1982 for Atari 2600.

Then 16 bit computer had introduced and it brought evolution to this genre, this time Saga introduced Mega Drive which is forth generation video game console. This console had introduced in Japan in 1988 and 1990 in Europe. It was released in 1989 in North America under the name of “Genesis”. This was Saga’s most successful console. It competes with TurboGafx-16 which was released one year earlier in Japan under the name of PC Engine.One more console had introduced in this time that was Super Nintendo

Entertainment System

Entertainment System which is also called Super NES. It is also a 16 Bit video game consol which released by Nintendo in 1990. This consol had released in many countries like North America, Europe, Australia, and South America in between 1990 to1993. In Japan and Southeast Asia this system is known as Super Family Computer and in South Korea this system is known as Super Comboy which Distributed by Hyundai Electronics.

Both systems were built for 16-bit computers and offered improved graphics and sound over the 8-bit NES. After Super NES released the Super Mario World released for this consol. To compete with Sonic the Hedgehog Saga released Sonic the Hedgehog which is platform game developed by Sonic Team and published by Saga for Mega Drive system. It was the first game developed by Sonic Team. Sonic Team is originally known as Saga AM8 which is a Japanese computer and video game developer and established in Ota, Tokyo, Japan in1990. Sonic include a feature of large field that scrolled effortlessly in all direction as well as manners of curve hill and a complex physics system that allows player to rush through its level with well placed jumps and rolls. It gives a massive hit, was a successful pack-in new system.

At the end of 16 Bit era some games were released like Yoshi’s Island and Donkey Kong Country. Then new kind of hardware was released and it takes player’s attention, so the attention was totally shifted away from traditional 2D genre.

About 3D games:

The term 3D platformer referred that featured gameplay in three dimension area and polygonal 3D graphics. Games which have 3D gameplay but 2D graphics is comes under in Isomertic Games. On the other hand those games that have 2D gameplay in 3D graphics are called 2.5D that means these games are between 2D and 3D. In 3D we can implement depth to an object which gives it a real look. In 3D games the characters are look like real character which exists in real world, we can see the facial expression in character’s face. In 3D games there are some missions, where the players completes one mission then heshe go to the next level and next mission would be more tougher than the previous mission. In 3D games multiplayer is mostly played by the players because they want to play together to beat one another or they make a group to beat other group and communicate with one another.

After the era of 2D games, gaming companies first tried to make a platform game with 3D game and 2D graphics and isometric perspective. These games are also very old as the genre itself. The first game which have 3D perspective and moving camera came around in the mid 80’s. Trailblazer was released for various computer in 1986, used a simple linescroll effect to create a forward scrolling 2.5D (also called pseudo-3D games) play field where players manipulated a bouncing ball to leap over obstacles and pitfalls.

In 1987, Squaresoft released 3D World Runner, which is a forward scrolling action game, here in this game the player has to leap over obstacles and chasms. In 1990, an Estonian developer called Bluemoon released Kosmonaut which is a forward-scrolling driving/action game similar to Trailblazer, which consisted almost entirely of difficult platform-jumping obstacle courses. While the gameplay took place in three dimensions, and the graphics were polygonal it is considered pseudo-3D because it used a fixed viewpoint. Alpha waves which is a French computer game is to be found as the earliest example of a true 3D platformer, which is created by Christophe de Dinechin and published by Inforgrames in 1990 for the Atari ST, Amiga and PC. 3D games give the character a smooth movement, the camera angles would be from different point of view.

A small developer called Exact released a game for the X68000 computer called Geograph Seal in 1994. This game was fully 3D polygonal first person shooter hybrid with platform jumping component. Players piloted a frog that could jump, then double jump, and triple jump high into the air, as the camera is also moved to show players jump and landing. In addition to shooting, jumping on enemies was a primary feature of attack. This was the first 3D platform game that released in Japan, but it never ported to another platform and not released outside of Japan. The following year, Exact released their follow-up to Geograph Seal for Sony’s new PlayStation console. Jumping Flash!, released in April 1995, this game is generally regarded as a direct continuation of the gameplay concepts in Geograph Seal, which was likewise a mix of first-person shooting and platforming, with similar controls and camera-work. Here the frog was more cartoonish than the previous one it’s like a rabbit which is called “Robbit”. In this game the level design had an even greater focus on platform gaming, it was released in Europe and North America. It was titled as first 3D consol game. A Saga Saturn game Bug! Was released in 1995, it offered a more conservative approach to true 3D platforming. In this game players could move in all directions, but it did not allow movement along more than one axis at once — the player could move left to right, or forward and backward, but not diagonally left and backward at the same time. This game was very similar to 2D games but considered as true 3D games. This game had an extra feature that the player could climb on wall and ceiling, which was a great success.

2D platformer game

In 1995 Fade to Black was released by Delphine Software which was a sequel of their popular 2D platformer game Flashback, it was the first attempt to bring a popular 2D platform game series into 3D. It had puzzle-oriented level design style and step-based control. It dose not follow the criteria of platform game and it came under action adventure game. It used true 3D characters and other objects. But it’s environment were created using rigid engine which was similar to Wolffenstein 3D in that it could only render square flat corridors. Sony, Saga and Nintendo were under great deal of pressure to release mascot platformer before 1996 holiday season. Sony choose an existing project by developers Naughty Dog, which was a small developer at the time who released the Way of the Warrior recently. Then Crash Bandicoot beat Nintendo’s new console to market in North America and it was released in the time for the holiday in Japan. Before switching to multiplatform releases in the following console generation crash would remain Sony’s unofficial mascot for the next several years. Then Saga had tasked their American studio, STI, with bringing Sonic the Hedgehog into 3D. The project was titled as Sonic Xtream, it was to feature a radically different approach for the series with Fisheye camera and multidirectional gameplay like Bug!

3D games give the player a great area of play field than 2D platform games. Final Fantasy VII was a major breakthrough in RPG first person shooter which is still so popular game. Tomb Rider was one of the best selling game on the PlayStation in gaming industry. Sixteen generation era was the best system selling era. By the time Saga had produced 3D Sonic games Sonic Adventure on its new Dreamcast console. It used to play smoothly the games like Mario 64 with some extra feature, mostly it emphasis on speed. Then Nintendo launched GameCube console without releasing any platform game for it, but in 2002 Nintendo released Super Mario Sunshine that was the second 3D Mario game. Because of low numbers of level, and its level design was not so good so it was failed to make a good marketing. Platform game is a vital genre but it was failure to capture the popularity and market that they held once in 1998. In 1998 platform games had 15% of share of market but within four year it comes down in 2% while the RPG and first person shooter have continued the grow and popularity.

Similarity In 2D and 3D games:
Goal:

There are some similarities in 2D and 3D games like both the game have some goal that player has to finish that then only heshe can move to the next level or mission or win the game.

Control:

In both the games the character has the ability to move forward, backward, jump, shoot to kill their enemies. It depends on the game, which game we are playing. If it is an intelligent based game then the controls would be different.

Console:

Both the games are made for some console for 3D there are some extra consoles are there. Playstation 2, playstation 3 are the consoles for 3D games.

Replay Ability:

In both kind of game another main similarities is replay ability. We can play several times. Like if we loose one level then we can play it again to win that level and move to the next level.

Difference between 2D and 3D games:
Character:

The major difference between 2D and 3D games are their characters. In 2D games the characters are like cartoonish, they don’t look like a real one. But in 3D characters sometimes they also look like cartoonish but due to depth the characters look like real. In 3D characters we can show the emotion in character’s face. The characters take position when heshe shoot hisher enemy.

Interaction:

We can see the 2D character from only one perspective view may it be from side view, top view or player’s eye view (here the camera is placed behind the character). We can’t implement all of these in a 2D game. But in 3D games we can see the player from different point of view in a game. We can move the camera in 3d games in three directions-sideway, up and down. Some of the games like Warcraft 2, Fifa here we use isometric point of view. This angle is not comes under 2D nor 3D. In isometric view the camera angle would be some fixed angel from where the characters look like 3D character. But these are not 3D games.

Graphics:

And another major difference is graphics, in 2D computer graphics are digital images.

There are two types of graphics one is Raster graphics and another one is Vector graphics. Raster graphics or bitmap are composing by array of pixel, here each pixel has different color or shade. They are editing by changing color array by array. These are used to make mobile phone games, very old computer games. Vector graphics are composed with path, here path are use to establishing mathematical relationship between points within the image. In photographic images vector graphics are mainly used. 3D computer graphics are use to represent the 3D geometrical data. Then these data’s are manipulated by the computer via 3D computer graphics software to customize their display, movement, and other appearance. Sometimes we use some 3D model which is a mathematical representation of geometric data that is contained in a data file.

In 3D character we can implement light, shadows by using some software like-3ds Max,

Autodesk Maya etc. by using these software’s we can make some character and then we can implement those characters in our games.

Background:

In 2D games we use a simple picture or some matte painting image for background, but in 3D games we use skybox that is the surrounding world. Skybox is a box which covered by some image which we can make by collage work in Adobe Photoshop. But there is a condition that in that image both edges should be similar. I mean it should be snapped together edge-to-edge. Then only we can feel the real world, if any difference is shown in that image then we can’t see the proper output which we want. Then we have to import that image in Autodesk Maya or any 3D modeling software. So we should be very careful when we work on skybox.

Level Design:

Level design is based on games that which type of game it is. Before implementing we should be very clear that how many players are in the game, how many levels we are going to create. First we have to know that what we are going to make a 2D game or a 3D game. Because here realism do some matters. In 2D games it doesn’t matters too much but in 3D games it gives a biggest difference. In 3D games we have to give a close attention on Texturing, lighting, and all the other things would be in three dimension.

System Requirement:

To run a 2D game the system requirement is not a big factor. It takes hardly 512 Mb RAM, without graphics card we can play 2D games in our system. It does not make difference too much in gameplay. We can play some 3D games also in this configuration. But some games are made with high graphics for that we need at least 1 GB RAM and if we use graphics card also with this configuration then the game would be more smooth and we can see the texture and the other things which used in the game would be visible clearly.

Game Engine:

Game engine is a kind of library, in library we can read books, if forget about the topic which studied then we can read it again. That means we can reuse the source. Like that game engine is a library of core function which we use in game. Game engines are as usually related to graphic, networking, input and other system. This is not a part of gameplay but it is a non specific part of game. By using this engine we can make several games. In most of the game engine we can play 2D and 3D games both.

Key Control:

In 2D games we use around 5-7 keys to control the whole game, hardly we take 10keys. This many key controls are enough for a 2D game. Sometimes we use mouse and some keys to control a game, and sometimes we use only mouse to control a 2D game (e.g.-Duck Hunt). But to control 3D game it takes around 15-20 keys and mouse to control the whole game. In a mission based fighting game like Delta Force we choose primary weapon, secondary weapon, bombs, grenades, binocular, map and many other options are there.

Believability:

2D games do not give a real feel. We play 2D game just for fun. Mostly children love to play 2D games, because these kinds of games are easier for them and they enjoy it. 3D games are looks real which I already discussed, it feels like the player itself in the battle ground. The surrounding world gives that feel. There are some simulation games which are so original. Mostly this kind of games made for soldiers to give them training by playing games. In Simulation games the controls are exactly same which exist in the real thing. Like if a player drive an aero plane then the controls and the activities are be exactly there which exist in real aero plane. The enemies would come they also try to crash player’s plane. If the plane crash then the player would feel vibration, which gives the reality of that game.

Market of 2D games:

The market of 2D game becomes very low because nobody wants to play this kind of game. When 2D games first released it was so popular, gaming companies got million dollars as profit by selling 2D games. Because 2D games were new things for people, so they tried this to accept the challenge. But now these kinds of games are become very old. This is the era of 3D games; most of the gaming companies who made 2D games are now making 3D games because of market demand. Now people become fading up by playing 2D games, they want something more. 3D games give them a different feel to the players. So people love 3D games and it has a great market. Companies do not want to make any 2D games because of its down market, but also we make 2D games.

To learn about making 2D games gaming colleges first learn about 2D games, that’s why 2D games are still producing in the market.

Online play option:

We play online games which are called MMO that is Massive Multiplayer Online games. When we play online games nobody wants to play 2d games, they want to play 3D games. Online playing game is a genre of role playing computer games with a large number of players interact with one another in a virtual gaming world. Like when we play Counter Strike in online then we make two teams and fight with opposite team. First we choose one character, called Avatar then we start playing. In game we can commend to my mates to cover me, plant bomb and more other commends.

Future Development:

All gaming companies do not want to make 2D games, they are concentrating on producing 3D games. Whatever games they released they wants to improve them and make a new version of that game. People do not like to play 2D games but still 2D games are producing because in gaming institute first they teach us how we can make a 2D game. It is the basic idea of making game; they start with 2D games and then learn about 3D games. In future gaming companies try to make 3D games by adding some extra feature. May be they introduce some new console for playing game.

Conclusion:

Whatever difference between 2D and 3D games, players do not care on it. Whatever game we play, we play just for entertainment. We just want some relaxation after doing lot of work, so we play game. We play games sometimes to learn something. By playing 2D games children learn so many things. Like color, shape, fruit name, flower name etc. by playing that kind of game which give them knowledge about these things.

Bibliography:

http://hge.relishgames.com/

http://2dengine.com/page.php?p=about

http://gpwiki.org/index.php/Game_Engines

http://www.devmaster.net/engines/

http://www.selfgrowth.com/articles/Key_Advantage_And_Difference_Between_3

D_Games_And_2D_Games.html

http://ezinearticles.com/?Whats-the-Difference-Between-2D-and-3D-Anyway?

&id=1634425

http://www.gameproducer.net/2007/07/27/differences-between-2d-and-3d-gameart-production/

http://forums.guestbook.com.tw/thread-43939-1-1.html

http://books.google.co.in/books?

id=iX3oWHNf9hMC&pg=PA209&lpg=PA209&dq=difference+between+2d+and+3

d+games&source=bl&ots=jdvcEWDJDm&sig=KA0WKC9fGQaqMMmJ_Adeyl6q

wMY&hl=en&ei=9OFiSqoexoCRBd_jlfoP&sa=X&oi=book_result&ct=result&resnu

m=7

http://blog.media-freaks.com/discerning-between-2d-and-3d/

http://www.theiphonedvd.com/blog/understanding-the-difference-between-2dand-3d-animations/

http://www.americanchronicle.com/articles/view/107414

http://www.articlesbase.com/graphic-design-articles/2d-and-3d-computergraphics-553432.html

Word doc goes here, ignore any pictures that are in them

Workplace Bullying: Literature Review

Workplace Bullying

Table of Contents

Introduction:

Aim of This Study:

Background for this Study:

The Research Problem

1. Defining the effects of bullying

2. Sensitivity of the subject

3. Categories of bullying behaviour

Methodology

Literature Review:

Does Workplace Violence Encompass Physical as well as Emotional Violence?

How Bullied Persons Are Seen:

What is a Bully Like?
What Does Bullying Do to An Organization?

Bullying and Workplace Violence:

Fundamental Features and Categories of Bullying:

Features of bullies:

Types of Bullying:

Bullying at Schools:

Bullying at Workplaces:

Cyberspace:

Effects of bullying:

Analysis:

Negative Behaviors:

Nature of Bullying:

Causes of Bullying:

Workplace Environments:

Personality of an Individual in Relation to his or her Workplace:

Bullying Negates Productivity at the Workplace:

Can A Manager Be A Bully?

Dictatorial Management Cannot Achieve the Best Results:

Survey Results:

Conclusion:

References:

Appendix:

People in this modern world have generally become more aware of their surroundings and the ways that they should be treated. They are generally more aware of their self-esteem and their value in society than they were in the past. One reason for this may be because in recent decades there has been more emphasis on things like human rights and equality of all individuals. With particular emphasis on working conditions, people are generally aware of how they should be treated and what sorts of conditions they should be allowed to work in. From a general viewpoint, one may think that this only refers to working conditions such as the physical environment that should not have any hazards in it. The reason for this thought is due to the fact that there have been several cases in the past in which employees were given hazardous conditions to work under. In contrast to this, people are more aware of these past problems, and probably would not hesitate to object to any hazards in workplaces today.

In contrast to having asserted the awareness that people might have regarding workplaces hazards, there are several individuals who may not realize that they are still facing workplace problems and end up not objecting to problems around them. Also, some individuals who are aware may not be able to oppose these forces, and thus, are compelled to work under these conditions. Some working conditions may not necessarily be hazardous in the conventional sense, but they may be considered as inappropriate for employees if they suffer stress because of them. One particular type of workplace hazard is known as ‘bullying’, and may be carried out by superiors as well as colleagues[1]. Statistics reflect more than 2 million people at work feeling bullied (Andrea Adams Trust 2005). One in four people say that they have been bullied at least once in the past 5 years. With these statistics, it is further said that workplace bullying results in a loss of 18.9 million working days and ?4 billion[2]. This is because those being bullied tend to be absent from work more often.

In addition to loss experienced in industries in terms of days and revenue, there is evidence of high levels of stress in individuals being bullied. Yet, it is not easy to evaluate workplace bullying, and this is because of the difficulty in precisely defining what workplace bullying is.

There are several definitions of ‘bullying’, but none are agreed on. However, some of these are interesting and do help to gain significant insight to the problem. According to Stale Einarsen (1999), it is suggested that …“bullying occurs when someone at work is systematically subjected to aggressive behaviour from one or more colleagues or superiors over a long period of time, in a situation where the targets finds it difficult to defend himself or herself or to escape the situation…”[3]

According to the above definition, bullying might be described as a process through which individuals feel intimidated by someone who uses their strength and power to hurt and frighten them. The presence of this person makes them feel vulnerable and uncomfortable to the extent that it stresses or de-motivates people at their work. In other words, it is a systematic approach through which an individual corners another, and there is no escape unless one escapes the system.

Recent research in the UK conducted in the form of surveys and UK cases have highlighted the importance of exposing ‘bullying’. This is because there is significant evidence to prove that it causes anxiety that leads people to suffer physical and mental distress. These are believed to be direct results of bullying in the workplace.

It is estimated that in the UK, six million working days are lost annually due to stress caused by bullying, job insecurity, shift work and long hours[4].

According to Cary Cooper (2000), people that reported being bullied had the poorest health, the lowest work motivation, the highest absenteeism figures as well as the lowest productivity compared with those who were not bullied. In addition to this, based on research in Sweden, Heinz Leyman (1993,1996) firstly introduced the concept of mobbing (bullying) as a relentless form of harassment in organisations. Theoretically, it could be asserted that bullying is an extreme type of social stressor at work that works in a system. It may be then said that bullying is a long lasting harassment, systematically aimed at a target person.[5] Having acknowledged the tremendous loss that bullying causes an industry, the UK Government believes that employees should have the rights to work in an environment without being bullied and harassed. In order to combat bullying in the workplace, the UK legal framework gives employees the rights, which protect them from any form of unreasonable treatment within the work place.

Keeping the above statistics in mind, this project is concerned with the effects of bullying in workplaces on individuals. It will also explore the nature and causes of bullying at work.

Most studies regard bullying as a unified phenomenon, in spite of the fact that different kinds of behaviours are involved.[6] It may be asserted here that these behaviours make individuals feel intimidated and occur in different situations and cross gender, age, and race of individuals. The intimidation and anxiety caused by bullying creates stress and stress related illnesses.

The aims of the proposed study are outlined below:

What type of negative behaviours that makes individuals feel bullied at their workplace?
Explore the nature and causes of workplace bullying.
Examine the effects of bullying on individuals.

According to Andrea Adams in “Bullying at work” published in 1992 bullying at work is like “a malignant cancer and the disturbing manifestations of adult bullying”… (Adams et al 2000, p.9) Andrea Adams, broadcaster and journalist, was the first person to recognise the significance of workplace bullying, and her book “Bullying at Work”, remains a landmark in this field. Adams suggests that bullying occurs when “professional abrasiveness becomes tainted with an element of personal vindictiveness” (Adams et al 2000, p32). Bullying is a sustained form of psychological abuse and often radiates from a senior person taking what they feel is strong management. However, bullying may not always come from a senior person in the workplace. It is thought that individuals may be singled out by a number of colleagues for various reasons.

Debrah Lee (1998), who has been researching workplace bullying, argues the emergence of workplace bullying as being a problem or whether it should be considered to be an interpretation for an existing problem. She demonstrates that workplace bullying is an interpretation for a range of unfair work practices. She identifies workplace bullying as:

…”Persistent, offensive, abusive, intimidating, malicious or insulting behaviours, abuse of power or unfair penal sanctions which makes the recipient feel upset, threatened or humiliated or vulnerable, which undermines their self confidence and which may cause them to suffer stress…taking credits for another persons idea, ignoring or excluding an individual by talking only to a third party to isolate another, spreading malicious rumours, persistent criticisms…[7]. Therefore, it could be said that bullying encompasses various kinds of negative behaviors.

There have been a range of debates around the nature and causes of workplace bullying. Stale Einarsen (1999) suggests that bullying may be used in a joking manner describing good natured horseplay or refer to minor events of aggressive behaviour that tend to be easily accepted and tolerated.

In this scientific study, the concept refers to rather specific phenomenon where hostile or aggressive behaviour, whether physical or non-physical, are factors of stigmatisation and victimisation of the recipient.[8] However, Dieter Zapf (1999) categorises five different types of bullying behaviour. They are:

Work related bullying which may include changing your work tasks or making them difficult to perform;
social isolation
personal attacks on your private life by ridicule, insulting remarks, gossip or the like;
verbal threats of such violence
Physical violence or threats of such violence.

(Adopted for use quoted in Zapf 1999; source Stale Einarsen 1999)

Zapf (1999) argues theoretically that bullying is an extreme type of social stressor at work. It is a long lasting escalating practice aimed at a target person. There is inadequate research and it is difficult to prove the causes and effect of bullying. It emerges that multiple causes of bullying have to be taken into consideration, and that bullying can be caused for various reasons.

1. Defining the effects of bullying

One of the main problems of finding out the effects of bullying is “stress”. Estimates of the cost of stress and stress related illnesses range from ?5 billion (TUC) to ?7 billion (IPD) to ?12 billion (CBI) each year. Stress can be caused from a variety of reasons. (www.bullyonline.co.uk) (11/11/05) Christine Hudson (2001) defines stress as:

…”literally a pressure of force exerted on an object. The emotional state that occurs when an individual believes that they do not have the resources to deal with a situation or series of events”… (Hodson 2001, p: 144).

Beehr & Franz (1987) suggest that “stress” has commonly been defined in three ways: as an environmental stimulus often described as a force applied to the individual, as an individual’s psychological or physical response to such an environmental force (Warr 2002, ch: 8 p: 204). If the cause of stress could actually be pinpointed to an individual’s workplace, it would be convenient to study how s/he may have been bullied.

2. Sensitivity of the subject

Bullying is a sensitive topic and people may be in denial or embarrassed because of the fact that they are being bullied. Not everyone will admit that they have a problem and some may not be aware that they are being bullied. Hence, it is a very sensitive area. Precautions must be taken when research is carried out.

3. Categories of bullying behaviour

Different theorists have different perceptions of categories of bullying behaviours. Also, individuals have different perceptions of defining what negative behaviour is. The literature review and analysis will help to reveal what authors have to say about different categories of bullying.

The method selected for this research paper consists of a quantitative as well as a qualitative approach. Both approaches will help to collect as much data as possible. Qualitative data will be obtained though pertinent journals, books, studies, magazines and newspapers, all presented in a literature review that will be analysed.

Quantitative data will be obtained through a survey consisting of 50 participants. A range of questions will be presented to them, and the accumulative answers to these questions will be analysed. In addition to this, the quantitative data will be discussed with regard to the literature review as well. This quantitative method has been selected because a questionnaire will provide the opportunity to seek answers to questions in a larger quantity.

Advantages:

Questions are designed so that answers from the individuals’ interviews can be added together to produce results, which apply to the whole sample.
The research is based on interviews with a representative sample of respondents.
The questions are designed to be unbiased
Large survey can often be broken down
Surveys lend themselves to future replication.

Disadvantage:

Data becomes the main focus of the research issues.
The data provide snapshots of points in time rather than a focus on the underlying process processes and changes.
The researcher is often not in a position to check first hand the understandings of the respondents to the questions asked. Issues of truthfulness and accuracy are thereby raised.
The survey relies on breadth rather than depth for its validity. This is crucial issue for small-scale researchers.[9]

Making use of primary data (Surveys, focus group interviews) and secondary data (journals, databases, case studies, books, newspapers etc.), the client’s aim is to find out what types of negative behaviours make people feel bullied at the workplace. This data will also help to reveal the nature and causes of workplace bullying.

Analyzing the survey data against the reviewed literature and the analysis will prove interesting. It is through this comparison that one will be able to tell whether the literature reviewed has any similarities shared with the results of the survey. It is expected that there would be similarities, and it is interesting to observe how significant these similarities are.

Bullying at a workplace can very easily be likened to bullying in schools. The difference between the two types of bullying is that each of them takes place in different age brackets. Bullying at a workplace is similar to bullying at school because it takes place within an institution that works as an arena within which bullying can be sustained. It is often thought that bullies at schools tend to do the same thing at workplaces when they grow up. This is perhaps because their behaviors may have been ignored by superiors and cheered on by classmates. As a result, the will to dominate continues as they grow up.

Some bullies target their victims because they feel the need to control a situation or an environment while others have a natural urge to dominate without any specific reason. Whether bullying takes place at the school level or in a workplace, it has often been noted that insecure individuals exemplify these behaviors.

Does Workplace Violence Encompass Physical as well as Emotional Violence?

According to the International Labour Organization (ILO) (1999), one of the severest problems being faced at workplaces is physical as well as emotional violence. The ILO defines workplace violence as: “any incident in which a person is abused, threatened or assaulted in circumstances relating to their work. These behaviors would originate from customers, co-workers at any level of the organization. This definition would include all forms or harassment, bullying, intimidation, physical threats/assaults, robbery and other intrusive behaviors.”[10] This definition is also said to encompass bullying.

According to CUPE’s National Health and Safety Survey of Aggression Against Staff (1994) a similar definition to the previous one is observed, verbal aggression and harassment in its definition of violence is: “Any incident in which an employee is abused, threatened or assaulted during the course of his/her employment. This includes the application of force, threats with or without weapons, severe verbal abuse and persistent sexual and racial harassment.”[11]

Definitions such as this one may also encompass bullying. In order to establish a connection between these definitions of physical and emotional violence, and bullying, the following case is important.

An employee of OC Transpo in Ottawa (April 6 1999) shot 4 employees dead, after which he shot himself. It was said that the employee had suffered from workplace harassment. The definition of workplace violence that had to be included in the coroner’s examination had to include definitions of physical violence as well as psychological violence[12]. Psychological violence or emotional violence includes acts such as bullying, mobbing, teasing, ridicule or any word or deed that could psychologically harm or single out an individual person in the workplace.

From the inclusion of emotional violence in the definition of workplace violence, it can be asserted that definition is very broad. Such a definition has helped to encompass several behaviors that are objectionable and are recognized as harmful to employees (Einarsen, 2002, 25-30).

How Bullied Persons Are Seen:

Usually, those who are bullied are seen as weak individuals or individuals that are different and singled-out. As opposed to the way that bullied person might be seen generally, s/he might well be a capable person, and one that handles his or her work independently. Quite often, such individuals are also well liked by their co-workers. However, bullies may pick on such individuals who may have a non-confrontative interpersonal style. Bullies may see the target as a threat, and set out to cut the target down. A bully of this kind may be a superior or even a co-worker. A co-worker may bully another worker because the target is considered one that is capable of excelling in his or her duties. A superior on the other hand may want to bully an employee in order to keep the target’s personality in check. This may be done in order to create or reinforce an impression of the superior being in control. Some superiors do take pleasure in bullying their employees in order to, in typical terms, show them who is the boss.

What is a Bully Like?

Bullies are usually insecure individuals, lacking social skills. The have little compassion for individuals in general, but tend to be harsh on individuals whom they decide to target. Bullies generally try to turn their insecurity outwards by targeting others. They take pleasure in knowing that they can throw their weight around. They use their positions to attack fully capable individuals around them by subjecting them to undue criticism. A bully may also tend to humiliate, ignore and isolate a target in front of others[13].

If the bully is in a senior position, s/he may make things difficult for the target or victim to work through. This would include setting up tasks that cannot realistically be achieved[14]. A bully may also take away important tasks from a target and replace them with demeaning ones. No matter what a bully does to intimidate a target, the basic idea is to control situations and environments.

What Does Bullying Do to An Organization?

Bullied employees tend to waste anywhere between 10 to 52 % of their work time. Many of them spend time preparing themselves against bullies, searching for support, thinking over the situation, and suffering stress and demotivation[15]. Many of them also do not show up for work regularly due to stress and stress-related illnesses caused.

A work environment in which employees are bullied is poisoned with lack of morale, anger, fear, depression, and related feelings. All this results in an employer suffering: loss of efficiency, absenteeism, high turnover of staff, and lawsuits[16].

Not only does an employer suffer because of bullying in a workplace, but bullying has an impact on the target’s family and friends as well. The daily stress that an individual suffers is carried to relatives and friends. A target’s marriage is also likely to suffer as well with long-term stress. Friendships too come under strain because a target may become possessive (Badzmierowski & Dufresne, 2005).

The damages caused by bullying also impact the healthcare system. This is because those who suffer stress through bullying tend to receive medication and counseling for coping with the problem, and these could last for significant periods.

Bullying and Workplace Violence:

Workplace violence is a practice that might be physical or emotional. This means that the tactics used in the process may be physical or emotional. Bullying is one of the tactics considered under workplace violence. Encompassing the emotional tactics used in workplace violence are: bullying, incivility, disrespect, psychological abuse, and emotional harassment. All these tactics may also be referred to as ‘psycho terror. Whichever way one chooses to define and describe these various aspects of workplace violence, they all have the same impact. This is to say that they all result in work time being lost, demotivated employees, medical claims, legal fees, and ultimately, company decline. Quite obviously, there are tremendous losses experienced in terms of both financial loss and in quality of life (Badzmierowski & Dufresne, 2005).

Focusing more on bullying as a tactic of emotional workplace violence, it can be asserted that bullying is any form of negative behavior that shows disregard for other workers. It might be asserted here that along with there being several definitions for bullying presented by various scholars, there are also several behaviors that may coincide or overlap bullying behaviors. However, it can also be asserted that bullying and other overlapping practices are emotional workplace violence. Bullying is thought to consist of some of the following negative behaviors:

Harassment
Incivility
Teasing
Gossiping
Purposely withholding business information
Overruling decisions without a rationale
Sabotaging team efforts
Demeaning others
Verbal intimidation (Badzmierowski & Dufresne, 2005)

In addition to the above types of bullying, there are several more that may be included.

The different types of bullying that can occur do so in an organization that tolerates incivility. Though organizations may be aware of the damages that bullying does to an organization, responses to the problem are insufficient. Many managers ignore incivility because they either do not want to get involved or they simply believe that it is too much of a waste of time getting involved. Managers sometimes like to keep their slates as clean as possible. So they would rather avoid getting themselves into any interpersonal conflict.

In addition to managers not wanting to get into interpersonal conflicts, many of them may not even hear of any problems in the workplace. This could be for various reasons. Perhaps their co-ordination is insufficient and the opportunity for employees to bring up these kinds of problems does not arise. Some employees might feel that they would be going way beyond expected territory if they were to take complaints forward (Badzmierowski & Dufresne, 2005).

Another reason why managers may not hear about bullying at the workplace is because employees are afraid to bring these issues up even if the opportunities do arise. Employees may be afraid to bring bullying matters up because there are organizations that would regard these complaints as personal disputes and they may not be seen as the concern of the management. It might be asserted here that this could occur because managers know that employees would not take these matters too far even if they were to get serious. However, targeted employees have been known to bring lawsuits against companies for bullying. In the UK, there is legal support for employees that feel bullied, as the UK suffers a loss of several working days and revenue due to workplace bullying. The matter is a serious one, and so is the legal protection of targeted employees in the UK.

Though there is legal protection available for targeted employees, there are organizations that permit or even reward blatant confrontation among employees. This is done in the name of competition within organizations. However, there are lines that need to be drawn and if rude language and negative behaviors are overlooked, an organization can suffer intensely.

“Research shows that when targets believe that someone at work has treated them disrespectfully, half will lose work time worrying about future interactions with the instigator, and half will contemplate changing jobs to avoid a recurrence. One-fourth of research respondents who feel that they have been treated uncivilly will intentionally cut back their work efforts. A few will steal from their instigators or their organizations. Some will sabotage equipment. Most will tell friends, family and colleagues about how badly they have been treated…in the worst case, some targets of incivility will exit” (Pearson and Porath 2005).

Fundamental Features and Categories of Bullying:

According to common terms, bullying is known as a type of harassment, carried out by one child over another who is seen as weaker. With this common view of bullying in mind, there are three common features in this form of behavior:

It is aggressive and negative, both
The behavior is sustained
There is in inequality in power of the bully and the target, with the bully having more power (Einarsen, 2002, 25-30)

There are also two main categories into which bullying falls. These are:

Direct and
Indirect bullying, which may also be called aggression

Direct bullying is common among males. Indirect bullying is common among females and children. Indirect bullying usually results in the target becoming socially isolated. There are several ways through which this may be achieved. Some of the ways include: gossip, ignoring the target in public, treating those who mix with the target in the same manner, and finding fault with the target’s style of dressing and various other social belonging that the target may have, such as his or her religion, race, disability, etc.

Bullying can take place in almost any type of set up. It is known to commonly take place in schools, colleges, universities, workplaces, in neighborhoods, and even between countries. No matter where bullying takes place, it must be noted that the element of power has an important role to play, and the power structure seems to be of great importance (Einarsen, 2002, 25-30). To observers of a relationship in which bullying takes place, the power a bully has is dependant on the perception a target has of the bully. The target usually is afraid to defend him or herself effectively. In many cases, a target has reason to be intimidated. S/he may fear the bully may carry out threatened actions such as physical/sexual violence, or loss of livelihood.

Features of bullies:

There are few notable characteristics of bullying, particularly in male bullies. These include the need for a bully to feel in control and be powerful, sadism, which is a situation where a bully gets satisfaction at watching another person suffer, complete lack of consideration for others, and a particular pattern according to which they work in order to blame the target (Einarsen, 2002, 25-30).

Quite commonly, an individual’s upbringing is blamed for the way that a bully behaves. It is thought that a bully may have been brought up in an abusive environment where s/he might have been exposed to physical forms of punishment at home, little or no parental concern, and an environment in which violence has been used as a way of sorting out problems.

Other research reveals that aggressiveness and forceful behaviors, perceiving other’s behaviors as aggressive, a drive to preserve one’s image, and demonstration of obsessive actions are also observed[17].

Types of Bullying:

Bullying, whether a male or a female carries it out, may be considered to be an obsessive and compulsive behavior. This behavior has repeated actions or verbal insults that are used in order to have power over a target (Einarsen, 2002, 25-30). There is also a mixture of intimidation and humiliation used against targets. Some examples of bullying techniques are given below:

Name-calling often using the target’s or victim’s names; commonly, the target is accused of being useless in all s/he does
Gossiping about the target
Stealing items that belong to the victim
Unjustly demoting a victim
Use of threats to get a victim to do what a bully wants
Cyberbullying; this includes making use of various information technologies to bully a victim
Physically assaulting a person or his or her property
Blackmail
Framing a victim before an authority figure
Use of insulting remarks against a victim’s family,
about one’s home,
personal appearance,
sexual orientation,
religion,
race,
income level,
or nationality
Ignoring or Isolating a victim
Interfering with a victims personal belongings, and damaging them or using them to mock a victim
Dominating a victim by staring
Insulting graffiti[18]

When bullying occurs in school

Work is one of the main ways individuals participate

Work is one of the main ways individuals participate in society and the workplace will be one of the principal communities to which a worker belongs. Judicial recognition of this has been slow to emerge. Traditionally the courts have focused very strongly on the employee’s financial interest in the relationship. By so doing they tended to ignore the fact that what workers gain from employment is not merely wages. For instance, ‘A person’s employment is an essential component of his or her sense of identity, self-worth and emotional well-being[1].” Therefore this assignment will consider whether or not the duty of trust and confidence should be implied into every employment contract on policy grounds. This will be achieved by a detailed discussion of the position of mutual trust and confidence, including its development into the employment relationship. It will consider in detail the judicial position of mutual trust and confidence, it will be argued that this has become synonymous with the duty of trust and confidence, and the rationale for its inclusion can be seen as that of public policy.

It is well known that an employer is subject to certain implied duties. One of the most important of these duties is the implied term of mutual trust and confidence, which as Cabrelli[2] points out “which from the perspective of the obligations imposed upon the employer, has been expressed as a duty upon the employer not, without reasonable and proper cause, to act in such a way as would be calculated or likely to destroy or seriously damage the relationship of trust and confidence existing between the employer and its employees[3]

The breadth of the definition of the implied duty of trust and confidence has spawned much litigation in recent years. This implied term has also generated a great deal of academic attention, having been described as assuming a ‘central position in the law of the contract of employment[4]‘, as being ‘undoubtedly the most powerful engine of movement in the modern law of employment contracts[5]‘ and as forming the ‘cornerstone of the legal construction of the contract of employment[6]‘.

There is a view that the implied term of trust and confidence may evolve to engulf the more ‘traditional’ implied terms and this has been well expressed in academic circles. For instance, Freedland points out that:

“Almost any particular implied term of the contract of employment could in theory be placed under … [the] umbrella [of the general obligation of mutual trust and confidence]; it remains to be seen how far this framework approach will lead to the swallowing up of existing, hitherto distinct, implied terms[7]”.

Whilst there have been a number of notable recent common law developments, the most significant may well be the emergence of mutual trust and confidence. This is in part because ‘[T]he open-textured nature of the term makes it an ideal conduit through which the courts can channel their views as to how the employment relationship should operate[8].’ For instance, Hepple suggests, with reference to the ECHR, that ‘since the court must act compatibly with convention rights, the duty of trust and confidence also embodies a duty to respect the convention rights of an employee[9]‘. Another reason is the wide-range of situations which have been held to fall within the ambit of the term[10]. Moreover, it may be that in time, ‘the obligation will come to be seen as the core common law duty which dictates how employees should be treated during the course of the employment relationship[11]‘.

Trust and confidence’ is used to refer to a type of fiduciary relationship the key element of which is the duty to act in the interest of another. In employment law, however, trust and confidence has a different meaning. It refers to an obligation implied into all employment contracts, which requires the parties not to conduct themselves in a way which is likely or calculated to destroy the relationship of trust and confidence between them. As an implied term it is subject to the usual rules of implication, including the possibility that the parties may be able to exclude its application[12]. Furthermore, the implied obligation of trust and confidence is mutual, in that both employer and employee must maintain a good working relationship. Fiduciary duties, on the other hand, are not mutual; they are always owed by one person to another.

The notion of trust and confidence developed out of the well-established requirement of co-operation. Despite its name, this duty was traditionally imposed on employees only, most notably in the form of the obligations of obedience and faithful service[13]. In the mid to late 1970s the courts began to reverse the duty of co-operation and to impose new obligations on employers. At first this occurred in cases where there was a particular relationship between the parties[14] or where the conduct of the employer was particularly serious[15].

A general principle was formulated in Wood v Freeloader[16], where the chairman of the tribunal held that ‘there is an implied duty of co-operation between employer and employee and in particular a duty implied by law that an employer will not do anything which would undermine the continuation of the confidential relationship between employer and employee’. The present formulation of the implied term was finally put forward in the case of Courtaulds Northern Textiles Ltd v Andrew[17], and was accepted by the Court of Appeal in Lewis v Motorworld Garages Ltd[18] and by the House of Lords in Malik v BCCI[19].

It has, therefore, been argued that the concept of trust and confidence was developed in employment law through the adaptation of an existing contractual concept, without reference to fiduciary duties. In recent years both courts and academics have recognised that employment is in many respects not comparable to a straightforward exchange-based contract, and that therefore a significant degree of co-operation is required of both parties. However, contract remains at the heart of the employment relationship, and in classic contract law, the parties are only obliged to co-operate to the extent that is necessary to make performance of the agreement possible[20]. In the context of employment this means that each party must have regard to the interests of the other, but, as Elias J rightly emphasised in Fishel, they need not put those interests ahead of their own.

In his paper ‘Beyond Exchange: The New Contract of Employment[21]‘ Brodie raises the question as to ‘whether the law of the employment contract as a whole will continue to evolve so that the contract could be categorised as one of good faith. To put it another way, will the contract become one of good faith rather than merely a contract which contains elements of good faith’. This recognition of the implied term’s potential for further development is to be welcomed.

Linda Clarke has also formulated an argument for a changed perception of the employment relationship, on the basis of the implied term: ‘by recognising the employment relationship as a fiduciary one, it will be easier to argue for the extension of the implied term of mutual trust and confidence to cover positive duties to give employees information’. It is certainly true that the employee in University of Nottingham v Eyett[22] would have been better off, had his employer been under a duty to volunteer information. However, this result can be achieved without turning employment into a fiduciary relationship. There is no reason why the implied obligation to maintain trust and confidence should not be used to impose positive duties on both employers and employees. If used to its full potential, it can provide an adequate degree of employee protection. Regarding employment as fiduciary in nature would, instead of advancing employee rights, carry serious negative connotations for employee autonomy, by exposing employees to a corresponding duty to provide information.

The case of Visa International Service Association v Paul[23] is a case which is worthy of consideration here. In this case it was held that an employer breached the implied duty of trust and confidence where they failed to inform an employee of the emergence of a post for which she considered herself suitable. Indeed, it provides support for the emergence of an overarching and distinct concept of trust and confidence since it suggests that an employee can be successful if they raise a claim for recovery of economic loss for a failure of the employer to inform based on a repudiatory breach of the duty of trust and confidence[24]. One view of the result in Visa International is that it conceptualises the duty of trust and confidence as an overarching premise distinct from the other ‘traditional’ implied duties.

An important issue which the courts and tribunals have had to consider is the import of an express term in a contract of employment which is, on the face of it, incompatible with an implied term. The question here is whether the latter is sufficient to disapply the former or vice versa-in other words, what happens in the case of a ‘clash of contractual terms’?

Johnstone is the most important case in this area and deals with this issue. In Johnstone, the written contract of employment stated that a junior doctor was under a duty to work 40 hours a week and that the employer had the discretion to compel the employee to work for a further 48 hours per week. What is noteworthy is that there was no express waiver of the implied duty to exercise reasonable care. Instead, the question was whether the express terms on working hours were disapplied by the implied duty to exercise reasonable care.

In Johnstone[25], the judges in the Court of Appeal were divided on how to deal with the incompatibility issue. To summarise, in his dissenting judgement, Leggatt LJ held that an implied term could not supersede an express term. Conversely, Stuart-Smith LJ held that an express term could be disapplied by an implied term where the two conflicted and the implied term ought to prevail based on ‘principle’. Browne-Wilkinson V-C held that the implied term must coexist with the express term without conflict. The ‘Browne-Wilkinson’ approach can be reformulated in two ways: First, as another way of saying that an implied term cannot supersede an express term; or, alternatively, as holding that the scope of the employer’s implied duties required to be carved with reference to the express terms of the contract.

The question is whether the analysis in Johnstone translates to the implied duty of trust and confidence. The answer would appear to be that the effect of the incompatibility problem is resolved in the same way, regardless of the type of implied duty. Second, and shifting the focus from the generic employment contract to the implied duty of trust and confidence itself, the courts have indicated obiter that they will uphold exercises in contracting out of the implied duty. In Malik, Lord Steyn stated that the implied term of mutual trust and confidence operated as a default rule, and that the parties were free to exclude it or modify it[26]. This analysis is entirely consistent with the decision of the House of Lords in Johnson v Unisys Ltd[27]. Of course, there are limits to the doctrine of contracting out. For example, the argument in Horkulak v Cantor Fitzgerald International[28] that the size of an employee’s remuneration and benefits package written into their contract of employment justified the disapplication of the duty of trust and confidence was not upheld. However, what we do have is an indication by the House of Lords that the implied duty is a default rule and as such susceptible to exclusion, modification or limitation. For this reason, the writer would submit that based on the conceptual underpinning of UCTA and the dicta of Lord Steyn in the House of Lords on a balanced view, contracting out of the implied duty of trust and confidence is possible.

There is a view that the mutual duty of trust and confidence is unavailable in a positive sense to compel the employer to take action or enjoin conduct. Instead, it is said that its main purpose is to prohibit conduct damaging to the employment relationship. The argument holds that one means of distinguishing between the two implied duties is by invoking the positive/negative dichotomy.

However, it is submitted that the assertion that the duty of trust and confidence only applies in a negative context, i.e. to hold that the conduct of the employer amounted to a repudiatory breach of contract is incorrect. There are many cases which demonstrate that omissions by an employer will also be sufficient to amount to a repudiatory breach of the duty of trust and confidence. For example, in Reed v Stedman[29], the employer’s failure to investigate an employee’s complaints (to colleagues) of sexual harassment was enough to justify a finding of breach of trust and confidence. On the basis of the above cases[30], it would appear that the positive/negative conduct dichotomy cannot be used as a means of denying evidence for the evolution of an abstractual, all-embracing concept of mutual trust and confidence which is equivalent to the sum of its parts.

An analysis of the law in this area and of academic opinion, demonstrates quite clearly the need for the duty of trust and confidence, it is difficult to see how an employment contract can succeed without such an implicit duty. This is a basic duty which in its simplest form requires the employer to respect the worker and for the worker to respect his employee, it is difficult to see how an employment relationship could be successful without this basic requirement, despite judicial opinion to the contrary. Therefore it must be concluded, that currently all successful employment relationships require this basic duty to succeed, and in response to the question posed public policy does require that such a duty be imposed into every successful employment contract. This would not only regulate the employment relationship but it would ensure that it was a happy and successful relationship, one that benefited society.

Bibliography

Cases

Croft v Consignia plc [2002] IRLR 851

Courtaulds Northern Textiles Ltd v Andrew [1979] IRLR 84

Fyfe & McGrouther v Byrne [1977] IRLR 29

Isle of Wight Tourist Board v Coombes [1976] IRLR 413

Johnson v Unisys Limited [2001] IRLR 279

Johnstone v Bloomsbury Area Health Authority [1991] IRLR 118

Lewis v Motorworld Garages Ltd [1984] IRLR 465

Malik v BCCI [1997] IRLR 462

Nottingham v Eyett [1999] IRLR 87

Re Public Service Employee Relations Act [1987] 1 SCR

Reed v Stedman [1999] IRLR 299

TSB Bank v Harris [2000] IRLR 157

Visa International Service Association v Paul [2004] IRLR 42

Wood v Freeloader [1977] IRLR 455

Waltons v Morse & Dorrington [1997] IRLR 488

Journal Articles

Brodie D, (1998) “Beyond Exchange: The New Contract of Employment” 27 Industrial Law Journal 79

Burrows,(1968) “Contractual Co-operation and the Implied Term” 31 Modern Law Review 390

Brodie D,(1996) ‘The Heart of the Matter: Mutual Trust and Confidence’ 25 Industrial Law Journal 121

Collins H,(2003)”Employment Law”, Oxford: Oxford University Press Collins H,(2003)”Employment Law”, Oxford: Oxford University Press

Books

Bowers J & Honeyball S, (2002) “Bowers and Honeyball Textbook on L

Labour Law”, Oxford University Press

Cabrelli D, (2005) “The Implied Term of Mutual Trust and Confidence: An Emerging Overarching Principle?” Industrial Law Journal 34 (284)

Deakin s & Morris G, (2003) “Labour Law”, Third Edition, Lexis Nexis

Dudington J, (2003) “Employment Law”, Pearson Higher Education

Freedland M,(2003) “The Personal Employment Contract” Oxford: Oxford University Press

Lewis D & Sargeant M, (2005) “Employment Law” , Pearson Higher Education Press

Willey B, (2003) “Employment Law in Context”, Pearson Professional Education

1

Why Did Communism in Europe Fail?

The year 1989 saw a surprising and swift transformation of Central and Eastern Europe. Where only a few years before the ouster of communism would have been unimaginable, now country after country removed its communist government and embraced some form of democracy. Never in human history has there been such a sweeping governmental change apart from the result of some military engagement (Schopflin 1990, 5). Examining the reasons behind the fall of communism presents… First, the theoretical model of communism itself is flawed. It makes incorrect assumptions about human nature and supports an unsustainable economic matrix. Economic and political pressures in Central and Eastern European economies during the 1980s exposed these inadequacies. Thereafter, an overextension of Soviet resources due to military spending combined with global pressures in regards to human rights initiatives led to one country after another freeing itself from Soviet control.

Communism is a political and social system based on a concept of equal distribution of resources. Ideally, goods and services are owned communally amongst all citizens of a communist state, and distributed equally so as to meet each person’s need (Stokes 1993, 5). The problem comes in the actual application of communism, as it works counter to human nature. First, the system assumes that each worker will work to his or her capacity for the good of all. In reality, workers soon realized they would be paid the same no matter how hard they worked, and without the incentive of personal gain, began producing at the lowest possible level. Famous Russian economist Boris Brutzkus noted that the idea of equal compensation for skilled and unskilled labour undermined productivity and created an economically unsolvable problem (Wilhelm 1993, 346). In addition, any risk related to innovation is transferred wholly to the state, so the worker “loses little in the event of failure and gains nothing in the event of success,” making it impossible to motivate him or her to full productive potential (Wilhelm 1993, 349). “If profits must be handed over to the public treasury, and losses are made up with subsidies, there is no incentive to be innovative and efficient” (Fischer 1991, 12).

The communist model similarly assumes that political leaders will act in the best interests of all the citizens of the state, rather than simply in their own. Fischer notes that power is an extremely corrupting force, and rarely if ever do those with significant power avoid its corrupting influence (Fischer 1991, 12). This was made particularly clear in countries such as Romania, where the communism state became in essence a totalitarian dictatorship under Ceausescu (Hall 2000, 1070). Central and Eastern European countries were by and large governed by a handful of leaders who had enormous control over their fellow citizens, and were often both personally and politically corrupt in their administrations (Fischer 1991, 12).

Because of these misunderstandings of human nature, communism is not designed with the checks and balances common to a democratic government (Fischer 1991, 12). For example, democracies have both secret elections and a free press. Regular elections provide a voice to the citizens of a country in determining its leadership. This forces leaders to listen and be responsive to the citizenry, less they be removed from power. A free press both informs citizens of what is happening in the country and government and exposes corruption. (Wilhelm 1993, 352). Uncensored media similarly forces leaders to act ethically and not mistreat the citizenry. Communist regimes in Europe lacked such systems of accountability, and as such, their leaders did not always act in the best interests of the average citizen.

Economically, there are also serious flaws in the communist model. Production results from the cooperation of labour, capital, and nature (Wilhelm 1993, 347). Communism based its economic model on “directed economic activity according to a unitary state plan based upon statistics, under which categories such as interest, rent and profit lost their significance” (Wilhelm 1993, 346). Markets and the forces that shape them were replaced by a planned system based on labour costs (Wilhelm 1993, 346). This led to further problems, as it oversimplified the economic factors at play in the counties’ industries, which led to incorrect production planning. According to Brutzkus, “the socialist state is not in a position, even with the help of all its scientific theory and immense statistical apparatus, to measure the needs of its citizens or to reduce needs to one level; for this reason it is unable to provide production with the guidance it needs” (Wilhelm 1993, 347).

In short, Brutzkus anticipated what the literature on communist economies calls the success indicator problem. The government was not able to successfully plan for the complexity of the market. “This process is infinitely more complicated than that which takes place under capitalism, where at worst the entrepreneur will have to increase his price to cover this or that means of production” (Wilhelm 1993, 348). The results were Central and Eastern European nations with overly-specialized industry that had no market except the Soviet bloc, fewer than needed consumer products, and an uneven proportion of manufactured products to the demand of the populace (Karatnycky 2002, 57). In contrast, while price liberalization in post-communist Poland “brought an immediate end to the pervasive shortages and queues that had plagued Poland’s centrally-planned economy” (Kramer 2004, 60).

A centrally-planned “command economy” is “an engine for the dissipation of social energy and resources,” that is only effective in mobilizing resources for a short period of time (Wilhelm 1993, 353). After this the communist economic model leads to rapid deterioration and becomes increasingly ineffective as time goes on (Wilhelm 1993, 353). The communist bloc was able to live off the resources it possessed prior to communization, such as surplus rural labour and certain capital resources, through the 1950s (Schopflin 1990, 4). This reinforced the idea to some that the communist economic plan was workable. However, as these resources dwindled and economic indicators declined, the standard of living in communist Europe became noticeably lower than her capitalist counterpart. Wilhelm contends that when statistics are adjusted for their propagandistic distortions, “East Germany was poorer than Mexico… West Germans received a rather nasty shock when they were able to enter East Germany and see the actual state of the East German economy for themselves (Wilhelm 1993, 352). This led to growing unrest amongst the citizens of Central and Eastern Europe, who saw themselves falling farther and farther behind the West.

At this time the Soviet Union, the main customer for Central and Eastern European countries’ exports, was also facing economic difficulties. Some of this was due to the slowing of its own communist economic system and the global pressures also faced by the European communist countries (Stokes 1993, 56). In addition, a heightened arms race with the United States and its long and disastrous engagement in Afghanistan caused the USSR to commit more to its military spending than it could afford (Stokes 1993, 58). This both left less to spend in its satellite countries and fewer military troops to commit to suppressing uprisings in Europe. As the postwar status-quo depended in part on the threat of Soviet military intervention, this added to the growing instability in Central and Eastern Europe (Kramer 2005, 11).

The communist European nations were historically not independently supportive of communism, but had communism imposed upon them unwillingly after World War II (Kramer 2005, 10). From the beginning, Eastern European countries were subjected to and directed in communism “firmly against the wishes of the majority” (Schopflin 1990, 4). One Baltic leader described the events of 1989 by saying “we could finally end the illegal occupation of our country and rejoin the community of free nations” (Kramer 2004, 21). Because the populations of these countries were not ideologically supportive of communism, their governmental leaders had to utilize both force and the threat of force to keep the countries functioning (Kramer 2004, 21). By the 1980s, the Soviet Union did not have the resources to do so, nor did many of the European countries in the Soviet bloc (Stokes 1993, 58). In addition, then leader of the USSR Gorbachev was less quick to turn to a military solution. “Unlike in 1956, when Khrushchev ultimately relied on military force to preserve the Communist bloc, Gorbachev… actively encouraged drastic political changes in Eastern Europe that would defuse the potential for another violent uprising like the one that engulfed Hungary in October-November 1956 (Kramer 2005, 69). The resulting combination of Gorbachev’s reforms, his reluctance towards military force, and his “reorientation of Soviet foreign policy had a profound impact on the politics of Eastern Europe” (Kramer 2005, 69).

Finally, there was a growing emphasis on human rights. This also caused the communist regimes to pause and consider use of military force against civilian uprisings. “The insistence on the introduction of human rights into the Helsinki process resulted in the slow but inexorable diffusion of the principle into Soviet-type politics and contributed qualitatively to weakening the legitimating force of Marxism-Leninism (Schopflin 1990, 16). This provided intellectuals in the Central and Eastern European opposition movements with “an intellectual basis from which to attack and thus erode the official systems” (Schopflin 1990, 16). It also gave workers reasons to organize collectively. When faced with a government that seems fundamentally unchangeable, people will only organize to resist if given some idea or goal of value which they can support (Benda et al. 1988, 228-29). All the major democratic oppositions in Central Europe had as leaders activists that had at one time or another been human rights dissidents (Isaac 1996, 303).

The system was untenable, the citizens were unhappy, and those interested in political reform had a reason to begin organizing. At this point, the next ingredient necessary for communism’s demise was technology. Where in the past a particular government could cover-up or minimize an uprising in one place, preserving the threat of force and fear in its citizens, increased use of technology exposed these attempts and the sometimes blatant lies told by government officials(Kramer 2005, 82) For example, because of technological advances in broadcasting, “West German television broadcasts reached the large majority of households in the GDR, almost all East German citizens were able to watch uncensored coverage of Gorbachev’s perestroika and glasnost (Kramer 2005, 82). As Stokes concludes, the response of Central and Eastern European countries in 1989 “was not a revolution of total innovation, but rather the shucking off of a failed experiment in favor of an already existing model, pluralist democracy” (Stokes 1993, 260). The collapse of communism in Hungary began in 1986, when the country’s intellectuals began to abandon Kadar, who refused to recognize or act upon the country’s economic crisis situation (Schopflin 1990, 7). Similar processes occurred in Poland, Bulgaria and Czechoslovakia (Schopflin 1990, 7). Because they were increasingly exposed to the existence of a better system, they were empowered to push for it in their own countries.

In the end, communism failed from a combination of factors, not the least of which was its own internal flaws. It may be that the twentieth century’s experiment in communist Europe was misguided from the start. “According to Marx’s materialistic conception of history, societies pass through four formative stages on their way to becoming communist: asiatic, ancient, feudal, and bourgeois capitalist” (Koranda 1990, 19). However, this was not true for any of the Eastern European countries with communist governments in the twentieth century. Russia forced communism on these countries, rather than it evolving in some natural pattern. “Disregarding Russia, many of the European countries that went through Communism had belonged, in the past, in whole or in part to the Austrian-Hungarian Empire” and had governments closer to a feudal system than any other. (Kovac 2002, 178). Marx might well argue, therefore, that these countries were not ready for communism when it was imposed upon them.

Koranda would contend, however, that in reality Marx got the order wrong. Communism is, in his argument, the guild stage which many Western European countries passed through on the way to capitalism. Since many Eastern European countries were closer to feudal than free-market prior to World War II, from Koranda’s theoretical standpoint, formerly Communist Europe is now progressing “naturally” from communism to capitalism (Koranda 1990, 20). This would explain communism’s initial success, and the need for it to be eventually supplanted by capitalism.

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