Wednesday, October 30, 2019

Why teenagers should have a curfew Research Paper

Why teenagers should have a curfew - Research Paper Example They get ample of time in the nights to enjoy and do the new things. This inclination involved many youths in midnight criminal activities. Different cities of America and other countries enforced youth curfew to curtail crime ratio and enhance youth safety. Omaha enforced first teen curfew in 1880. There are mainly two types of curfews enforced in different countries with different limitations and these are, city enforced curfew and parental curfew. Curfew did a great job in reducing crime rate, increasing youth safety and making parents more responsible in caring teenagers, importance and outcome of all these achievements be discussed below. By 2010, 500 US cities imposed curfew on under 18 teenagers prohibiting their move out in streets. Even teenagers were prohibited to move in streets or anywhere away from home on weekends. Curfews in American cities are saving teenagers from becoming unintended victim of criminals and other adult violence. Reduction in midnight juvenile crime r ate and youth victimization is the main aim of teenage curfew. New Orleans, Texas and Detroit city enforced teenage curfew and after three years observed decline of 84% in all midnight criminal activities. †status offences† laws were implemented in California resulted in reduction of 32% of midnight burglary crimes from 1978 to 1997 (Males & Macallair 1999). Most of the cities imposed penalty of 500 US dollars on juvenile appearance at public places after 11 pm. This reduced the theft, sexual abuse and shooting cases in the cities. â€Å"Comprehensive community based curfew programs† were introduced by office of juvenile justice in 1996 in America. The annual report showed great decline in youth victimization in the cities (Males & Macallair 1999). Los angles carried out comprehensive analysis from July 97 to 98. In first six months of curfew enforcement, 4810 people were arrested in 97 and produced no effect on youth crime and victimization. However, during the n ext six months, the curfew arrests cut back sharply due to decline in youth crime (Males & Macallair 1999). Teenagers are considered new comers in the outdoor life. Teenage is the stage when youths are more curious about the future and want to forget the past time. Despite knowing all the emotions, yet parents want to minimize teen exposure to outer world in order to save them from lot many problems. Teens in their early youth stage are prone to ills like Intoxication, murder, drinking, smoking, sexual abuse and criminal activities (Office of Juvenile Justice and Delinquency Prevention 152). Despite ensuring safety, curfew helps teen in understanding family life and customs. They spare more time for the activities like, religious duties, school or college work, sports and any other thing considered necessary by parents for saving the teenager from abuses of outer world. Teens also sometimes understand the importance of curfew for their safety. It is sometimes very difficult for a yo uth to get out in the streets at midnight especially the young girls cannot afford this practise too long. There have been recorded incidents of sexual attempts on the teen girls roaming around in the silent streets of California (Ruefle & Brantley 189). Therefore, at some stage of their life, they thank their parents for saving them from violence and youth offences. Teens at the age of 16 or 17 normally do not understand what parents say and with which purpose. Teens normally think that parents are taking away their freedom by restricting their life. It is very important aspect of curfew that teens are not treated as adults in American cities (Ruefle & Brantley 192). Curfew makes youths more responsible to handle life affairs when they reach adult stage. Curfew help youths to be accustomed with disciplined

Monday, October 28, 2019

Le Secteur Pharmaceutique Doit Actuellement French Essay

Le Secteur Pharmaceutique Doit Actuellement French Essay Le secteur pharmaceutique doit actuellement faire face diffrents problmes. En effet, dici 2012, les leaders du march vont perdre les brevets de leurs produits vedettes. Une fois tombs dans le domaine public, ces brevets vont ainsi pouvoir profiter aux mdicaments gnriques qui gagnent de plus en plus de part de march. De plus, les gouvernements des pays industrialiss rentrent dans une politique de rduction des dpenses lies la sant ce qui a pour consquences des dremboursements de mdicaments et une baisse des prix. Il est de plus en plus complexe et long de lancer un mdicament sur le march ce qui a pour consquences daugmenter les coà »ts et de diminuer la dure de vie du produit sur le march. Face cela, les groupes de lindustrie pharmaceutique se rapproche et crent une pression concurrentielle de plus en plus importante. Lentreprise pharmaceutique Merck, consciente des challenges que lui impose son environnement, a dcid en 2009 de fusionner avec un de ses concurrents: Shering Plough. En effet, aprs Introduction Lindustrie pharmaceutique reprsente aujourdhui le secteur le plus fructueux de lconomie mondiale.Laugmentation significative de lesprance de vie, laccs de plus en plus large aux diffrents services de sant et la science en perptuel progrs sont trois des nombreux facteurs expliquant limportance de linfluence de cette industrie sur notre conomie. Bien que trs rentable, cette industrie prsente aussi diffrents obstacles pour les entreprises qui doivent ainsi relever de nombreux dfis sur ce march. En effet, celles ci doivent affronter une concurrence trs importante, notamment due aux mdicaments gnriques. De plus, les entreprises pharmaceutiques doivent faire face une vigilance croissante venant des autorits (la FDA et la EMEA) ce qui ralentit souvent la commercialisation de leurs produits. Enfin, une barrire financire freine souvent les entreprises, les budgets ncessaires la recherche et au dveloppement des produits tant excessivement importants. Afin de se maintenir sur le march, les entreprises doivent continuellement revoir leur stratgie et sont ainsi amenes se transformer en prenant dimportantes dcisions stratgiques. Cest le cas de lentreprise Merck qui, jusquen 2009, tait la 7me plus grande entreprise du march pharmaceutique et qui a dcid de fusionner avec un de ses concurrents Schering Plough, devenant ainsi le 2me leader mondial pharmaceutique. Afin de comprendre les facteurs responsables de cette dcision de fusion, nous prsenterons dans un premier temps le secteur pharmaceutique dans son ensemble et son environnement concurrentiel puis nous nous focaliserons sur lentreprise Merck. Puis dans un deuxime temps nous analyserons les causes internes et externes lentreprise qui ont encourag cette dcision. Enfin, nous tudierons la dcision de fusion plus en dtail, son droulement, ses modalits et les diffrentes consquences. Diagnostique interne et externe de lentreprise Merck 1.1 Analyse externe: le secteur pharmaceutique Lanalyse externe de lentreprise Merck a pour but de comprendre les dynamiques de lenvironnement sur sa position stratgique et va donc ainsi nous aider expliquer sa stratgie de croissance et quels ont t les attraits et ses performances. Lindustrie pharmaceutique est un secteur conomique abritant la recherche, la fabrication et la commercialisation de mdicaments destins la mdecine. Nous allons donc ainsi analyser lensemble de ce secteur en dcrivant son activit, son environnement et ses concurrents. 1.1.1 Lactivit pharmaceutique Lactivit du secteur pharmaceutique est destine produire des mdicaments. Il faut savoir que sa dfinition rpond une dfinition juridique prcise. Larticle L. 5111-1 du code de la sant publique dfinit le mdicament comme suit:  «On entend par mdicament toute substance ou composition prsente comme possdant des proprits curatives ou prventives lgard des maladies humaines ou animales, ainsi que toute substance ou composition pouvant à ªtre utilise chez lhomme ou chez lanimal ou pouvant leur à ªtre administre, en vue dtablir un diagnostic mdical ou de restaurer, corriger ou modifier leurs fonctions physiologiques en exerà §ant une action pharmacologique, immunologique ou mtabolique. » Pour quun mdicament soit commercialis, il ncessite davoir reà §u lautorisation de mise sur le march (AMM). Il est prsent sous un conditionnement spcifique, sous la marque de lexploitant, identifi par une dnomination et fabriqu industriellement. Sur le march, il existe diffrents types de mdicaments: Les mdicaments dtenant un brevet (nous verrons plus tard la notion de brevet) Les gnriques: cest une copie parfaite dun mdicament dont le brevet a expir et qui est donc tomb dans le domaine public Les biosimilaires: selon la rglementation europenne de 2004, ils reprsentent  «tout mdicament biologique de mà ªme composition qualitative et quantitative en substance active et de mà ªme forme pharmaceutique quun mdicament biologique de rfrences » Les vaccinsqui permettent de simmuniser contre une maladie infectieuse. Une partie des mdicaments doit à ªtre prescrite par une ordonnance et peut à ªtre dlivre par une officine uniquement aprs avoir prsent une prescription dun mdecin tandis quune autre est vendu en libre service dans les pharmacies. Lactivit du secteur pharmaceutique est soumise une forte rglementation. En effet, elle porte sur: * Lautorisation de mise sur le march du mdicament Un mdicament doit possder une autorisation de mise sur le march pour pouvoir à ªtre vendu. * Les rgles de prescription et de dlivrance Certains mdicaments peuvent à ªtre dlivrs sans ordonnance mdical sur simple demande au pharmacien. Cependant, la majorit des mdicaments exige une prescription. Une ordonnance doit maner dun professionnel de la sant tel quun mdecin, un dentiste ou encore un vtrinaire†¦ Concernant lordonnance, celle-ci doit à ªtre rdige aprs examen du malade et doit comporter les informations concernant le prescripteur, celles propos du mdicament (dnomination, posologie, dure du traitement) et celles propos du malade. * Les conditions de remboursement * Les essais cliniques et la recherche * La proprit intellectuelle Les molcules originales bnficient dune exclusivit de commercialisation de 20 ans la date du dpà ´t du dossier pour obtenir le brevet. Lentreprise peut faire la demande de 5 ans supplmentaires. Aprs avoir dcris lactivit de ce secteur, nous allons analyser son environnement. 1.1.2 Lenvironnement et son impact Afin de comprendre linfluence de lenvironnement pharmaceutique sur le comportement des entreprises et des clients, nous allons baser notre analyse sur le modle de Pestel. * Politique gouvernementale Les politiques gouvernementales ont une forte influence ngative sur la stratgie des entreprises du secteur. Elles sont la base des enjeux de financement des dpenses lies la sant. Actuellement, dans la majorit des pays industrialiss, les gouvernements sorientent vers une diminution des dpenses des assurances maladies. Les consquences de ces restrictions sont la baisse des prix des mdicaments ainsi que des dremboursements mais aussi la promotion des gnriques qui les place alors comme un concurrent majeur des laboratoires traditionnels du secteur pharmaceutique. En effet, les gnriques affectent les ventes de ces laboratoires et deviennent donc les principaux bnficiaires de la restriction des dpenses de sant dans les pays industrialiss. * Economie et conjoncture Lconomie a une influence ngative mais cependant limite sur la stratgie des entreprises pharmaceutiques. En effet, les nouvelles mesures conomiques sur les dpenses de sant dues une dgradation des comptes des assurances maladies ainsi que la crise financire ont pour impact: => Une baisse des ventes de lauto mdicamentation soit des mdicaments non-rembourss car les consommateurs rvaluent leurs dpenses prioritaires =>Une rduction de la valorisation boursire due la crise financire qui incite les grands groupes entrer dans une phase de rachat, de fusion et de croissance. * Les comportements socioculturels Les comportements socioculturels ont une influence globalement positive sur le secteur pharmaceutique. En effet, les besoins mdicaux insatisfaits ne cessent daugmenter, la population mondiale devient de plus en plus à ¢ge et de nouvelles pathologies se dveloppent ce qui a pour consquences une demande croissante envers les laboratoires pharmaceutiques ainsi quune tendance au dveloppement des ventes. * La lgislation Le secteur pharmaceutique est soumis de nombreuses rglementations qui entravent fortement sa croissance. En effet, trois types de rglementations influent considrablement le secteur: Les brevets: La protection dun mdicament dure de 20 25 ans mais il faut savoir que 10 13 ans sont ncessaires pour dvelopper le produit et obtenir lautorisation de mise sur le march, il ne restera donc que 10 15 ans au laboratoire pour profiter de lexclusivit du mdicament. Lautorisation de mise sur le march: le processus pour obtenir cette homologation est de plus en plus complexe et difficile La fixation des prix et le remboursement: le prix et les conditions de remboursement dun mdicament sont fixs avant son lancement sur le march afin que les gouvernements puissent contrà ´ler les dpenses de sant et de permettre un libre accs au mdicament. En conclusion, les dpenses du lancement dun mdicament ne cessent daugmenter tandis que lexclusivit et les dlais de commercialisation ne cessent de diminuer. * Les volutions technologiques Lvolution thrapeutique est le second moteur de croissance du secteur aprs les comportements socioculturels. Les laboratoires ne cessent de rpondre la demande et de samliorer. Ainsi, les mdicaments rcents et plus chers remplacent les anciens et deviennent un bien de consommation courante li la qualit de vie. Ceci a pour consquence de placer la rechercher et le dveloppement comme le moteur de lindustrie et va lui permettre de se focaliser sur des nouveaux champs de recherche. * Lcologie Actuellement, les contraintes cologiques psent considrablement sur lindustrie pharmaceutique et cela deux niveaux: Les produits et les usines des industries pharmaceutiques ont un impact sur lenvironnement. Par exemple, des rsidus de mdicament sont retrouvs dans leau cause du rejet des usines, de llimination et du recyclage de leurs dchets. Lenvironnement actuel est la source de nombreuses pathologies modernes. Afin de conclure lanalyse de lenvironnement externe de lentreprise Merck, nous pouvons dire que le secteur pharmaceutique est marqu par un besoins important en mdicament dà » au vieillissement de la population mondiale, laugmentation de pathologies nouvelles et dune augmentation de laccs aux mdicaments dans de nombreux pays. Cette industrie est marque par une innovation constante qui joue le rà ´le de moteur dans un domaine ou les anciens produits sont souvent soumis un dremboursement. Cependant, les laboratoires pharmaceutiques doivent aussi faire face une augmentation des rglementations qui engendre des coà »ts suprieurs et qui diminue la dure de vie de leur produit sur le march avant que le brevet tombe dans le domaine public. Face une stratgie gouvernementale globale qui souhaite rduire les coà »ts lis la sant, les laboratoires traditionnels doivent subir la promotion des gnriques qui devient un de leur concurrent majeur. 1.1.3 Les concurrents prsents sur le march pharmaceutique Afin danalyser de faà §on pertinente lindustrie pharmaceutique et la concurrence, nous allons dfinir le modle trs utile des 5 forces de Porter. Ce modle va rpondre la question: quel est le fondement de la concurrence dans le secteur? Et nous allons y rpondre au travers de la hirarchisation des 5 forces de Porter. * La rglementation Le secteur pharmaceutique est soumis une forte pression rglementaire. En effet, le processus dhomologation dun mdicament est de plus en plus long et complexe (Brevets, AMM†¦) Il est impos tous les nouveaux produits pour quils puissent à ªtre vendus sur le march. Ceci a donc pour consquences daugmenter les coà »ts et les dlais du lancement du produit et donc de rduire son temps de commercialisation. * Concurrence intra-sectorielle Le march pharmaceutique est un march oligopolistique soit  «un march sur lequel la concurrence est fausse du cà ´t de loffre, du fait dun trs petit nombre de vendeurs par rapport la multitude des acheteurs » En effet, le nombre de laboratoire en concurrence troite sur le mà ªme traitement est limit. Nous pouvons prendre lexemple des vaccins grippaux dtenus seulement par Sanofi-Aventis, GSK et Novantis. Cependant, cette concurrence est marque par une forte pression due la mga fusion de Pfizer/Wyeth qui ouvre donc les portes une vague de consolidation. * Les fournisseurs Les entreprises de ce secteur se sentent en position de force face aux fournisseurs notamment dans la sous-traitance dactivit non-stratgique, tandis quelles auront une relation de partenariat avec les acteurs de recherche donc les laboratoires deviennent de plus en plus indpendants. * Les substituts Les entreprises pharmaceutiques ne sont pas menaces par les produits de substitution par quil nen existe pas. Cependant, elles se sentent de plus en plus menaces par la contrefaà §on qui touche les pays mergents. En effet, elle occupe de 6 10 % du march pharmaceutique mondial. * Les nouveaux entrants Les barrires lentre du secteur sont lourdes cause des rglementations, des investissements consquent ncessaire la rechercher et au dveloppement, aux technologies. La pression des entreprises actuelles du secteur vient surtout des gnriques qui profitent des brevets tombs dans le domaine public. Ils prennent une place de plus en plus importante dans le secteur cause de la promotion de ceux-ci par une majorit de gouvernements. Concernant les biotechs, ils ont plus un rà ´le de partenaires que de menace. Pour conclure, le march pharmaceutique est peu concentr lchelle mondiale. Toutefois, elle lest bien plus lorsquon centre son analyse par classe thrapeutique oà ¹ on est en situation doligopole. En effet, dans chaque classe, les 3 premiers mdicaments les plus consomms concentre plus de la moiti des ventes de la classe. Le nombre dentreprise est en augmentation face lessor des start-up de biotechnologies bien que la tendance au rapprochement de nombreux groupes diminue le nombre doprateur sur le march. Ces rapprochements actuels sont dus la perte des brevets car les 10 premires entreprises mondiales vont perdre leurs brevets dici 2012, elles vont donc à ªtre fortement soumises la menace des gnriques qui profitent des brevets tombs dans le domaine public. De plus, les rglementations deviennent de plus en plus complexe et retarde donc la mise sur le march du produit, augmente les coà »ts et diminue sa dure de vie sur le march. 1.2 Analyse de lentreprise Merck Co Merck Co, qui est galement connu sous le nom de Merck Sharp Dohme (MSD) est lune des plus importantes socits pharmaceutique dans le monde. Cre en 1891, Merck co tait lorigine une filiale de la socit allemande Merck KgaA mais pendant la premire guerre mondiale, elle devint une socit indpendante amricaine. Aujourdhui, Merck Co emploi 51 000 employs dans 120 pays et 30 usines travers le monde. Elle a donc bien plus de poids que son ancà ªtre allemand qui lui, emploi 32800 employs travers 62 pays. En France, lentreprise est connue sous le nom de MSD. La socit Merck Co est hautement axe sur la recherche et linnovation. De la dcouverte la commercialisation, Merck Co gre tout le processus de production dune large gamme de produits novateurs dont le but est lamlioration de la sant humaine. Dans les annes 50, Merck a t le premier groupe pharmaceutique fournir un programme dassistance aux patients qui ne pouvaient accder aux soins pour des raisons financires. Aujourdhui, Merck fournit 7 programmes dassistance, ayant chacun des critres dligibilit prcis. Paralllement son activit de production et de recherche, Merck publie des manuels, livres mdicaux de rfrence, dont le Manuel Merk de diagnostique et thrapeutique connu mondialement. Merck co occupe la 7me place dans le classement des plus gros groupes pharmaceutiques mondiaux. En 2009, la socit a gnr un revenu de 27.4 milliards de dollars et un rsultat dexploitation de 4.83 milliards de dollars. Merck atteint cette rentabilit grà ¢ce au renouvellement constant de son offre mais aussi du nombre croissant de produits en dveloppement. Merck Co dtient 4 domaines dactivit stratgiques (DAS):  · Les mdicaments Ce DAS reprsente 81,3% de son activit. Merck investit la majorit de ses ressources dans la recherche et le dveloppement de ce DAS. Merck dtient plus de 40 mdicaments diffrents sur le march dans des secteurs thrapeutiques clefs tels que le cholestrol, lhypertension, lostoporose, la cardiologie et le systme respiratoire. Ce domaine regroupe tous les produits  «vache lait » de lentreprise, gnrateurs de la majorit de son chiffre daffaire, on y retrouve: Singulaire, asthme et allergies Januvia, diabte Cozaar, hypertension Vytorin et Zetia, cholestrol Isentress, sida Le domaine des mdicaments reprsente donc la partie la plus importante de lactivit de Merck  · Les vaccins Le deuxime domaine dactivit stratgique de Merck est la vaccination. La stratgie de Merck dans ce domaine est de traiter les maladies devenues rares de nos jours telles que la rougeole ou les oreillons, mais aussi les maladies oà ¹ la prvention semblait impensable telles que le cancer du col de lutrus. Ce DAS reprsente 17.8% de lactivit du groupe et constitue donc la deuxime activit la plus importante pour Merck. Le produit phare de ce DAS est le Gardasil, vaccin contre le papillomavirus, sorti rcemment, seul vaccin sur le march pouvant protger les femmes contre le cancer du col de lutrus.  · La sant animale et les produits de consommation Au-del de ces deux principales activits, Merck possde deux autres domaines dactivit stratgiques dont la part de chiffre daffaire et dinvestissement et beaucoup moins importante. Merck: la sant animale (anti parasite, gestion de la fertilit, anti infectieux†¦) et les produits de consommation type semelle, crme solaire) Les causes internes et externes de la fusion Merck/Schering 2.1 Les causes internes Diffrents vnements apparus au sein de lentreprise Merck sont lorigine de cette dcision de fusion. En effet, un nombre croissant de menaces interne lorganisation ont motiv la socit Merck dans cette dmarche stratgique. 2.1.1 La mauvaise performance conomique des annes passes Ces dernires annes, la socit Merck Co a du faire face diffrents obstacles qui ont fortement pes sur le rythme de son expansion. Dun point de vue conomique, plusieurs faits ont t responsables dune rduction considrable de ses ventes et lont affaibli: La polmique autour du mdicament anti-douleur et anti-inflammatoire Vioxx, utilis pour les traitements contre larthrite (1999-2004) a t nocive pour la socit qui sest vu accuse de commercialiser un mdicament augmentant les risques de crises cardiaques tout en cachant les rsultats de ses recherches. La socit Merck Co a t condamne payer une somme trs importante afin de ddommager les personnes victimes de ce produit mais aussi une amende. Cette polmique a pes lourdement sur la socit qui a vu ses ventes et son chiffre daffaire dgringoler et a t contraint de licencier massivement (7000 postes). La notorit de lentreprise fut alors touche et les articles de presses condamnant la socit se sont multiplis. Merck a du essuyer ces dernires annes de nombreux refus de la part des autorits amricaine quant la commercialisation de nouveaux mdicaments, notamment le Cordaptive, mdicament contre le cholestrol, qui la contraint supprimer de nouveau de nombreux postes (1200). Le groupe mettait de grands espoirs sur ce produit en termes de chiffre daffaire et lenvisageait dj comme un des produits vedette de son portefeuille futur. Enfin, Merck a du faire face de nombreuses attaques, de magasines ou de laboratoires, remettant en cause lefficacit de ses produits. Une des plus importante concernait les mdicaments Vytorine et Zetia, deux produits vedettes, accusant Merck davoir exagr leur efficacit lors des campagnes publicitaires. 2.1.2 Le problme des brevets chez Merck Le secteur pharmaceutique est soumis la contrainte des brevets et de leur expiration. Le groupe Merck, tout comme ses concurrents doit continuellement renouveler ses produits afin de pallier aux pertes engendres lorsque ses produits tombent dans le domaine public. Ces dernires annes, Merck a perdu les brevets de produits vedettes tels que Zocor (2006) et Fosamax (2008). Les ventes de ces produits ont largement chut tant dsormais soumis la loi de la concurrence. Lexpiration imminente des brevets dautres mdicaments clefs pour Merck tel que Singulair, et le faible nombre de produits en phase III, prs à ªtre lancs sur le march devenait trs inquitante pour la socit qui risquait ainsi de perdre plus de 35% de chiffre daffaire. Conscient de ce risque, la fusion avec Schering Plough permettait ainsi Merck de doubler le nombre de mdicaments en phase III (18 produits), dernire tape de dveloppement avant la commercialisation. De plus, cette fusion permettait Merck davoir accs un mdicament prometteur, le TRA, un anticoagulant prà ªt sortir sur le march en 2011. Le portefeuille de nouveaux mdicaments que Schering Plough apporterait Merck reprsentait un potentiel de ventes de 6 milliards de dollars par an. Cette fusion apporte ainsi Merck un nouveau souffle en termes de dveloppement de produits et lui offre une certaine assurance quant au renouvellement de ses mdicaments vedettes. 2.1.3 Schering Plough, un concurrent trs attractif Lancien concurrent de Merck, Schering Plough, a ralis en 2008 un chiffre daffaire de 18.5 milliards de dollars. Il dtenait de nombreux produits vedettes et un portefeuille plutà ´t vaste. A la diffrence de nombreux laboratoires, Schering Plough est peu concern par la concurrence des mdicaments gnriques ce qui rend sa gamme de produits trs attractive pour Merck. Des  «blockbusters » attirent notamment lattention de Merck: lanti-inflammatoire Remicade, Temodar, qui combat les tumeurs au cerveau, et Nasonez, contre la rhinite. Depuis plusieurs annes, Merck et Schering Plough commercialisaient ensemble les mdicaments anti-cholestrol Zetia et Vytorin via une joint-venture. En rachetant Schering Plough, Merck bnficierai alors de la totalit des ventes gnres par ces mdicaments (4.6 milliards en 2008). En fusionnant avec Schering Plough, Merck pourra renforcer sa prsence dans des domaines quil ne maitrisait pas encore. Il compte se renforcer dans loncologie, les maladies cardiovasculaires, les maladies infectieuses, limmunologie et la sant des femmes, secteurs oà ¹ Schering Plough excellait. Le domaine fminin intresse tout particulirement Merck. En effet, dj prsent grà ¢ce son vaccin contre le cancer du col de lutrus Gardasil, Merck souhaite tendre ses comptences convaincu que ce secteur deviendra une problmatique clef ces prochaines annes. Merck hritera ainsi de la pilule minidose Mercilon, le traitement pour la fertilit Puregon et le diaphragme Nuvaring jusqualors commercialiss par son concurrent. La prsence gographique de Schering Plough a aussi motiv Merck dans sa dcision de fusion. En effet Merck pourra dsormais acclrer son dveloppement linternational, Shering Plough ralisant 70% de son chiffre daffaire hors Amrique du nord. De plus, la prsence trs soutenu de Schering dans les pays mergeant (2 milliards de chiffre daffaire par an) est un atout majeur pour Merck, dont lobjectif est de conqurir ce march. En rachetant Schering Plough, Merck augmentera considrablement sa production et aura donc lopportunit de raliser dimportantes conomies dchelle 2.2 Les causes externes Grace lanalyse du secteur pharmaceutique, nous pouvons ainsi dterminer les causes externes de la fusion de Merck et Schering plough. En effet, celle-ci peut sexpliquer par le fait que ce secteur soit marqu par une rglementation de plus en plus lourde, de nouvelles politiques commerciales qui recommandent les gnriques mais aussi par un environnement concurrentiel sous pression cause des mgafusions. 2.2.1 Des rglementations lourdes Le lancement dun mdicament est soumis une rglementation de plus en plus lourde. Les laboratoires pharmaceutiques possdent des brevets qui peuvent durer jusqu 25 ans et qui protgent leurs produits. Dici 2012, les leaders du secteur, dont Merck, vont perdre les brevets de leur produits vedettes qui reprsentent pour la majorit dentre eux plus de 40% de leur chiffre daffaire. Une fois le brevet tomb dans le domaine public, les gnriques sortent lquivalent de ces mdicaments et reprsentent donc une concurrence accrue du fait de leur prix largement infrieur au produit initial des laboratoires traditionnels. Ceci reprsente donc une grosse menace pour les entreprises du march. De plus, lobtention de lautorisation de mise sur le march (AMM) et de plus en plus longue acqurir. Depuis quelques annes, les groupes pharmaceutiques ont des difficults lancer de nouveaux mdicaments car les autorits sanitaires sont devenues de plus en plus exigeantes mà ªme aprs avoir obtenu lautorisation de mise sur le march. Or, pendant ce temps, comme nous lavons dit prcdemment, les molcules vendues ont leur brevet qui tombe dans le domaine public et ils deviennent donc concurrencs par les mdicaments gnriques. Nous pouvons ainsi prendre lexemple du mdicament Singular qui reprsente 18% des ventes du groupe Merck. 2.2.2 Les politiques gouvernementales et la promotion des gnriques Beaucoup de pays industrialiss rentrent dans une politique de rduction des dpenses lies la sant (comme cest le cas actuellement en France). En effet, ils mettent en place des dremboursements et font la promotion des mdicaments gnriques qui coà »tent moins cher ce qui amne une baisse des prix des mdicaments vendus par les laboratoires pharmaceutique traditionnels. Ces nouvelles mesures conomiques sont dues la dgradation des comptes des assurances maladies. Suite cela, les groupes du secteur font face une baisse des ventes de mdicaments non-rembourss car les consommateurs revoient les priorits de leur dpense mais aussi des mdicaments gnriques qui grappillent de plus en plus de part de march. Nous pouvons prendre lexemple du plan Obama qui a dclench une vrai rvolution aux Etats-Unis, il va permettre 46 millions de personne de bnficier de mdicaments grà ¢ce leur nouvelle couverture tandis que le prix des mdicaments vont considrablement baisser. 2.2.3 La mgafusion de leurs concurrents directs Face aux conjonctures actuelles du secteur, les leaders du groupe se rapprochent afin de fusionner et de devenir plus fort comme à §a a t le cas de Pfizer et Myeth au cours de 2007. Ces rapprochements crent une forte pression concurrentielle sur le march. En effet, elles permettent de toucher plusieurs domaines thrapeutiques, de raliser des conomies dchelle et de bnficier des brevets restant. Cette fusion est donc lorigine dun colosse sur le march avec un chiffre daffaire de 75 milliards de dollars. Le nouveau grant se place donc la place de numro 1 sur le march. Cette croissance se fera seulement quelques moi avant celle de Merck et Schering plough. Pour conclure, les causes externes de la fusion de Merck et Schering Plough sont les suivantes: 1 Laugmentation des coà »ts et des dlais de la mise sur le march de leurs produits diminuant ainsi le cycle de vie de leur vente 2 La perte de leurs brevets de leurs produits vedettes qui vont donc amener une diminution de leur chiffre daffaire 3 Les nouvelles politiques gouvernementales qui ont pour consquence de diminuer le prix des mdicaments, de faire des dremboursement et de promouvoir les gnriques 4 Laugmentation des parts de marchs des gnriques qui profitent de la tombe des brevets dans le domaine public ainsi que des nouvelles politiques gouvernementales 5 Le rapprochement de Pfizer et Myeth qui les a propulss au rang de numro 1 mondial Analyse de la dcision stratgique: Loffre publique dachat de Schering par Merck Co 3.1 Le droulement chronologique Cest dans un contexte 2009, difficile et touch par la crise, que pourtant le secteur pharmaceutique voit ses plus grands acteurs lancer des OPA sur leurs concurrents, fusionner. Les pressions de lenvironnement et du secteur pharmaceutique que lon a pu dcrire dans les parties prcdentes vont peu peu porter leurs fruits, ou consquence, chez MerckCo. Ainsi peine un mois aprs la fusion du numro 1 mondial du secteur pharmaceutique avec lun de ses concurrents, Merck, alors second leader mondial, lance son tour une O.P.A., amicale. LO.P.A. amicale signifiant bien que le but est de sallier afin de faire face une concurrence accrue. En effet cest le 9 mars 2009, aprs de longues semaines de rumeurs sur les marchs de Wall Street, quenfin est officialis laccord tabli entre les conseils dadministration des deux laboratoires amricains, Merck et Schering-Plough. Un accord ferme de fusion entre les deux entits. A ce moment la finalisation de la transaction est dj prvue pour le quatrime trimestre 2009. Les termes de laccord sont clairs, la nouvelle entit conservera le nom de  «Merck » et la compensation globale pour Schering-Plough sera de 41,1 Milliards de dollars en numraires et actions. La somme sera rpartie comme suit: 44% en argent comptant et 56% en actions. Cependant le chemin sera long, nourri de rebondissements, pour atteindre le jour oà ¹ la transaction est ralise: la clà ´ture de Wall Street, le 3 Novembre 2009. Un temps ncessaire en effet la mise en place dune telle transaction et son approbation et autorisation par les diffrentes parties prenantes. 3.2 Le financement et les parties prenantes 41,1 Milliards de dollars, avec cette somme faramineuse, la fusion entre Merck et Schering-Plough entre dans le  «Top 5 » des plus grosses fusions-acquisitions de 2009. Alors quon dit le secteur fragile, soumis aux diverses pressions (tatiques, boursires, lgales), comment Merck a-t-il pu financer un tel montant? On la vu, la somme est divise en numraire et en actions. Merck possdant une bonne trsorerie, a ainsi pu sautofinancer en grande partie. Il libre de ses caisses existantes 9,8 Milliards de dollars, et met 22,8 Milliards de dollars en actions Merck. Pour le reste de la somme, cest le cabinet J.P. MORGAN, spcialiste du financement dinvestissement, qui donne son accord Merck pour un prà ªt dune valeur de 8,5 Milliards de dollars. Le financement structur, laccord entre les diffrents conseils dadmini

Friday, October 25, 2019

Free Essays - Animal Farm :: Animal Farm

When you read or watch Animal Farm, by George Orwell, you might think that it is only a science fiction book or movie, but if you study this deeper we can easily deduce that it is an analogy to the Russian Revolution. Even though most people do no see, Animal Farm is a book about the Russian Revolution, where each character represents an important personage and where the plot is based on what happen in that country, as anything in history, there are many lessons we can learn from this work of fiction. Old Major is a wise old pig who first makes the speech to the others animals, putting the idea of rebellion in their heads. It is important to note that he dies before the rebellion actually begins. His role compares with that of Karl Marx, whose ideas set the Communist Revolution in motion. However, some people may argue that it is Lenin that have the same traits of told Major because this animal is the one who actual brought the animalism to the farm as Lenin brought the communism to Russia. The pig Napoleon has dictatorial trait and we can see this when instead of debating with Snowball, he sets his dogs on him and continues to increase his personal power and privileges from that time on. Napoleon's character suggests that of Stalin and there are many acts that support this analogy, such as mass executions, like those of Stalin in the 1930's. Also he exiles Snowball just like Stalin did with Trotsky. Snowball is an energetic, brilliant leader. He's the one who successfully organizes the defense of the Farm. He's a good speaker with original ideas (the windmill). Snowball clearly is portraying the Soviet expatriate, Leon Trotsky. Trotsky was seen as Stalin's opponent for the leader of the Soviet Union and as a result Stalin expelled him. Trotsky was also viewed as a better leader than Stalin , and probably a more just one. The defense of the farm snowball made can be compared to Trotsky with the Red Army. Boxer believes in the Rebellion and in its Leader. His often says that "Napoleon is always right" and that "I [He] will work harder." His huge size and strength and his hard labor is what saves the Farm He finally collapses from age and overwork, and is sold for glue. This character symbolizes a part of the Russian population that worked and believed in the state.

Thursday, October 24, 2019

Executive Summary Branding the Nation

Executive Summary: Branding the nation: What is being branded? Journal of Vacation Marketing Volume 12 Number 1. 2005 p. 4-13 The author: The paper is written by Ying Fan a senior lecturer at Brunel Business School, Brunel University in London. Dr Fan has held faculty positions at the universities of Lincoln, Hertfordshire and Durham. His research interests surround branding and marketing communications, and cross-cultural management issues. Topic: Branding the nation: What is being branded? The major topic of the paper is what nation branding is and what the purpose of nation branding is. Research question : What is being branded? Is a nation brand a separate entity, or an element in the product brand? What is the direction of the correlation between countries that have produced strong brands and those that are strong brands themselves ? Method : The research method is a literary analysis Material and Structure of the paper: On the first page of his paper contact informations, informations on the author including a photo of Fan are given. An Abstract sums up the Keywords and gives an overview over the article. All in all the paper of Fan is 9 pages long and is structured in the chapters: Introduction What is Nation Branding? What is being branded? Nation branding and product branding Nation brand image and product-country image Paradoxes The broader context For a further understanding Fan gives 3 Tables: Terms used in the literature ; Examples of nation branding where he gives 5 examples and explains what is being branded and a table on Comparison between nation branding and product branding . In his paper Fan makes indirect citations which are listed in the references. Here the references are ordered by appearance in the text not alphabetically. The paper is easy to read and understand, it gives a good overview of the topic nation branding. The structure is easy to follow. The paper is anonymously refereed. Finding of the article : The author points out that there is no single definition on nation branding but gives a working definition for the paper: ‘Nation branding concerns applying branding and marketing communications techniques to promote a nation’s image. Nation branding can be used in different ways: using the nation’s image to promote sales and exports ; place branding which is part of tourism marketing ; political marketing for example the expression â€Å"axis of evil†; Nation branding in it's true sense like Cool Britannia. The author points out that a nation is not a product in the conventional sense . The Nation itself can hardly b e changed, the benefits are purely emotional, the Image is complicated and the ownership is unclear. A nation brand is not centered on any specific product, service or cause that can be promoted directly to the customer. But Nation branding concerns a countries whole image, covering political, economic, historical and cultural dimensions. A Nation has not one but multiple images. What image is retrieved depends on the audience , the context and the time. The author finds out that negative national image does not necessarily affect the purchase of products made by that country, by giving the example of Japan and China. The author tries to find out the direction of the correlation between countries that have produced strong brands and those that are strong brands themselves . Nation branding must be distinctive and help the country to position itself against competitors . A difficulty is that an international audience have a different degree of knowledge of a nation and each country has different cultural values, thus decodes the message differently. Nation branding often try to communicate a single image or message to different audiences in different countries . This renders for the author the message meaningless, but to try to be all things to all people will in the opinion of the author inevitably fail . What is the message a nation wants to send, give up a old but unique image in favor of the new image. This can fail like for example â€Å"Cool Britannia† did. Another difficulty in nation branding is that a national identity is very difficult to define. Furthermore in nation branding, an understanding of the customers’ existing perception of the nation is very important. A certain image is made over time. Another important aspect of nation branding is the internal audience. The author points out that Nation branding is just one part of a marketing strategy which is part of the business strategy and that often nation branding is overestimated even if it is a powerful tool. It is for example not sufficient for the country to promote its image enthusiastically to other nations if the economic basis for the nation brand is not there or the political situation is unstable. The image problem of a region or nation most often results from political and socio-economic troubles which must be solved, nation branding will not solve a country’s problems but only serves as the final touch .

Wednesday, October 23, 2019

Understanding Dota Gamers

DotA is an abbreviation of Defense of the Ancients which is a map modification from Warcraft III: Reign of Chaos and Frozen Throne based on the map of â€Å"Aeon Strife† of Starcraft, a team game focusing on hero combat. DotA is a five versus five game with two sides which are sentinel and scourge. The map is divided into three lanes where creeps automatically spawn. The objective of the game is to destroy the opponent’s Ancient that is heavily guarded by several defensive towers which attacks hostile creatures. The map was developed with the World Editor of Reign of Chaos.The first DotA map was developed by anonymous modder known as Eul. He released DotA even before the Frozen Throne came out. Then another anonymous modder, Guinsoo, took over and converted DotA for the Frozen Throne, but he later stopped developing maps. Icefrog then took his place and is the current DotA developer. Game is commonly played with teams. Each team creates strategy to win the game. First, they pick hero, one hero for every player. Next, player buys item for the hero to make it strong. And proceed into one lane for defense and offense mode.Hero gains one gold, currency of the game, every second and forty for creeps and two hundred plus for hero kills. Player collects gold by farming, microing, and hostile hero killing to buy recipe items to be synthesized for an upgraded weapon. Also, hero gains level experience, up to level twenty five, every time they kill a creeps and heroes. Every hero has their own unique balance skill. Proper timing and usage of skill is one aspect that a DotA player needs to learn. Ever since the DotA was developed, the game had undergone many changes.Game bugs and glitch do appear and are reported by testers and players. It gives a thought that a modder is not the only developer of the game. The DotA community has their own share. â€Å"But despite all of the community’s help, it is still Icefrog, a man who may be named Jeremy, who may be from Boston and who may study at UCLA, which makes the final changes. The masses may be the power of the movement, but the figurehead and initiator of all that changes is still focused on a mysterious, almost spiritual figurehead. †1 The popularity of DotA has increased over time.The game can be played around local area network or online through battle. net. Battle. net allows one player to connect with other players in the internet. Garena provides interconnection of players for every game, in this case DotA. It has several rooms created by a host player inviting another player to join in. DotA was once featured in the magazine Computer Gaming World. Different tournaments were done and one of the famous is Electronic Sports World Cup in 2008. LAN tournaments are a major part of worldwide play. From game addiction to game creation, the League of Legends was released.It has the same environment with Defense of the Ancients, but an enhanced and improved graphics and animatio n and different characters, items and skills. Same goes with DOTA 2, the improvised DotA. Everything was remained. DOTA 2 is a whole new game. Even with DOTA 2 released, there are still player of the DotA. Pre-gamers think whether they will try the game or not. They are curious about the game. Things that in their mind are bad pictures like they will be bullied, will be laughed of, or will become attached to the game. They question themselves: why are existing players play DotA? How much fun can they get?How to play the game? With these questions in their mind, they are influence by their curiosity to start and play the game and find the answers themselves. They will seek assistance first, and then remember the basic controls and movements of the character for their next play. In other cases, curiosity is not the reason why someone starts to play DotA. It is the influence of their peers inviting the pre-gamer to join the club – DotA gamers. The friendship does not want to be broken. The known reputation of DotA being one of the most addictive games pushes the pre-gamer to decline playing.Some succeed in declining and others did not. It is because they are convinced by their friends to play DotA. Girlfriend of an existing DotA gamer is the common relationship status of girl players. They want to get the attention of their boyfriend. So, girlfriend asks her boyfriend to teach her and learn it herself so they can play and have fun together. Once they have tried the game, it will leave them impressions. The common impression is that it is not good because of the low quality graphical representation and the controls are hard to remember at first.It is also hard to kill an artificial intelligence character that a beginner will think the game is impossible, but this will change later. Another one impression is ‘disappointed’ because their first play could not meet their expectation and will not be satisfied with the result. Some quit at once while other continues. After getting the game’s information, a beginner will start to change his view towards the game. He/she will discover that the game is exciting, thrilling, and fun. He will practice playing to kill an AI character. This will lead to continuous playing and eventually improve his/her skills and strategies.When that happens, he/she will kill an AI and be ready to compete with other players. At middle time of a gamer, he/she finds DotA as a place of recreation and entertainment. His/her addiction of the game is showing. A gamer spends most of their free time playing the game solo or with friends. Other gamers still play sports and socialize with friends and play DotA afterwards. This case is a proof of attachment with the game. Some gamers treat DotA as a hobby. They only play for pastime or to entertain their self. They are not considered as addicted.On the other hand, a gamer is considered addict when he/she plays more than an hour, spends money to heat up the game, and chooses the game instead of socializing with others. There are other reasons or symptoms that based a gamer addicted. As time goes by, for existing gamers, they turn out to become advance game player. The game is as familiar as their house. Strategies are like rock, scissor, and paper game. They can switch to new strategy for whenever they want. In-game characters are like dolls they control as they command. â€Å"Change is the only constant†, said Heraclitus (535-375 BC).Changes show in the later time of the gamer. There are changes in gamers’ physical appearance, thinking capacity, socialization, and studies. These changes affect the player’s daily life. The gamer is different from his/her past self. If he/she attends a reunion, his/her relatives would think of him for another person. â€Å"Physical consequences of gaming addiction include carpal tunnel, migraines, sleep disturbances, backaches, eating irregularities, and poor personal hygiene. Car pal tunnel syndrome has long been associated with computer use, so it's no surprise that it's a physical symptom of gaming addiction.Carpal tunnel syndrome is caused when the main nerve between the forearm and hand is squeezed or pressed. This occurs when the carpal tunnel – the area of the wrist that houses the main nerve and tendons – becomes irritated or swollen. Overuse of a computer mouse can cause such irritation and swelling, as can excessive use of a video game controller. Migraine headaches typically start in one spot and slowly spread, getting more painful as they progress. In severe cases, the pain can be so extreme that it causes the sufferer to vomit. Light and noise can cause excruciating pain.Someone who plays video games for extended periods of time is more prone to migraines because of the intense concentration required and the strain put on the eyes. The term â€Å"sleep disturbances† covers several sleep-related disorders, including insomnia, narcolepsy, sleep apnea, nocturnal myoclonus (periodic leg or arms jerks during sleep), and parasomnia (i. e. , night terrors, sleepwalking or talking, and nightmares). Sleep disturbances are caused, in part, by overstimulation of the brain. However, some people can't get a good night's sleep simply because they think obsessively about the game they're playing.Backaches are a common physical symptom of gaming addiction because most gamers stay seated in the same position for hours on end. The lack of movement causes stiffness and soreness, but could deteriorate into chronic back problems. Eating irregularities are caused by gaming addiction simply because most addicted gamers don't want to take the time to eat properly. Rather than eating healthy, balanced meals, they eat food that is quick and usually unhealthy. In extreme cases, the gamer may choose not to eat at all. An addicted gamer is not going to take the time to properly care for himself.Showers, face-washing, and brushing h air and teeth all get put on the back burner. It simply becomes less of a priority, if it's a priority at all. These physical consequences will occur in varying degrees from one gamer to another. Though the severity of physical consequences is often tied to the severity of the addiction, this is not always the case. A gamer that is already in poor physical condition will be more susceptible to these effects early on. †2 Video game is also a cause of obesity particularly with kids. They eat while their character is dead and wait until it respawn.Gamer mostly eats unhealthy or foods with imbalance nutrients. They do not exercise even sometimes which results to gaining weight, and back and wrist pains. This case majority happens to addicted players. A game player’s intellectual capabilities varies depend on his/her attitude or personalities. It also depends on their way of thinking and past knowledge. Gamers with strong and sharp mind usually win a session game in DotA. Ga mers’ mind thinks fast that is to establish game strategy and to take up the lead. This factor is a good effect of video game.He/she can make decisions fast but careful because he/she thinks as if he/she is still playing. He/she does not want to screw his game play and strategic plan. â€Å"Playing a game which requires very fast deployment of visual attention and motor movement could prime a strategy of speed over accuracy,† explained Nelson, â€Å"while playing a game which emphasizes a slower, more thoughtful pace could prime the opposite pattern. The main point is that different kinds of video games engage different cognitive and perceptual skills, and there are measurable differences in their effects, even in the short term. Similar results have been noted in previous research by Daphne Bavelier, of the University of Rochester in New York. She co-authored a study that showed video game players have improved hand-to-eye coordination, increased visual processing, s tronger mental rotation skills and enhanced visuo-spatial memory. †3 Defense of the Ancients is not as addictive as massive multi-online role playing game (MMORPG), where a player maintains and upgrades level and strength of his character and does not restart the character information after logging off.Meanwhile, DotA characters start at level one every session of game. DotA is more fun to play with peers than playing alone. The average length of a game session with user opponent is sixty minutes. Thus, it gives the player to interact with his teammate and opponents for an hour. It is virtual socialization, where a player speaks through the chat bar and dialog box, and interact with other player with his game character. Socialization in real life comes after a session. Gamers snacks together and talks about their finished game and criticize the player who cause the win or loss.It creates bonds and trusts for playmate. Gamers that play in computer shop increase their peers who they met and play the game with. Too much attachment to the game DotA affects relationships with family, relatives, friends and other people. A gamer that chooses to spend all of his free time and sleep for playing neglects his social interaction with relatives and in school. He only interacts with the player or peer he is playing with. And since he lacks sleep, there is a chance that he will fall asleep in class and affects his school performance. Peers changes the gamer’s way of socializing.The gamer absorbs the negative treatment onto him and do it himself onto other game player. He tries to bully weaker player – easy kill, easy money. And his way of speaking changes. Polite becomes impolite and occasionally turns to being rude. Some of his words are swap with words from the game, ixempli gratia, godlike and ‘imba’, which only a DotA game player understands. Most of his expression is about the game. He loves to talk all things about DotA only with other DotA player. He will not try to talk about it with non-gamer for they would not understand.Some gamers who are attached to the game do not fail in class. He manages his time carefully and controls his self with his decision to not set aside studies for computer game. Unfortunately, other gamers fall behind lectures. The common reason is lack of sleep. Gamer often yawn in class and inevitably fall asleep. Some gamers do not attend their first class and later drop the subject. There are gamer that do not spend their money allowance for snacks instead spend it for computer rental, if the gamer do not have computer at home or he just want to play DotA with other player.Other gamers decrease their time for study and spend it for socialization with peers through DotA. DotA had different tournaments. There are Local Area Network (LAN) tournament, online tournament, international tournaments and other tournaments. Advance players grab this opportunity to challenge their skills and to compe te with other strong players, but the common reason for joining is the prize especially the cash. Winners gain reputation. Losers gain rivals. The population of DotA gamers consists mostly of students. Their allowance usually goes to computer rental. Other gamers are nonstudent, with occupation and bystander.Bystanders have more free time to play though they have insufficient fund for renting computer though they can only play alone at home through internet if they have computer. Those advance gamers with jobs are the ones who usually place bets to heat up their game. This is a form of gambling. They even place bets though they are only watching. Gamers make money through winning bets and tournaments. Experience is knowledge. We gain lessons in every experience. Experience sharpens our personality. Our mistake is a lesson to avoid and improve the right one. Gamers experience the changes which were discussed in the last topic.While playing DotA, gamers experience different feelings a nd emotions like hunger, fun, excitement, and thrill. These emotions are triggered by neurotransmitters such as endorphins and dopamine. These brain chemicals are responsible for animals’ sense of pleasure. The brain secretes these chemicals when the body feels excitement, joy, or pain. Even a fake smile can cause pleasure and trick the body that it is happy. â€Å"Then, there's the excitement. A good game will get your pulse racing and your adrenaline pumping, even if you're just sitting on the couch holding a controller.Games with a time component amplify this excitement, even in simple games like Jewel Quest where you're down to one second before everything blows up because you didn't find the three matching gems. †4 During the game session, the hand-to-eye coordination is used. Most of the time, hands and eyeballs are the only part of the body that moves. They seldom stretch their hand, legs, and neck. Parts of the body that is not use become weak. DotA gamers expe rience lack of sleep because of playing. The gamers do not care of time during the session. His focus and attention are in the game only.They ignore other matter even emergency calls and text messages are ignored. Reply is given upon the end of the game session. These are reasons why parents and girlfriend/boyfriend, if there is any, get upset. Based on the observation of the researcher, gamers , particularly on weekend, start to play at nine in the morning and finish at about four the next morning, then get some rest and come back playing. They said, they only eat, take small amount of time to sleep, wake up, eat again, take a bath, then go to internet shop to resume his play. For students, they usually play after class hours.They are sometimes distracted by the thoughts of DotA while in the class. They are excited for class dismissal. They come home late and make their parents anxious. Some of these students are being fetched by their parent. Some act shy, on the other hand, some act tough and proud. In Internet shop, gamers are happy, and noisy. During the session, they shout and trash-talk each side even the watchers shout. Harsh and mean words are trash-talk like ‘weak’, ‘lousy’, ‘slow’, and ‘gay’. The competition each game is intense. Gamers who lose often get bullied and easily angered.Later, this bullied player, sometime, cause trouble and brawl. Losers feel sad, depression, and shame, and think for a new strategy to win the next game. They gain rivals to overcome, putting more time for practice game to improve tactics. On the other hand, winners celebrate, feels fun, and gain challengers. Some gamers quit, but there are new players who replace them. The reasons of new players are curiosity towards the game, seek of fun, peer pressure, and friendship. People find ways to eradicate pressure and boredom. One of it is playing DotA.The game DotA has effects depends on the physical and mental capacity of t he gamer. Weak-willed mind and poor health are more susceptible to game addiction and negative changes in their personality and body. Playing the game reduces time for socialization and study. Game players must learn how to control their selves to refuse from overuse of time and money for playing. Parents must watch their kids. It is hard to forbid kids from playing video game. This action can cause the kids to rebel. So, give them outdoor activity like sports to balance their mind and body. Definition of termsBugs are small insect. Bugs, in computer program, is an error, flaws, or mistake in a computer program that produces an incorrect or unexpected result, or causes it to behave in unintended ways. Farming ,in agriculture, it is an activity of growing crops and raising livestock. Farming, in DotA, is an act of collecting gold. figurehead is a person given a position of nominal leadership but having no actual authority. Glitch is a minor malfunction, or technical problem. Godlike means resembling or having the qualities of God or a god. In DotA, it is a call for having nine consecutive player kills.Imba is an abbreviation for â€Å"imbalanced†. Imba can be applied to a subject in gaming (Weapon, army, race, role or job) which can be either too strong (Overpowered, or OP) or too weak (Underpowered, or UP). Insomnia is a specific kind of sleep disorder in which the patient is not able to get into sleep or the patient is not able to remain asleep for an adequate period of time Jerk is a single quick motion of short duration. Micro is a word comes from the Greek word micros meaning small. Micro (microing),in DotA, is an act of last hitting creeps.Narcolepsy is a condition characterized by an extreme tendency to fall asleep whenever in relaxing surroundings. Parasomnia, from the Latin meaning â€Å"around sleep,† is a sleep disorder characterized by abnormal sleep behaviors. Parasomnias involve unconscious complex, semi-purposeful, and goal-directed behaviors that have meaning or importance to the individual. These can include night terrors, sleepwalking, sleep eating, sleep sex, rapid eye movement (REM) behavior disorder, or any number of potential behaviors that occur while the person remains asleep. re-gamers means a potential game player that is not yet a game player. Respawn Also known as spawn, respawn is a gaming term used to describe the action of a computer player or human player coming back to life after being killed. Restless leg syndrome (Nocturnal myoclonus) is a disorder in which there is an urge or need to move the legs to stop unpleasant sensations. Screw is a metal fastener having a tapered shank with a helical thread, and topped with a slotted head, driven in to wood or the like by rotating, especially by means of a screwdriver.Screw means to mess something up, turn things for the worse. Sleep apnea is the temporary stoppage of breathing during sleep, often resulting in daytime sleepiness. Apnea is a Greek wo rd that means â€Å"want of breath. † Spatial memory is the part of memory responsible for recording information about one's environment and its spatial orientation. Trash-talk is a form of boast or insult commonly heard in competitive situations. Visuospatial is pertaining to perception of the spatial relationships among objects within the field of vision.