Tuesday, April 28, 2020
Mandership Review Essay Example
Mandership Review Paper Essay on Mandership The taste and color markers are different, not only so that you can somehow relate to the personality of Lebedev, the activities of his design studio or Yandex, but Mandership should read. It is certainly better textbook, much less that it is impossible for him to learn how to design in general or in the studio Lebedev, in particular, its scope is much wider than the claimed design, typography and semiotics Mandership is applied to the head and cures severe Russian conditions: simple stupidity and abykakosti. Do not think that if the text is written as if for designers, others can relax. On the contrary, to solve any task falls to everyone, then everyone should read; some of the other get paid for it (managers, for example), then they should first read Mandership. It is universal (and where not universal, there is simply poznovatelno) The first thing to learn:. Design it does not make a beautiful design it is convenient to make a rationally correct. Similarly, the management is not confined to the squeezing of profit (more so apply yourself to your favorite areas of activity). A distorted understanding of the essence entails miserable results: the sites where it is impossible to find the necessary information to the useless graphics ryushechek devices, a revolutionary navigation that puts the user in a dead end, etc. The second the scale of assessments.. If the money come from for the product, then it can only be estimated on-Lebedev: fucking or full of shit. A big mistake a bad employee believe that somehow made and shit these are different levels of quality. In fact, they are one and the same. Third, under the heading abundantly clear critical mass of notes, and the meaning of which must be obvious to everyone, but the eternal bluntness and abykakoe. We will write a custom essay sample on Mandership Review specifically for you for only $16.38 $13.9/page Order now We will write a custom essay sample on Mandership Review specifically for you FOR ONLY $16.38 $13.9/page Hire Writer We will write a custom essay sample on Mandership Review specifically for you FOR ONLY $16.38 $13.9/page Hire Writer Finally, in fact, the semantic thing: design, typography, semiotics interesting and informative .
Friday, March 20, 2020
The Philosophy of Rehabilitation Essays
The Philosophy of Rehabilitation Essays The Philosophy of Rehabilitation Essay The Philosophy of Rehabilitation Essay The philosophy of rehabilitation refers to the use of prisons as correctional facilities. Up until the end of the nineteenth century, the judicial system used prisons to hold prisoners awaiting trial or as places where persons were punished. Other remedies for offenders included corporal punishment, exile, and even execution. The remedies did not, however, limit the rate of crime. In response to the poor efficiency and use of prisons, the early twentieth century developed correctional institutions, where prisoners were meant to be rehabilitated. The correctional institutes employed different tools to try and improve the lives of the inmates when they were re-inducted into the society. The civil rights movement and the Vietnam War were among some of the most socially disruptive events of the mid-1960s all through to the 1970s. In addition to this, the judicial system saw some of the most incompetent years in the history of the USA. The judges were lenient to dangerous criminals, offering paroles in the name of the constitution. The conservatives saw the misuse of the judicial system and the correctional institutes around the country by the prison administration. The liberals, on the other hand, were more concerned with the injustices that the philosophy of rehabilitation has endorsed. The integrity of the judicial systems had been defeated in a significant manner. Both conservatives and liberals, therefore, moved to attack rehabilitation as a recourse to the crime problem. In 1974, Dr. Martinson published an article indicating the futile nature of the government and society of the USA in rehabilitating prisoners. It is in this article that he coined the term, Nothing works. The article analyzed the different solutions that the government had tried to come up with to improve the crime situation. The nothing works doctrine was one of the most famous politically motivated phrases of the 1970s.
Tuesday, March 3, 2020
How to Make Napalm B - Chemical Synthesis of Gelled Sol
How to Make Napalm B - Chemical Synthesis of Gelled Sol Napalm is the name given to any jellied form of gasoline or other flammable petroleum. It is used for circumstances where the liquid is too hard to apply or else wont stay where it is placed.Ã Napalm B, more usually just called napalm, is an example of a gelled sol. This easy napalm synthesis is an interesting introduction to sols and gels. Materials 35 g polystyrene (e.g., Styrofoam or other polystyrene foam, used for insulated cups and packing peanuts)100 ml gasolinematches or a lighter Procedure Break the polystyrene into small chunks. Sometimes you can find polystyrene foam beads, which will work fine without any additional processing.Pour 100 ml of gasoline into a glass container, such as a 250 ml beaker. Any similar-size glass container is fine.Stir in the polystyrene, a little at a time. The polystyrene foam will fizz and seem to dissolve, although this really is the formation of the gelled sol.When all of the polystyrene has been added, there should be no remaining liquid gasoline. The glass container will contain a semi-rigid sol. Observations and Experimentation with Napalm and the Gelled Sol In an outdoor location, away from heat or flame, invert the container of gelled sol. Notice that it will resist flowing out of the container. Although the sol is a liquid, it behaves like a solid in that it maintains its form.If the sol does not fall out of the glass container, gently tap it to dislodge it. Note the characteristics of Napalm B that make it a gelled sol.On a fire-safe surface, ignite the napalm. If you like, compare the combustion of napalm with the combustion of 100 ml of gasoline. Safety This project is best performed outdoors since gasoline vapors are volatile and toxic. Wear protective goggles and gloves to protect yourself from the splashing of the liquid. Use care when igniting the napalm. Its advisable to have a fire extinguisher handy. This project is intended for mature chemistry students. Keep all materials away from children and pets. Reference: Robert Bruce Thompson, Illustrated Guide to Home Chemistry Experiments All Lab, No Lecture (2008) OReilly, pp. 326-329.
Sunday, February 16, 2020
Interpersonal communication Essay Example | Topics and Well Written Essays - 1500 words - 2
Interpersonal communication - Essay Example However, the scenario has changed rapidly during the last four decades and communication has emerged as one of the key factors whether in a group of people or between two individuals. Since interpersonal communication is an unending process (West and Turner 10), the changes that are noticed in this type of communication are obvious. In short, it is extremely difficult to define what interpersonal communication is, simply because it cannot be bound within a restricted area. Thus, the changes that it has picked in various stages of evolution have become an intrinsic part of the same. Communication is a broad term in itself that incorporates several nuances. As a matter of fact, the factors that affect interpersonal communication require more focus in order to understand and draw conjectures. For instance, Judee Burgoonââ¬â¢s Expectancy Violation Theory is a significant milestone that illustrates non verbal communication in various ways. This theory that demonstrates how non verbal communication comes under the influence of expectations is worth appreciating. The significance of this theory lies to the extent and capacity in which it depicts non verbal communicat ion such as body language and eye contact. Interpersonal communication is intertwined with our daily lives and there is hardly a moment that does not reflect various aspects of this communication, which is substantiated by Turner and West: ââ¬Å"Each day we perform one of the most ancient of all behaviors: interpersonal communication. We head off to work and greet people on the bus, in the office, in the carpool or on the street. We talk to our roommates and discuss last nightââ¬â¢s party over breakfast. Or we wake up and soon find ourselves in the middle of a heated exchange with a family member about dirty dishes. Although each of these situations differs, they all underscore the pervasiveness of interpersonal communication in our livesââ¬
Sunday, February 2, 2020
Technical proposal assignment Example | Topics and Well Written Essays - 1000 words
Technical proposal - Assignment Example In this regard, my institution is not able to accurately and timely analyze studentsââ¬â¢ data to inform future planning, strategy and service provision. As Campbell (2007) states, studentsââ¬â¢ intake and new admissions continue to increase while new programs continue to be adopted day by day by the college. The ever increasing records are difficult to handle just by a filing system, hence there is need to develop an effective, accurate and efficient way of managing students record. The studentsââ¬â¢ record management system that is automated is the right technical change for the college. Studentsââ¬â¢ record management system is a computerized studentsââ¬â¢ record management platform that allows students, institution, teachers and administrators to interact. Studentsââ¬â¢ records help in enhancing students and institution relationship, providing services, facilities and support to the students, measuring and controlling students academic achievement at the institution and subsequently and support to the alumni. The automation of the studentsââ¬â¢ record system is expected to improve on accuracy and effectiveness of information capturing retrieval and generation of reports for each student. This would eliminate the loss of data improve services in the administration since accessing information would be within a short time. The proposed studentsââ¬â¢ record management system refers to the computerized network distribution system that allows for the management of records involving the students in college or a learning institution. This technology will enhance a number of functions within the administration concerning the studentsââ¬â¢ records including registration of students in their respective programs, manage their fee data bases, manage their examination records and manage their accommodation booking and allocation as shown in figure 1. This is a software program application that is intended to provide timely information about all the
Saturday, January 25, 2020
Strategic Marketing by Nintendo Select an organisation
Strategic Marketing by Nintendo Select an organisation Introduction Starting out as a playing card company when it was first founded in 1889, later entered the video game industry in 1985; Nintendo has since become the leading manufacturer and distributor of video-game software and hardware (i.e. handheld consoles and static consoles). Such success has largely been attributed to Nintendos ability to develop and manage some of the most innovative products in the industry, where some still remained as one of the biggest seller of all time. Despite its success and the current position as the market leader in both the console and handheld market, Nintendo is facing increasing competition from its competitors; Microsoft and Sony, the challenges on its market from the recent recession as well as the saturation of demand of the current generation of consoles. This essay will analyse some of the main strategic marketing tools covered in the module, and then evaluate and make suggestions on how they can be used by Nintendo to manage its existing products and product portfolios or help to develop new ones. Defining product Due to the scope of the essay, the strategic marketing tools that will be analysed will be mainly related to product. A product is either tangible or intangible; it can be defined as a good, a service or even an idea or brand. It is an important factor in the marketing mix and can be a companys most important asset. A product can also be broken into three levels, core, actual and augmented (as shown in fig. 1). It is important to note that the core product is not the product itself and is not tangible; it is the basic benefits from gaining the actual product (Dibb, Simkin, Pride, Ferell, 2001). Figure Nintendo has a range of products within the video game industry, from well-known handheld consoles such as the Nintendo DS and the static video-game consoles such as the Wii, to a range of compatible video-game peripherals, accessories and software from its studios. If we take the Wii for example, the core benefit to the user would be the perceived enjoyment or fun from playing the console, the actual product would have the features of running the compatible games, while the augmented product would be the customer service and warranty the end-user could use when console breaks. Some of these products will be analysed in more detail later on using the strategic marketing tools in order to give more details on the current situation of the company and the market. The Tools There are many marketing tools and concepts nowadays to help companies assess their products and the market in order to make more informed decisions in planning. This section will concentrate on three of the strategic marketing tools relating to product as discussed within the module, with focus on the benefits and limitations of each tool when applied to Nintendo and its products. Product lifecycle Perhaps one of the more widely known tools in managing products (Dhalla Yuspeh, 2009), the product lifecycle breaks down the progress of a product developing over time into four main stages: introduction, growth, maturity, and decline. The stages can be seen on the graph in fig. 1. The first line represents the sales a company has made, while the line below is the actual profits gained after deducting all the cost. Time is represented on the horizontal axis. Figure Source: http://tutor2u.net/business/marketing/products_lifecycle.asp At introduction, despite the rapidly rising sales, it is likely that the profit remains in the negative due to the considerable costs incurred to develop and launch the new product. During the growth period, as more people become aware of the product and demand grows, sales and profit increase rapidly. After a period of time, growth in demand would start to slow as the maturity approaches. At the maturity stage, competition could be the strongest and it is also where the most profit can be earned. After the product reaches maturity, sales and profit will fall into decline as the market shrinks. By understanding the stage a companys product is at, strategic decisions can be made to minimise cost or to boost sales. Many of Nintendos products can be perceived as following such cycle. One example can be seen from Wii, one of Nintendos most success products and the current market leader in static consoles. When it was first released in 2006, there was much hype about the new product amongst the gaming community; the product was part of the seventh generation consoles, and features the distinctive motion-sensitive controllers. Although the new console lacks the graphics and processing power of its rivals, Microsofts Xbox 360 and Sonys PS3; the features of which the traditional video-gaming communities (dominated by young male gamers) have placed great emphasis on, Nintendo has dramatically increased sales by expanding the market into new consumer segments (i.e. older generations and other casual gamers) (Mintel Oxygen, 2008). In 2009, sales have slowed as the market for the current generation of consoles reaches maturity, prompting Nintendo to lower the retail price in order to boost sales (Mintel Oxygen, 2010). While the Wii seemed to be going through the stages of a product lifecycle, yet, the product lifecycle would have been too simple for Nintendo to base most of their strategies and planning on. One of its limitations is that it cannot help managers to effectively forecast sales; a reason for this would be that sales can be affected by a number of factors, internal and external. For instance, the product lifecycle could not have forecasted the recent recession which saw a cut back on spending from the casual gamers who view Wii as one of the luxury goods, thus affecting the sales. Another major limitation of the product lifecycle is that not all products will follow the typical lifecycle curve. An example can be seen from Nintendos Virtual Boy when it was first launched in 1995, the console uses a head-mounted display and controller, but since it had many technological limitations, the product did not get the sales needed and was discontinued after one year (Fletcher, 2010). Here, the product did not reach growth and maturity after introduction, and went into decline soon after. Due to its simplicities and many other limitations ( Day, 1981), some critics even argues that companies can make costly mistakes and miss opportunities if decisions are based on the product lifecycle concept, and would be better off using an information system for each product when deciding whether to promote or cut cost (Dhalla Yuspeh, 2009). Boston Matrix Developed by a large US consulting group, the Boston matrix is a strategic planning tool that base around a products market growth rate and market share when determining a marketing strategy (Donald , Hambrick, MacMillan, Diana, 1982). Each product is analysed in terms of relative market share and market growth and placed onto a matrix, where it can be classified into four categories: stars, cash cows, problem child/question mark and dogs. As seen in fig 3. Figure Source: http://www.learnpremium.co.uk/cima/lesson2/page3.aspx Stars are highly successful products with good prospects for growth and high share of the market, although they may use more cash than they generate in order to finance growth and increase capacity. Stars have the potential to become cash cows, where they have the dominant shares in the market but low growth, and more cash are generated than needed to maintain market share. With low market share and low potential for growth, products that are classified as dogs should be eliminated as they are likely to not generate cash for the company. Problem children, sometime called question marks, are products with low share of a high growth market. Some of the problem children can be turned into stars, which is why some companies still invests in them, although there is also a risk of them turning into dogs instead. The current generation consoles (the Wii and Nintendo DS range) from Nintendo can be generally be classified as cash cows, as they have the biggest share of their market but the markets are no longer growing as fast as it used to be. One of the dogs of the company would be the Game Boy Advance range (including Game Boy Advance SP and Game Boy Micro), the predecessor of the Nintendo DS range, sales and market share have dropped after the introduction of the newer versions of the DS range. An example of the question mark product would be Nintendo DSi XL, which is a newer version of the DS range that provides all the features of the Nintendo DSi along with bigger screens. It was released in November 2009, and its future is still unsure as consumers could prefer spending less on older versions that gives similar experience, rendering the DSi XL unnecessary (i.e. becoming a dog), or could potentially replace the older models and become a cash cow in future. The stars of Nintendo can be de monstrated by some of Nintendos video game software developed by its first-party studios, such as the Wii Fit, which was the third highest selling Wii game as of May 2010 (Nintendo Co., Ltd, 2010). Nevertheless, like the product life cycle model it was based on, Boston matrix, with only two dimensions (market share and market growth) is still too simplistic to use alone in making strategic decisions (Majluf, 1983). It also assumes that high market share is always related to higher rates of profit or the only success factor, and that the attractiveness of a market is not only indicated by its growth. For instance, although compared to the fast growing mainstream, casual gaming market with its large market size potential, the traditional hard-core gamer market with its narrower demographic could be seen as much less attractive. However, the latter group would also be willing to pay more for a higher specification console, and their purchase are less likely to be effected by the economic conditions in the same way that has impacted the decision of the casual gamers. Also, despite a general interpretation that dogs should be eliminated, some dog products could be part of a successf ul product mix, and their existence could serve as one of the motivating factors for consumers to purchase a particular product from the company. An example can be shown from Nintendos accessory sector, where market research has shown low market growth and low interest in accessories overall. However, many customers who chose to purchase Nintendo Wii could be influenced by the fact that parts can be replaced and purchased if required, i.e. extra controls are available for purchase should the customer want to play multi-player games. Despite its weaknesses, the Boston matrix can still serve as a simple and efficient tool to help Nintendo to predict where a product is at in its product lifecycle, for instance, question marks can be said to be on the launch stage, the stars are at the growth stage and cash cows are likely to be on the maturity stage. Ansoff Matrix The previous two marketing tools can help companies to identify the stages their products are at, but does little to help the managers formulating on a set of strategies to achieve growth. The Ansoff matrix is a tool that aids companies in making decisions on how to achieve growth depending on the product and the market it targets (Ansoff, 1965). It can be shown in a chart below, as seen in fig. 4. Figure Source: http://tutor2u.net/business/strategy/ansoff_matrix.htm The four strategic choices from the Ansoff matrix are: market penetration, product development, market development and diversification. Market penetration is considered when marketing existing products to existing consumers, this can be achieved through promotions or repositioning the brand. For instance, after it was clear that Nintendos static consoles could not compete in terms of specifications (i.e. powerful processing capacity) with Sony and Microsoft within the hard-core gaming sector (Mintel Oxygen, 2008), the company repositioned its brand to appeal more to the wider public and families in order to increase sales. Product development occurs when companies market new products in existing markets. Within the video game console market, newer models are introduced in order to compete better with the latest features on the market. Within the Nintendo DS range, new models are released almost every year; starting from the original Nintendo DS at release, then the handheld console became smaller with the DS Lite, later a webcam was added on to open up new possibilities with several games in the DSi model, and the current model, DSi XL features a bigger screen for players. All these models compete in the handheld video game console market along with Sonys PSP, with each model offering a slightly different experience to the consumer, but still in the same generation of the video game consoles (Mintel Oxygen, 2010). Market development happens when companies seek growth by introducing existing products in new markets. This can be demonstrated when companies export their products into another country or region, thereby entering a new market. Nintendos consoles and games are usually released in Japan first; the companys home market, before launching and promote them overseas. Lastly, diversification is when the company choose to market completely new products into new markets. This could be within the same industry as the existing products or going into an unrelated industry or sector. Nintendo first started out as a playing card company in the late 19th Century before it diversified into to the video gaming market by launching its first video game console, but still remained within the wider Toys and Games industry. As with the other tools, there are limitations and disadvantages on using the Ansoff matrix. Once again, the format of the two-by-two design similar to the Boston matrix can be too simplistic, and that the real-world markets and decisions are much more complex. Such as that diversification may contain many risks, i.e. lack of knowledge and experience of the new market, and that it may not be the best strategy for growth for some companies with limited resources. Also, although the Ansoff matrix can be used to identify the strategic path products may follow, and as with the Boston matrix can help simplify overly complex scenarios for easy and prompt analysis; it does not provide the marketing options which mangers will need to make based on a wider and extensive research of the company and the market. Combining the tools All the strategic marketing tools evaluated here have both benefits and disadvantages to Nintendo. Also, the market conditions can transform over time, such as changes in trend, technological advances and economic conditions (Pride Ferrell, 2008). Therefore, in order to help managers to effectively manage and develop individual products and product portfolios, the best approach will likely to involve using a number of tools. This section will look at how different marketing tools discussed previously along with other concepts can be used together by Nintendo in managing its products as well as developing new ones. Product management Product management can consist of planning, forecasting and marketing of a product in order to achieve the companys objectives. Nintendo may use the tools mentioned before to help it to paint an overall view of its products. By using the Boston matrix on all Nintendos products that are currently on the market, one can find that there are some in each of the four categories, and some may lie on the lines between two classifications. As mentioned in the introduction, the concept of product is not limited to just goods and service, and Nintendo has many products in its product portfolio. The Pokà ©mon game brand were often referred to as one of Nintendos biggest cash cows by the gaming community, with each release for various platforms and little changes to the content and gameplay providing huge profit for the company. Therefore, for the Pokà ©mon range, Nintendo may opt to spend relatively less investment in product development and promotion to maintain sales, and use the cash generated on investing in new innovations and other less successful products. The Boston matrix will also help Nintendo to identify what stage of the product lifecycle some of their products are currently in. When looking at the product lifecycle of the current generation of consoles, the slow sales growth indicates maturity of the market and the product. Therefore, Nintendo should consider developing the next generation consoles. However, care should be taken in using the product lifecycle as not all products share the same trend. To get an accurate view on what stage of the product lifecycle a console is in, and also when it will move to the next stage, instead of only relying on the Ansoff matrix and market data, Nintendo could also compare it to its predecessors, i.e. the Wii compared with Nintendo GameCube and the DS with Gameboy, as the product lifecycle of similar products within similar markets should be more closely related; though Nintendo should still be aware of some of the major differences in market and competition, such as changes in demographics of Nintendos customers and Sonys entrance into the handheld market with PSP, when comparing current generation of consoles with t he last ones. Product development Should Nintendo decide to go into product development; could be in an attempt to extend the product lifecycle of an existing product or to introduce a new product onto the market (based on Ansoff matrixs view of product development), there would also be number of considerations that needs to be taken. The company could choose to either make modifications to an existing line or to release a completely new product to replace the old one. For instance, if Nintendo want to extend the product lifecycle of its Pokà ©mon game brand by boosting sales, the company would make a new release of another version of the existing games. Such move would not require a huge investment in product development, as the concept already exist and proven to be hugely successful with a large base of loyal customers willing to get the latest version, so small changes such as packaging, improving the graphic to adapt to the latest console, and small modifications to the storyline, would be sufficient enough to release another best-selling game onto the market. Figure Developing a completely new product such as the next generation of consoles would require a much bigger investment and time. Firstly, the company will need to make sure it has done the market research required to understand the market, in order to take advantage of the companys strengths. So far, Nintendo has been successful in expanding the market by identify attracting more casual gamers from the older generation and families, thus focusing on improving gaming experience around a wider group in order to make up for its loss of appeal (due to lower performance power) from the traditional hard-core gamers. The Kanos Model as shown in fig. 5 on product development and customer satisfaction (Bergman, 2003) can be used to help Nintendo to assess the requirements of the new consoles or other products. For instance, some of the expected needs could be better graphics and performance than the previous consoles. The company may also need to assess the technology available on the market and the limitations of developing new ones. Nintendo has already announced its next generation handheld console, the Nintendo 3DS, which apparently is capable giving 3D visualisations on displays without glasses (Nintendo Co., Ltd, 2010). How well the company has evaluated its customer needs and expectations will be reflected on the success or failure (like the Virtual boy) after the product is available on the market. Conclusion Overall, the Ansoff matrix can be used as a framework for deciding upon strategies based on whether the market and the product is new or existing, the Boston matrix can be used to predict where a product is at its lifecycle based on relative market share and market growth rate, and the Product lifecycle can help companies to decide on a marketing strategy depending on the stage a product is in, although not all products go through each stage in the same way. All three tools are too simplistic and do not take into account of many real-world factors, thus extensive research on the wider market and the company is required before making strategic decisions. After evaluating the strategic marketing tools and applying them to Nintendo and its products, I believe that the best approach in managing and developing products or product portfolios is to not make judgements and strategic decisions based on one or two tools and concepts, but to use a combination of them. While managing existing products using the tools discussed here as well as extensive market research, Nintendo may decide to make modifications to its products or extend its line with a new product. Also, with the changing market conditions, Nintendo may find that it will need to change its strategic marketing approach overtime in order to adapt and manage risk to effectively manage and develop individual products and product portfolios.
Friday, January 17, 2020
Mun Resolution Draft
FORUM: General Assembly, Human Rights QUESTION OF: The Treatment of children in areas of armed conflict SUBMITTED BY: Mexico The General Assembly, Deeply Disturbed by the recent number of massacres of citizens including children in Syria since the anti-regime uprising in March 2011, Noting with Deep Concern that the Syrian government has repeatedly and regularly violated its ceasefire conditions, which is causing escalating tension and possibly leading to civil war,Referring to Article 4 of the UN's Convention on the Rights of the Child, there lies a responsibility within every government to impose the measures necessary to ensure that all children's rights are fulfilled and protected, Acknowledging the UN's recent efforts in efficiently carrying out punishments on persistent violators of children's rights to ensure that they are stopped and that these children receive the justice they deserve, as in the case of the trial of former Liberian President Charles Taylor,Confident that the only possibility for violent forces to be stopped is to demobilize them by removing their weapons and placing leaders of these forces in detainment, Alarmed by the large numbers of children that remain incarcerated in Israel, South Africa, Tanzania and the United States of America, Bearing in mind that there is no ââ¬Ëlost generation', and the fact that many child soldiers were pressurized under horrifying conditions as children,Deeply concerned by governments that continue to use, produce and stockpile cluster munitions, which target civilians and are a direct threat to the lives of children. 1. Requests the Syrian government to abide by the ceasefire conditions and to accelerate its implementation of its peace plan; 2. Calls upon NGOs and governments to jointly send immediate relief to Syria and establish child-friendly spaces (CFS) to protect and ensure the rights of children; . Encourages governments and NGOs to continue establishing more IDP fairs to reintegrate displaced f amilies into the community and a regular way of life; 4. Calls for further reintegration and rehabilitation policies and strategies that focus on tolerance rather than prejudice, and in which children are consulted and their strengths built upon, encouraged to break with previous violence, and specific issues such as female needs are addressed; 5.Suggests that gender-sensitive strategies are designed and implemented to address the rights of children, which includes establishing a minimum legal marriage age and protecting children from sexual exploitation, harmful cultural practices and abuse; 6. Recommends governments to review legislation and repeal laws that punish and discriminate refugees and other victims of war; 7. Further recommends the immediate and unconditional released of minors from prison in all countries concerned; 8.Expresses its hope that in the future NGOs and governments will send immediate relief to an affected area in the early stages of armed conflict to ensure the least possible number of casualties; 9. Encourages governments and NGOs to recognize the potential of the media in raising awareness of situations in areas of armed conflict, and in turn assists in receiving donations from the general public; 10. Strongly urges governments of countries in armed conflict to impose bans on, restrict import of, and forcibly remove weapons from all citizens; 11.Calls for developed countries to respond positively, in the spirit of burden-sharing, to requests for asylum; 12. Deplores the denial of humanitarian aid to children in armed conflict by warring parties; 13. Requests that the impacts of economic sanctions on children are reassessed and monitored, and that all children are provided with access to food, shelter, emergency water, sanitation and hygiene and emergency education; 14. Trusts that all states are placing this issue above all forms of politics, and will cooperate to ensure that the rights of children in areas of armed conflict are defe nded.
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