"Pikachu" Essays and Research Papers

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    Pokemon

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    GameID : Pokemon Heart Gold (USA) - IPKE-4DFFBF91 GameID : Pokemon Soul Silver (USA) - IPGE-2D5118CA Table of Contents:- * Joker (Trigger) Values * Max Money * -999999 Money * Collected 9999 Coins * Max Blue Card Points (Buena’s Password Game) * Activates Repel for 255 Steps * Complete Badges * Remove Badges * Clear Gameplay Time (0:00:00) * Unlock all PokeWalker Courses * Pokewalker Step Count 9999999 * Recollect PKMN Egg From Professor Oak

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    Hello Kitty

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    | HELLO KITTY | | Obsah Introduction 3 1. Hello Kitty 4 1.1 History 4 1.2 Hello Kitty in Japan 5 2. Globalization – localization 6 3. Famous brands create for Hello Kitty 6 3.1 Forever 21 (US) 7 3.2 Sephora (Francie) 7 3.3 Swarovski (Austria) 8 3.4 Vans (US) 8 3.5 Eva Air (Taiwan) 9 Conclusion 10 Bibliography 11 Appendix I.: Hello Kitty Story 12 Appendix II.: First product with Hello Kitty motive - 1974 13 Appendix III.: Hello Kitty Products 14 Appendix IV

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    Introduction ………………………….……………………………………….……3 Industry analysis ……………………………..………………….……...…......4 Competitors strategy ……………………….……………………………………. Microsoft – A differentiator………………………….…......7 Sony – A differentiator ……………………….…………………9 Analysis of competition………………………………………………………11 Nintendo’s strategy …………………………………..……………………….14 SWOT ………………………….…………………………………………………….17 Recommendations …………….………………………………………………18 References ……………………………..………………………………………….20  Introduction The first video

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    Japanese Animation

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    INTRODUCTION Japanese Anime Anime‚ which is short for (animēshon) from the English word "animation"‚ in the western world most popularly refers to the medium of animation originating in Japan‚ with distinctive character and background aesthetics that visually set it apart from other forms of animation (e.g. Walt Disney films‚ Warner Bros. short cartoons). (Baricordi‚ Andrea; Pelletier‚ Claude (2000). Anime: A Guide to Japanese Animation (1958-1988). Montreal‚ Canada: Protoculture)

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    The Pokemon Codes

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    Beedrill 83007CF6 0010 - Pidgey 83007CF6 0011 - Pidgeotto 83007CF6 0012 - Pidgeot 83007CF6 0013 - Rattata 83007CF6 0014 - Raticate 83007CF6 0015 - Spearow 83007CF6 0016 - Fearow 83007CF6 0017 - Ekans 83007CF6 0018 - Arbok 83007CF6 0019 - Pikachu 83007CF6 001A - Raichu 83007CF6 001B - Sandshrew 83007CF6 001C - Sandslash 83007CF6 001D - Nidoran (Female) 83007CF6 001E - Nidorina 83007CF6 001F - Nidoqueen 83007CF6 0020 - Nidoran (Male) 83007CF6 0021 - Nidorino 83007CF6 0022 - Nidoking

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    WHEN HOLDING ON MEANS LETTING GO: WHY FAIR USE SHOULD EXTEND TO FAN-BASED ACTIVITIES Nathaniel T. Noda† INTRODUCTION In a celebrated children’s song‚ Malvina Reynolds observes that love is “just like a magic penny‚ / hold it tight and you won’t have any. / Lend it‚ spend it‚ and you’ll have so many / They’ll roll all over the floor.”1 Just as love sometimes means letting go‚ the doctrine of fair use recognizes that the purposes of copyright are sometimes better served by allowing certain forms

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    Nintendo Strategy

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    Competitive Strategy in Game Consoles Jay Conrod‚ Klimka Szwaykowska; Mar 7‚ 2007 The interactive entertainment industry has grown remarkably quickly in recent years. Since 2001‚ the market has been dominated by three major players: Sony‚ Microsoft‚ and Nintendo. Of these‚ Nintendo had the smallest market share‚ even though the company had historically dominated the market. In 2004‚ faced with strong competition from larger and wealthier rivals‚ Nintendo had to come up with an innovative

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    Pillow Method

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    Do children apologize to each other? Apology events in young Israeli peer discourse ZOHAR KAMPF and SHOSHANA BLUM-KULKA Abstract Children’s apologies are greatly under-researched. Though there is wealth of information available on the pragmatics of apologies generally‚ we know much less about whether and how children apologize. Our study explores modes of remedial work by Israeli children in peer discourse. The data were collected through ethnographic observation of Israeli preschool and

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    Swot Analysis

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    End of Book Case Studies 16/7/03 3:16 PM Page 642 end-of-book End-of-book: Case studies Q 643 case studies 19 Think design and performance— think Sunbeam Café Series Nicole Stegemann‚ School of Management and International Business‚ University of Western Sydney Limited‚ a manufacturer of pumps‚ filters and security products. GUD’s acquired Sunbeam in 1996. After catering for predominately female needs‚ it was the male population’s turn to benefit from Sunbeam’s innovations

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    Martin Lindstrom

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    Reading Sections Foreword Introduction 1. A RUSH OF BLOOD TO THE HEAD The Largest Neuromarketing Study Ever Conducted 2. THIS MUST BE THE PLACE Product Placement‚ American Idol ‚ and Ford’s Multimillion-Dollar Mistake 3. I’LL HAVE WHAT SHE’S HAVING Mirror Neurons at Work 4. I CAN’T SEE CLEARLY NOW Subliminal Messaging‚ Alive and Well 5. DO YOU BELIEVE IN MAGIC? Ritual‚ Superstition‚ and Why We Buy 6. I SAY A LITTLE PRAYER Faith‚ Religion‚ and Brands 7. WHY DID I CHOOSE

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