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πŸ”— Stenotype

πŸ”— Technology πŸ”— Law πŸ”— Business πŸ”— Occupational Safety and Health

A stenotype, stenotype machine, shorthand machine or steno writer is a specialized chorded keyboard or typewriter used by stenographers for shorthand use. In order to pass the United States Registered Professional Reporter test, a trained court reporter or closed captioner must write speeds of approximately 180, 200, and 225 words per minute (wpm) at very high accuracy in the categories of literary, jury charge, and testimony, respectively. Some stenographers can reach 300 words per minute. The website of the California Official Court Reporters Association (COCRA) gives the official record for American English as 375 wpm.

The stenotype keyboard has far fewer keys than a conventional alphanumeric keyboard. Multiple keys are pressed simultaneously (known as "chording" or "stroking") to spell out whole syllables, words, and phrases with a single hand motion. This system makes real-time transcription practical for court reporting and live closed captioning. Because the keyboard does not contain all the letters of the English alphabet, letter combinations are substituted for the missing letters. There are several schools of thought on how to record various sounds, such as the StenEd, Phoenix, and Magnum Steno theories.

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πŸ”— Laws of Power: Machiavelli and Sun-Tzu brought up-to-date

πŸ”— Books πŸ”— Business

The 48 Laws of Power (1998) is a non-fiction book by American author Robert Greene. The book is a bestseller, selling over 1.2 million copies in the United States, and is popular with prison inmates and celebrities.

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πŸ”— Groupthink

πŸ”— Philosophy πŸ”— Philosophy/Logic πŸ”— Business πŸ”— Politics πŸ”— Psychology πŸ”— Politics/Corporatism

Groupthink is a psychological phenomenon that occurs within a group of people in which the desire for harmony or conformity in the group results in an irrational or dysfunctional decision-making outcome. Cohesiveness, or the desire for cohesiveness, in a group may produce a tendency among its members to agree at all costs. This causes the group to minimize conflict and reach a consensus decision without critical evaluation.

Groupthink requires individuals to avoid raising controversial issues or alternative solutions, and there is loss of individual creativity, uniqueness and independent thinking. The dysfunctional group dynamics of the "ingroup" produces an "illusion of invulnerability" (an inflated certainty that the right decision has been made). Thus the "ingroup" significantly overrates its own abilities in decision-making and significantly underrates the abilities of its opponents (the "outgroup"). Furthermore, groupthink can produce dehumanizing actions against the "outgroup". Members of a group can often feel peer pressure to "go along with the crowd" in fear of rocking the boat or of what them speaking up will do to the overall to how their teammates perceive them. Group interactions tend to favor, clear and harmonious agreements and it can be a cause for concern when little to no new innovations or arguments for better policies, outcomes and structures are called to question. (McLeod). Groupthink can often be referred to as a group of β€œyes men” because group activities and group projects in general make it extremely easy to pass on not offering constructive opinions.

Some methods that have been used to counteract group think in the past is selecting teams from more diverse backgrounds, and even mixing men and women for groups (Kamalnath). Groupthink can be considered by many to be a detriment to companies, organizations and in any work situations. Most positions that are senior level need individuals to be independent in their thinking. There is a positive correlation found between outstanding executives and decisiveness (Kelman). Groupthink also prohibits an organization from moving forward and innovating if no one ever speaks up and says something could be done differently.

Antecedent factors such as group cohesiveness, faulty group structure, and situational context (e.g., community panic) play into the likelihood of whether or not groupthink will impact the decision-making process.

Groupthink is a construct of social psychology, but has an extensive reach and influences literature in the fields of communication studies, political science, management, and organizational theory, as well as important aspects of deviant religious cult behaviour.

Groupthink is sometimes stated to occur (more broadly) within natural groups within the community, for example to explain the lifelong different mindsets of those with differing political views (such as "conservatism" and "liberalism" in the U.S. political context ) or the purported benefits of team work vs. work conducted in solitude. However, this conformity of viewpoints within a group does not mainly involve deliberate group decision-making, and might be better explained by the collective confirmation bias of the individual members of the group.

Most of the initial research on groupthink was conducted by Irving Janis, a research psychologist from Yale University. Janis published an influential book in 1972, which was revised in 1982. Janis used the Bay of Pigs disaster (the failed invasion of Castro's Cuba in 1961) and the Japanese attack on Pearl Harbor in 1941 as his two prime case studies. Later studies have evaluated and reformulated his groupthink model.

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πŸ”— Business Plot

πŸ”— United States πŸ”— Human rights πŸ”— History πŸ”— Military history πŸ”— Military history/North American military history πŸ”— Military history/United States military history πŸ”— Philosophy πŸ”— Business πŸ”— Politics πŸ”— Philosophy/Social and political philosophy πŸ”— Alternative Views πŸ”— Sociology πŸ”— Discrimination πŸ”— Politics/American politics πŸ”— United States/U.S. history

The Business Plot was a political conspiracy in 1933 in the United States. Retired Marine Corps Major General Smedley Butler revealed that wealthy businessmen were plotting to create a fascist veterans' organization with Butler as its leader and use it in a coup d'Γ©tat to overthrow President Franklin D. Roosevelt. In 1934, Butler testified before the United States House of Representatives Special Committee on Un-American Activities (the "McCormack–Dickstein Committee") on these revelations. No one was prosecuted.

At the time of the incidents, news media dismissed the plot, with a New York Times editorial characterizing it as a "gigantic hoax". While historians have not accepted the notion of a plot, they agree that Butler described one.

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πŸ”— Serial-position effect

πŸ”— Philosophy πŸ”— Philosophy/Logic πŸ”— Business πŸ”— Politics πŸ”— Psychology πŸ”— Marketing & Advertising

Serial-position effect is the tendency of a person to recall the first and last items in a series best, and the middle items worst. The term was coined by Hermann Ebbinghaus through studies he performed on himself, and refers to the finding that recall accuracy varies as a function of an item's position within a study list. When asked to recall a list of items in any order (free recall), people tend to begin recall with the end of the list, recalling those items best (the recency effect). Among earlier list items, the first few items are recalled more frequently than the middle items (the primacy effect).

One suggested reason for the primacy effect is that the initial items presented are most effectively stored in long-term memory because of the greater amount of processing devoted to them. (The first list item can be rehearsed by itself; the second must be rehearsed along with the first, the third along with the first and second, and so on.) The primacy effect is reduced when items are presented quickly and is enhanced when presented slowly (factors that reduce and enhance processing of each item and thus permanent storage). Longer presentation lists have been found to reduce the primacy effect.

One theorised reason for the recency effect is that these items are still present in working memory when recall is solicited. Items that benefit from neither (the middle items) are recalled most poorly. An additional explanation for the recency effect is related to temporal context: if tested immediately after rehearsal, the current temporal context can serve as a retrieval cue, which would predict more recent items to have a higher likelihood of recall than items that were studied in a different temporal context (earlier in the list). The recency effect is reduced when an interfering task is given. Intervening tasks involve working memory, as the distractor activity, if exceeding 15 to 30 seconds in duration, can cancel out the recency effect. Additionally, if recall comes immediately after the test, the recency effect is consistent regardless of the length of the studied list, or presentation rate.

Amnesiacs with poor ability to form permanent long-term memories do not show a primacy effect, but do show a recency effect if recall comes immediately after study. People with Alzheimer's disease exhibit a reduced primacy effect but do not produce a recency effect in recall.

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πŸ”— List of commercial failures in video games

πŸ”— Companies πŸ”— Video games πŸ”— Lists πŸ”— Business πŸ”— Video games/Nintendo πŸ”— Popular Culture πŸ”— Industrial design πŸ”— Video games/Sega

The list of commercial failures in video games includes any video game software on any platform, and any video game console hardware, of all time. As a hit-driven business, the great majority of the video game industry's software releases have been commercial failures. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit.

Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failures of E.T. and Pac-Man for the Atari 2600 contributed to the video game crash of 1983. Some games, though commercial failures, are well received by certain groups of gamers and are considered cult games.

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πŸ”— Panic of 1873

πŸ”— United States πŸ”— France πŸ”— Germany πŸ”— Economics πŸ”— New York City πŸ”— Business πŸ”— United Kingdom πŸ”— Trains πŸ”— Hungary πŸ”— Austria πŸ”— United States/Massachusetts πŸ”— Chicago πŸ”— European history πŸ”— Vienna πŸ”— United States/Massachusetts - Boston πŸ”— Ireland πŸ”— Former countries πŸ”— United States/U.S. history πŸ”— Former countries/Austria-Hungary πŸ”— Austria/Austria-Hungary

The Panic of 1873 was a financial crisis that triggered an economic depression in Europe and North America that lasted from 1873 to 1877, continuing until 1879 in the French Third Republic and in the United Kingdom of Great Britain and Ireland. In Britain, the panic started two decades of economic stagnation known as the "Long Depression" that weakened the country's economic leadership. In the United States, the period of economic stagnation was known as the "Great Depression" until the events of 1929 and the early 1930s set a new standard.

The Panic of 1873 and the subsequent depression had several underlying causes, of which economic historians debate the relative importance. American inflation, rampant speculative investments (overwhelmingly in railroads), the demonetization of silver in Germany and the United States, ripples from economic dislocation in Europe resulting from the Franco-Prussian War (1870–1871), and major property losses in the Great Chicago Fire (1871) and the Great Boston Fire (1872) all contributed to a massive strain on bank reserves, which in New York City plummeted from $50 million to $17 million between September and October 1873. The first symptoms of the crisis were financial failures in Vienna, the capital of Austria-Hungary, which spread to most of Europe and to North America by 1873.

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πŸ”— List of obsolete occupations

πŸ”— History πŸ”— Lists πŸ”— Business

This is a list of obsolete occupations. To be included in this list an occupation must be completely, or to a great extent, obsolete. For example, there are still a few lamplighters retained for ceremonial or tourist purposes, but in the main the occupation is now obsolete. Similarly, there are still some manual switchboard operators and elevator operators which are required for historic equipment or security reasons, but these are now considered to be obsolete occupations. Occupations which appear to be obsolete in industrialized countries may still be carried out commercially in other parts of the world, for example charcoal burner.

To be included in this list an obsolete occupation should in the past have employed significant numbers of workers (hundreds or thousands as evidenced by, for example, census data). Some rare occupations are included in this list, but only if they have notable practitioners, for example alchemist or phrenologist.

Terms which describe groups of people carrying out a variety of roles, but which are not specific occupations, are excluded from this list even if they are obsolete, for example conquistador or retinue. Terms describing positions which have a modern equivalent, and are thus not obsolete occupations, are excluded from this list, for example a dragoman would now be termed a diplomat; similarly a cunning woman would now be termed a practitioner of folk medicine. Terms describing a state of being rather than an occupation are excluded, for example castrato. Specialist terms for an occupation, even if they are obsolete, are excluded, for example the numerous historic terms for cavalry and courtesan. Foreign language terms for existing occupations are excluded, for example korobeinik or LaukkuryssΓ€ which are types of peddler. All types of forced labour, such as slavery and penal labour are excluded from this list as they are not paid occupations.

Only occupations which are notable, well-defined, and adequately documented in secondary sources are included in this list.

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πŸ”— Dilbert Principle

πŸ”— Books πŸ”— Business πŸ”— Comics πŸ”— Comics/Comic strips

The Dilbert principle is a concept in management developed by Scott Adams, creator of the comic strip Dilbert, which states that companies tend to systematically promote incompetent employees to management to get them out of the workflow. The Dilbert principle is inspired by the Peter principle, which holds that employees are promoted based on success in their current position until they reach their "level of incompetence" and are no longer promoted. Under the Dilbert principle, employees who were never competent are promoted to management to limit the damage they can do. Adams first explained the principle in a 1995 Wall Street Journal article, and expanded upon it in his 1996 business book The Dilbert Principle.

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πŸ”— First-Mover Advantage

πŸ”— Economics πŸ”— Business πŸ”— Marketing & Advertising πŸ”— Guild of Copy Editors

In marketing strategy, first-mover advantage (FMA) is the advantage gained by the initial ("first-moving") significant occupant of a market segment. First-mover advantage may be gained by technological leadership, or early purchase of resources.

A market participant has first-mover advantage if it is the first entrant and gains a competitive advantage through control of resources. With this advantage, first-movers can be rewarded with huge profit margins and a monopoly-like status.

Not all first-movers are rewarded. If the first-mover does not capitalize on its advantage, its "first-mover disadvantages" leave opportunity for new entrants to enter the market and compete more effectively and efficiently than the first-movers; such firms have "second-mover advantage".

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