Corporate social responsibilities Essay Example
Corporate social responsibilities Essay Example

Corporate social responsibilities Essay Example

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The significance of implementing corporate social responsibilities in all business operations cannot be overstated. It is crucial for promoting the coexistence of the company and society while enhancing the value of its products and services. This aspect requires prioritization due to negative impacts resulting from products and services offered to the public. Additionally, consumers lacking effective logical reasoning about product effects are marketed various goods and services. Regrettably, limited cooperation between industries and society is observed due to varying rights considerations leading to negative impacts outweighing benefits. The context pertains to EverQuest, a computer game developed by Sony Online Entertainment.

The game caused addiction in Mr. Wooley, which ultimately led to his death. However, determining the exact cause was challenging due to various contributing factors.

Mr. Wooley's death can be attributed to his excessiv

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e playing of EverQuest, which he devoted abnormally long hours to. He prioritized playing the game over his job, family, and personal needs, neglecting his health and living space. Additionally, his epilepsy was exacerbated by the game.

Mr. Wooley's mother observed his abnormal behavior, leading to inquiries about why she did not help him. The company recognizes addiction's destructive effects on individuals and the responsibility of consumers to protect themselves from these impacts. The implications of EverQuest game for Mr. Wooley's death raise ethical concerns, including who is accountable. Some argue that companies must guarantee their products and services' quality while reducing adverse consequences for consumers.

Although the passing of Mr. Wooley has raised ethical issues, it is necessary to also reflect on how products and services impact consumers as a whole. The proliferation of electronic games addiction underscores the need to address

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their destructive influence. As more individuals become addicted, there is an escalation in the harm associated with these games.

Following his departure from work, Mr. Wooley became heavily addicted to Everquest and played the game non-stop throughout day and night. The addictive properties of such games can pose a major challenge when it comes to discontinuing their use, which is an alarming issue. Furthermore, there are wider concerns about the uncertainty surrounding the potential harm caused by these games as well as the balance between companies' freedom of expression and societal responsibility. Therefore, it is critical to ascertain how and when society should regulate the demand for and usage of these items.

Concerns arise from poor communication between producers and users regarding the impacts of different products. All stakeholders need to address these concerns to minimize their negative effects on society. Sony should take ethical responsibility by producing products that add value to consumers rather than harm them. This can be achieved by responsibly commercializing less harmful products and avoiding marketing to vulnerable populations. The market should prioritize less hostile technological games over highly addictive and harmful ones like EverQuest and Dragon Dragons, which have caused negative effects including death and suicide (Hartman ; Pava, 353).

To enhance the responsible use of various products by children, it is suggested that parents and guardians play a crucial role. Additionally, ethical social responsibilities should be included in modern legislation and policy frameworks to govern the marketing systems of specific products such as EverQuest. It is important for individuals to exercise care and concern when using products from different companies to achieve their desired outcomes. These proposed solutions would have consequences

for various stakeholders involved. The company would have to allocate significant time and resources to create alternative products, and selectively marketing products to responsible individuals may reduce overall returns for the company, particularly since many consumers are young.

Furthermore, opting for selective marketing would come with an additional expense due to the need for a new niche. Nevertheless, the advantages of marketing products selectively would be significant for society by curbing cases such as Mr. Wooley's. This approach would also result in more productive citizens, as opposed to a rise in addiction to these games. Encouraging individuals' personal responsibility when using the game would relieve the pressure on the company, but it could pose a greater risk to those who cannot effectively reason out.

It should be noted that numerous people develop an addiction to playing Sony's EverQuest games, and find it difficult to quit. This creates an opportunity for game developers to exploit the game's weaknesses and market their products to these consumers. The impact of solutions on individuals is a crucial factor for companies looking to maintain productivity and profits, but predicting the effects of EverQuest games on users is challenging.

If companies place sole responsibility on the individual, this approach could lead to more addiction and harm. Companies could compare this addiction with soap operas which also hook individuals easily. These companies may not assume any role in addressing this issue in order to maintain sales and protect themselves from competitors.

Changing the type of game, selectively selling or ending production altogether could have disastrous consequences for the company and give competitors an advantage.

The potential consequences of Sony's actions are twofold: significant job loss and

reduced revenue, as well as possible stunted growth in innovation within the electronics field. While assuming risk and practicing responsible behavior could allow for continued production, the negative impact on individuals and poor public perception of the company must also be taken into consideration.

Implementing this solution could significantly improve the awareness and monitoring of individuals using different games, ultimately reducing abuse and addiction. By taking full responsibility for their products and encouraging the overall sanctity and integrity of human life, the company would act responsibly. It is important to evaluate the impact of products on people's lives to ensure maximum utility for all.

Assuming responsibility for marketing is beneficial as it can lead to individuals becoming more productive citizens. However, placing all responsibility on consumers and neglecting ethical conduct towards them goes against good company conduct. Such an approach implies prioritization of monetary gain over people's concerns, ultimately compromising their lives and rights. Although companies have the constitutional right to market and express themselves, ignoring the impact on people's lives would violate their rights and values, exemplified by Mr.'s death.

Mr. Wooley suggests that placing all the blame on users would promote a rational approach to avoiding negative consequences. This approach would also encourage communication between parents and children so they can work together to minimize the game's effects. Despite promoting responsibility, this approach could be detrimental as many parents and guardians are unable to prevent addiction from taking hold. This increased risk of addiction may also lead to negative behaviors such as violence and suicide, as seen in Mr. Wooley's death.

Solutions and consequences evaluations are necessary in assessing the impact of products on society. The

connection between EverQuest and Mr. Wooley's death, as mentioned before, is just one example of the potential consequences that can arise from products with little corporate responsibility. It is crucial for companies to consider making changes to the game's marketing strategy to promote societal well-being. However, this option may also result in reduced sales for EverQuest, potentially suppressing the company.

In order to improve outcomes, it is crucial to combine this choice with other alternatives. Additionally, this selection unites manufacturers, advertisers, and buyers, providing an improved foundation for enhancing output. If a business suppresses its right to free expression and promoting its merchandise, it would be neglectful towards society. This situation could result in more fatalities, emphasizing the significance of companies having a broader platform.

Although Mr. Wooley's connection to the game is unclear, it is important to consider a solution that would lessen the company's responsibility for individuals' actions. One option is to label products upon release, which would encourage better decision-making among consumers and potentially assist guardians in choosing appropriate games for children. However, the effectiveness of this solution may be limited because people often forget about warnings once they become addicted to a game. To address this issue, repetitive reminders and warnings should be implemented for players.

The issue of addiction is a complex matter with far-reaching effects, requiring a multifaceted approach to bring about necessary changes. The effectiveness of the overall system is measured in society, necessitating harmonious cooperation between various entities, including EverQuest players, the company, and society. Each entity may approach the problem differently. Despite this complexity, Sony's marketing strategy for EverQuest games stands out for its efforts to provide players and

the market with extensive information about the games.

It should be noted that marketing determines the amount of information that consumers receive about all available games. Additionally, the marketing system is able to obtain accurate feedback about the EverQuest games directly from respondents. However, limiting the marketing and sale of these games to children and young people would promote their proper development and decision-making abilities. Despite its benefits, marketing as a solution is limited in addressing the system's overall problem due to its lack of diversity in approach.

According to Hartman and Pava (360), the three entities involved need reliable systems that are based on empirical evidence for ethical changes. Marketing research often prioritizes maximizing sales and may disregard ethical considerations, which can create conflicts. Since marketing is a highly aggressive field focused on securing a share of the market, it is important for companies to not limit ethical considerations to only one department but instead extend it to all branches of the organization.

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