Friday, November 29, 2019

The Old Man And The Sea Essays (754 words) - The Old Man And The Sea

The Old Man and the Sea The Old Man and the Sea Relationship, External Nature and Dignity in The Old Man and The Sea Man has always suffered his most to achieve his goal. However if one doesn't experience the danger; will not be prepared to handle his problems. Experience is a part of life which gives man his true identity. Does this identity comes from one's luck or struggle? Relationships on the other hand interpret strength and dignity. Ernest Hemingway has shown this through Manolin's behavior. He is a young boy who follows Santiago and listen to his wisdom. If this dignity is eliminated will it effect there relationship? Santiago's fight with nature symbolizes the troubles of existence. Does this mean that the outer existence is nothing but a perilous world? Relationship, External nature and Dignity are the major themes in The Old Man and the Sea A very important relationship in the novella The Old Man and the Sea is that between Manolin and Santiago. Manolin supports Santiago and helped him to confront his greatest challenge. Manolin proves this when he says, "I would like go fishing with you. I would like to serve you in some way" (p. 15). Manolin is the first person who appreciates Santiago's experience and skills. He wants to be like Santiago and be a skillful fisherman (p.24). Manolin's concern for Santiago is very significant to their relationship. It keeps the united even after a huge difference in their age. When Santiago returns after loosing his spectacular catch, it's Manolin who cries at the sight of the wounds "he saw the old man's hand and started to cry" (p. 122), and vows that he will never allow the old man to fish alone again. Therefore' Manolin has proven his relationship to Santiago through his moral respect. The danger confronting Santiago in the external nature represents the troubles of existence. Heminway's, The Old Man and the Sea represents many meanings to the out side existence. The marlin for example represents struggle, trouble and the last challenge Santiago went through. Santiago's struggle as a fisherman with marlin also symbolizes durability by putting up such a struggle. Accomplishing or obtaining something doesn't always end one's journey. Once Santiago hooked the fish (marlin) he still has further complications (p.57). First, the fish might dive to the bottom and break the line; second, it might die, and sink (p.72). The sharks bring him more trouble afterwards. The cost him to loose his stuff, "He took my harpoon and my rope (p.103). The sharks represent those who tear apart one's success. Therefore, the external nature is nothing but affliction to the mankind. Santiago's dignity as a human being is established by the code of values he loves because he is a fisherman. His last experience as a fisherman gains him his ultimate victory when he goes out and fights nature in the form of terrible creatures, among them, a marlin and sharks. He starts the story in a small skiff and moves out in a journey to capture a fish after a long losing streak of eighty- four days (p. 25). Santiago comes upon a force bigger than his skiff, the marlin that misleads him out past his intended reach (p. 62). Santiago has struggled for three days, which is significant because for three days he continues to fight on though his goal may not acquire anything. But at last his great will power and pride provides him with his greatest victory. Santiago is a man with a great pride and courage. He proves this point through his statement "But man is not made for defeat. A man can be destroyed but not defeated" (p. 103). This old wrinkled man finally over comes the great force of nature, the marlin by following the code of the fisherman. Finally this novella proves Santiago's profession as a fisherman which leads him to his final perilous experience and his relationship with Manolin .This story has good points, for when it comes to the better parts of the story, it emphasizes by placing in mind step by step of the way Santiago does certain actions. Hemingway has merged three themes already mentioned above successfully unto this book. Among them are Relationship, External Nature, and the code of dignity. The obvious ones are nature; it's cruelty and compassion. Nature caused pain yet gained him victory, caused him emptiness yet satisfied him, and gave the fish yet reclaimed it. Nature is actually more luck than a set of rules, for it can shift back and forth with the greatest of ease. The code of

Monday, November 25, 2019

Free Essays on Work In Today Society

Today you have to work in order to survive in this world. There are a few lucky people out there who were born rich. For instance Paris Hilton, the day she was born she had nothing to worry about, she’s worth millions and for the rest of her life she does not have to pick up a finger. But, there are only a few of these types of â€Å"born rich† people out there. The rest of use common people have to work to earn a living and to buy the things that we want and need everyday. We work all day all long, seven days a week. We give all our energy to our jobs and when we come home, our batteries are empty. We are just too tired to involve ourselves in our family. We would rather eat dinner, watch TV alone and go to bed. Even though working is important, it drastically has taken away the time we spend on our families. For once there was an era of Leave it to Beaver, were the father worked nine to five came house to a wonderful wife and kids. Were dinner was made, and afterwards family time was top priority. But today’s world is more like the Huxstables, were both parents are working and at the end of working day, they are too tired to give to there families. Studs Terkel, the author of {Two Prefaces from Working} said â€Å"When I get home, I argue with my wife a little bit. Turn on the TV, get made at the news†¦Ã¢â‚¬  Terkel gives us a prime example on how many people view there lives. They work hard all day, running around in there offices, running errands and so forth. By the time they come home they have nothing more to give. They are tired and grumpy. They would rather eat there dinner in silence and merge over to the living room couch and watch TV, rather then spend quality time with the family. It would just be too much to do in one day. Work has taken away, considerably, the time we spend with our families. Many kids are left alone all day, to do whatever they please while there parents work to make enough money to pay the bills.... Free Essays on Work In Today Society Free Essays on Work In Today Society Today you have to work in order to survive in this world. There are a few lucky people out there who were born rich. For instance Paris Hilton, the day she was born she had nothing to worry about, she’s worth millions and for the rest of her life she does not have to pick up a finger. But, there are only a few of these types of â€Å"born rich† people out there. The rest of use common people have to work to earn a living and to buy the things that we want and need everyday. We work all day all long, seven days a week. We give all our energy to our jobs and when we come home, our batteries are empty. We are just too tired to involve ourselves in our family. We would rather eat dinner, watch TV alone and go to bed. Even though working is important, it drastically has taken away the time we spend on our families. For once there was an era of Leave it to Beaver, were the father worked nine to five came house to a wonderful wife and kids. Were dinner was made, and afterwards family time was top priority. But today’s world is more like the Huxstables, were both parents are working and at the end of working day, they are too tired to give to there families. Studs Terkel, the author of {Two Prefaces from Working} said â€Å"When I get home, I argue with my wife a little bit. Turn on the TV, get made at the news†¦Ã¢â‚¬  Terkel gives us a prime example on how many people view there lives. They work hard all day, running around in there offices, running errands and so forth. By the time they come home they have nothing more to give. They are tired and grumpy. They would rather eat there dinner in silence and merge over to the living room couch and watch TV, rather then spend quality time with the family. It would just be too much to do in one day. Work has taken away, considerably, the time we spend with our families. Many kids are left alone all day, to do whatever they please while there parents work to make enough money to pay the bills....

Thursday, November 21, 2019

Are Online Services Responsible for an Increase in Bullying and Assignment - 1

Are Online Services Responsible for an Increase in Bullying and Harassment Responses - Assignment Example Your reason for selecting the better argument is strong, as it relates the audience to the subject. The rationale is also consistent with the scope of qualitative approach to data collection, analysis, and reporting that develops an in-depth understanding of a subject matter. Using a real life experience, Penny depicts the reality of the threat of online services as a factor to bullying and harassment. This does not however means that the services are responsible for bullying and harassment because of the active role that Gary played, and he could play the role without online services. Even though you identify Leisring’s argument as the better of the two, you do not offer comparative rationale. It may also be difficult for the audience to identify this position because of the structure of the post that presents your position deep into the paper and as a conclusion. Communicating the main point first would improve the post. Your personal opinion is consistent with reality and the recommendation may be effective in controlling effects of online services on bullying and harassment

Wednesday, November 20, 2019

Credit cards can be a blessing and curse Essay Example | Topics and Well Written Essays - 500 words

Credit cards can be a blessing and curse - Essay Example The monthly statement of your expenditures can allow individuals to keep a record about their expenditures. It allows one to trace that where he is spending more. In addition, credit cards are also a quick source of emerging cash at the times of need but are dependent on the credit line of the customer. If the individual makes monthly payment on time it can build credit rating. On the contrary, credit card has enormous of disadvantages. In the contemporary times, high inflation rates and strict monetary policies have made credits expensive. A certain amount of interest is charged on every purchase, which eventually increases the price of the commodity more. In addition, the easy excess to borrowing allows one to spend more than his or her limits. This shows that individuals spend more than their capacity and this eventually lead people to face credit issues that can also influence reputation. In case of the monthly payments being delayed, a penalty fee is charged on the late payment. This penalty becomes burden for the person who is already facing issues to pay off his or her pervious debts. Moreover, the interest rate that is being charged on the credit card is a lot, the lowest interest card rate is about 11.18 percent, which goes up to a high of 23.95 percent in current times. This means that purchases on credit cards are far expensive than purchases ma de with cash or debit cards. In case, if your credit card is lost or stolen the others can misuse it. The misuse of the credit card can lead an individual to face certain legal issues till they are cleared. Furthermore, banks charge additional amount of about $50 for the lost or stolen of the credit card. As monthly payments on time can improve your credit rating, contrarily in case of late payments credit bureaus reduce your credit rating that can be a major obstacle for the approvals of future loans. Credit cards

Monday, November 18, 2019

Supply Chain and Operations Management Assignment - 1

Supply Chain and Operations Management - Assignment Example According to the AIMS' Institute of Supply Chain Management, it is a management of a global network used to deliver products and services from raw materials to end customers through an engineered flow of information, physical distribution, and cash.Supply Chain Management (SCM) is the management of the relationship between the supplier's supplier and the customer's customer through the supply chain participants (Distributor/Wholesaler and Retailer) between them, mainly using information flow and logistics activities to gain Competitive advantage and customer satisfaction.A supply chain, as opposed to supply chain management, is a set of organizations directly linked by one or more upstream and downstream flows of products, services, finances, or information from a source to a customer. Supply chain management is the management of such a chain.[7]In many cases the supply chain includes the collection of goods after consumer use for recycling. SCM is a cross-functional approach that in cludes managing the movement of raw materials into an organization, certain aspects of the internal processing of materials into finished goods, and the movement of finished goods out of the organization and toward the end consumer. As organizations strive to focus on core competencies and becoming more flexible, they reduce their ownership of raw materials sources and distribution channels. These functions are increasingly being outsourced to other firms that can perform the activities better or more cost effectively.

Saturday, November 16, 2019

Promotional Program Situation Analysis

Promotional Program Situation Analysis Sony Entertainment has a large brand name and has a large target market for all of their electronic product line. Because of the high demand for new technology and consumers buying Sony quality products, it has an annual advertising budget of approximately five billion US dollars globally  [1]  . And last year in 2009, Sony spent 3.4 billion dollars in advertising alone, which is around what other competitors spend on advertising. Sony has an effective approach with spending money on advertising their new products and promoting new games for Sony game consoles. The corporation uses a variety of promotional media strategies to advertise new products that are coming out. The way Sony does this is through magazines, newspapers, video game trade shows (like E3), internet advertisement, Playstation internet forums, TV advertising, sponsorship, and word of mouth. The largest reach to consumers is through television commercials. Sony has been found in many different kinds magazines to reach their large target market. Sony airs their commercials on a large scale of channels and networks. For example, Sony PS3 game commercial appears on comedy central, Fox, cartoon network, and many more. Their current commercial is an actor as the Vice President of Sony entertainment that illustrates people asking the VP questions about the PS3 and he answers with something that promotes the PS3 game and console. The commercials have a slight humor to them to keep the viewer interested and to remember the advertisement. Sony Playstation has made appearances in TV shows such as two and half men, and movies, like the 40 year old virgin. The message strategies are to illustrate the entertainment a person gets out of a video game and the detailed computer generated images, CGI, that are used in the games. Overall, Sony Playstation is a strong competitor for the entertainment industry. The competition is moderately intense, but it is fragmented because there is not one major company that dominates the market. The technological trend is leaning towards television advertising and internet advertising. 90% of the target market have internet and 70% use the internet to shop online. Sony is already capitalizing on this trend and spends most of the advertising budget on advertisement spots. The company meets customer satisfaction with its products and customer service. The company is always seeking to make things better and expand its products. Positioning and Campaign Theme Game consoles are trying to reach the demand for the consumers wanting video games that have the latest, like-real life graphics, and an enjoyable experience. When consumers compare the three major video game consoles, Nintendo Wii, Xbox 360, and PS3, there is no comparison. The PS3 has everything all in one console. With the new Playstation Interactive, it will bring Sony to another level of gaming and setting it farther apart from the competition. The major difference with the PSI is that it makes the person in control feel like they are really inside the game. PSI is the only product that enables the character to simulate the same movement the gamer is doing by using all of their full body motion. Playstation focuses on having the best technology and implementing having the latest of technology in one console. Sonys mission statement is to experience the joy of advancing and applying technology for the benefit of the public. Sony has positioned all of their product lines around this philosophy. Playstation Interactive will define their position in the market by using product differentiation, and uses of the product. Our logo Be in controlà ¢Ã¢â€š ¬Ã‚ ¦ Be interactive positions the product as of being in control of the game and being involved in more than a controller. It also sends the message of being an innovator of having the best and latest technology on the market. Playstation Interactive does more than play games. It has all the capabilities of the PS3. The PS3 slogan now is it only does everything. To keep the mission statement and message of the product to the market intact of its features, another slogan is Having everything at your movement. This slogan shows that it does more than video games, and has the best technology in one console. The message is consistent with the positioning statement. It does this by having slogans that relay the message from an advertisement as it positions the product in the market. As stated above the two slogans that would be used are Be in controlà ¢Ã¢â€š ¬Ã‚ ¦Be interactive and Having everything at your movement. Communication Objectives and Strategies The advertising strategy for the PlayStation Interactive is attempting to communicate the major benefits of the product. The value of the PSI is that it will create an unbelievably real virtual gaming experience. The gamer will feel their game is a reality, which is the ultimate benefit. The goal is to differentiate PSI from any other gaming system that can be made similar, and to appeal to potential customers in a psychologically manner. The objectives of the campaign are to make the PSI a desirable gaming system. Its new technology will be perceived as the leader and pioneer of the next gaming generation. Our objectives are to: Increase knowledge and awareness of this new technology to 90% of gamers in the selected target market in a 12 months period. Close gap in Market share between PS3 and XBOX by introducing new technology. By doing this, we expect to increase our market share by 10% in a 12 months period, and reinforce the brand image of Playstation among existing customers. To achieve our goals we will reach to the early adapters of the gaming industry to have them talking and blogging about our product, creating a Buzz that will provide the company with word of mouth advertising. We will incent product trial and drive purchase among the target market by offering game demos with over 80 games to choose from. We will also set demonstration available to main retailers (BestBuy, Target and Wal-Mart) to stimulate trials for potential customers. A Web site will be launched dedicated to the PSI besides the existing Sony Playstation official Web site. Each game will contain a link to the Web site where users can find out about more games and subscribe to our email list and follow us on Twitter and Facebook.This Web site will also provide visitors with information about the new technology of the PSI. Visitors will be able to order the system and games through the website as well. We plan to offer games with custom made features only for our online customers. We will place advertising ads in the large gaming magazine such as GamePro and Game Informer. We will place commercials on stations such as G4 and Spike which target the same gaming market as PSI. We intend to improve relations with game retailers by providing them with cooperative advertising support. Other examples of advertising would be direct response advertising, co-operative advertising, and sales promotion (like when Sony dropped the price for the PS3 to $299.00). Advertising Appeals The advertising appeals which will be used for the PSI is a fun, sometime humorous and emotional appeal. The advertising will create a desire. Video game/console advertising is sort of like movie trailers, the reason being the trailers get the viewer involved in the situation or, in a gaming case, the action. One commercial, for example, advertises a new game and shows a brief glimpse of what the game is like, the detailed graphics and at the end of the commercial will show the logo for the Sony PSI. An advertisement for the product can show a person playing the Nintendo Wii on the couch and not moving their body just moving the controller. Then the screen will shift to a person playing Playstation Interactive actually moving their whole body as the person in game does exactly the same thing as the person in control. This advertisement will show product differentiation and product usage. Other advertisements can show the advanced graphics of a game with a character running around in the game then the camera will zoom out of the television showing the game footage and show a person running around doing all the things the character is doing, then it will move to a slogan, Be in controlà ¢Ã¢â€š ¬Ã‚ ¦Be interactive. We think these types of appeals will work best for our campaign since one of our goals is to establish a reputation for games that poke fun at what many would consider humorous or ridiculous actions by well-known people. Additionally, to help promote games via word of mouth, each game has the option to notify a friend. So, a user can send a text message to a friend instantly to share their excitement or recommendation about the games. Rationale for Creative Recommendations The reason for choosing the advertising strategy selected, is due to the fact that the act of gaming requires more a mental state than a physical state. Therefore by advertising to customers psychological side it may create more of an intense desire to have the newest technology in gaming. Advertising Media Recommendations Strategy We first must create awareness of our virtual gaming system to the novice and serious video gamer so they can be aware that our virtual gaming system actually exists. Secondly we have to show how our gaming system is different and superior to any other gaming system in the market today. This wont be easy task but can yield major dividends if done correctly. In our media strategy we wont neglect the power and the influence of word of mouth advertising which will be a huge factor in promoting our virtual gaming system. The target market we are going to reach has to be overwhelming satisfied with our virtual gaming system otherwise they wont recommend their friends to go out and purchase the system. The target market were reaching would only recommend the system if they all can play against each other. In other words we have to completely satisfy all of their friends so they can all go out and buy a virtual gaming system for their own home. Either we satisfy all of them or none of them to buy the virtual gaming system. We believe word of mouth advertising will eventually supersede all traditional forms of media advertising once people learn more about our virtual gaming system. In the meantime we will coordinate different media strategies to maximize our virtual gaming system by bringing out brand awareness of our gaming system. Advertising and Communication Objectives First our communication to the public will be about how our virtual gaming system is unique to anything on the market. Secondly, any video game enthusiast will have an opportunity to not just a play a video game but to actually feel and be a part of the experience within the game! This is a far different experience then just playing a game and your body movements are mimicked on the screen with the other competitors in our target market. When you think of a video game slogan, such as the one in John Madden Football; Its in the game! This virtual system will entirely change your perspective because the player of the virtual gaming system is going to literally be, in the game. The last message that we want to convey to our target market is that our virtual gaming system comes complete with everything included. No need to go out and buy any accessories to use and play our virtual gaming system since it comes complete in our base package. Target market Video Game Players Teenagers to young adults 15-35 You enjoy playing video games in your spare time and you already own a Playstation 3, Xbox or a WII. This is a video gaming system that you must have immediately! It takes video games the way we know it today and intensives the experience you receive from playing video games and multiplies it 100 over. Getting the system is cool but its even cooler if you get it before all your friends get the system. Since youre the coolest kid out there you open up the virtual gaming system and it blows you away on how realistic and fun the system is. So you decide to brag to all your friends how cool the virtual gaming system is. Since we live in a stay connected era your friends are jealous that not only they dont have a virtual gaming system to play against you, they dont have a system period, to play with. This is an unfair competitive advantage that most teenagers and young adults wont put up with at all. So you know what happens next, youre not cool if you dont own a virtual gaming system. You nag your parents, begin working part-time or you sell your old gaming system to gather the money to get your own virtual gaming system. This is how the popularity of the virtual gaming system will take off and a large part will be attributed to word of mouth advertising. Word of mouth advertising is huge trend in the target market were trying to reach to promote our virtual gaming system. Major Selling Idea or Key Benefits The major selling idea would be that the system includes a 3-Dimensional Virtual gaming experience. This key benefit will be the strength of our selling promotion. Since it gives the video game player an experience they can only enjoy if the use the virtual gaming system. This will be introducing a new state of the art dimension that will be the strength to our sales promotion. The Media Plan To create curiosity among the public, we will first advertise our slogan, follow by the PSI logo and the coming soon words. To effectively market the virtual gaming system we will first have the system setup in a display kiosk at retail stores for people to test and play the virtual gaming system. This will be our Internet/Interactive Recommendation of out media plan. The retail stores we will first launch the system at will retail stores like Wal-Mart, Best Buy, Target, GameStop, Toys R Us and HH Gregg. This will start the process of creating an advertising buzz about the system. This will be done one month before the release date of the actual system to allow people to prepare for the arrival date of the virtual gaming system. In the meantime while they wait for the release date this waiting period will create an enormous amount of hype about or gaming system. Once the systems are all installed and set up and running in all the retail stores listed above we will move to step two of our media plan and thats using the Internet as our recommendation for marketing the virtual gaming system. The Internet advertising will be done on banners on Google, AOL, Bing, You Tube and MSN home pages. This will have our company logo and invite people to see and try out our virtual gaming system kiosk wherever electronics are sold. The advertisement will also list the release date of December 3rd. This will create motion by consumers to get involved and try out the system for a free trail. For an incentive they can obtain a $15 off coupon redeemable off their first game purchase. The timing of this step will be a week after step one has been complete. The timing of the system will be to bring brand awareness in early November and have a release date to be set December 3rd. The rationale behind this marketing strategy is the target market where trying to reach is Internet savvy and love interaction. They will get the best of both worlds with a free trial period and an incentive to buy the virtual gaming system just by coming into the store. This will start the buzz and word of mouth advertising which is exactly the type of response where looking for. Friends discussing their first virtual gaming experience with other friends and bouncing off ideas and opinions about the new virtual gaming system. This will cause our target market to literally salivate from the mouth and cross off each day on their calendar until our December 3rd release date. The third step in our media plan after exactly one week after the Internet/ Interactive phase will be to use mass advertising and more specifically TV advertising. The television advertising will be short commercials showing someone using the virtual gaming system and then it will flash on the screen showing you what they see inside their glasses. The commercial will end with the systems slogan and logo and will simply say, coming December 3rd. Under the release date it will have the companys website address and say visit us online for more details. The television ad will just be used to give people just little bit of information about the virtual gaming system and give them an invitation to the website. When they visit the website it will have the system specifications and FAQs. The website will also show clips of the users at the retail store and interviews from the virtual gaming system designers. It will also have a 10 minute video will a virtual system executive selling to the viewers why the virtual gaming system is so unique. The website will also have a discussion board for others to discuss with others. The rationale behind this form of advertising is to penetrate the market near Christmas time so consumers and families have time to prepare for the added expense during the holiday season. Since our product is a virtual gaming system this will create the broadest amount of brand awareness and since the commercials will be short and to the point will save millions in advertising dollars. The goal for the television advertising is to accomplish a few things. The first is to create brand awareness to the virtual gaming system. The second is giving a brief insight into what the virtual gaming system actually does. The third goal it will do is educate consumers of the release date. Fourth goal is to invite people to visit the website to get more information. Once consumers visit our website were confident they will continue to find out more information by visiting the retail store next for the free trail. The last goal will be for video gamers to purchase our virtual gaming system. Budget Summary The Total Estimated budget is at $1 billion Rationale behind this budget The virtual gaming system kiosk will be approximately $350 million dollars of our advertising budget. This portion of the budget is the Interactive recommendation of our marketing strategy. The second expense will be approximately $150 million dollars in Internet advertising dollars. The remaining $500 million dollars will be dedicated in television advertising since this is the most expensive form of adverting dollars. The expenses will be the order of the steps as listed above. This is the most effective way of reaching the target market and creating awareness of the virtual gaming system. Regardless of whether youre a novice or serious video gamer, this media plan will reach the intended recipient.

Wednesday, November 13, 2019

Performing at the Globe Essay -- Shakespeare Description Place Essays

Performing at the Globe I recently had the extreme good fortune to do a one-week residency at Shakespeare's Globe in London, rehearsing and performing in the First Quarto version of Hamlet with the University of Texas Shakespeare at Winedale Program. Our experience there, working in the theatre and watching the Globe company perform, taught us much about the staging challenges of an Elizabethan playhouse, as well as the invigorating possibilities of such a stage for actors and audiences. The First Quarto Hamlet project was set up by James B. Ayres, of the University of Texas at Austin, and Patrick Spottiswoode, of the Globe Education department. The Globe, which opened two years ago, was intended to function both as a theatre for professional performances and as a laboratory for learning. Accordingly, Spottiswoode invited Ayres, a Texas English professor, to bring some of his students to work on the 1603 First Quarto, the earliest published version of Hamlet. The First Quarto, or Q1, is probably an actor's memorial reconstruction of the play as adapted for performance, and its lean, fast-paced text seemed a good choice for exploring the staging possibilities of the Globe. After performing the play once at Winedale on August 15, Ayres' twelve students came to London for a week of work at the Globe, culminating in a performance for an invited audience on August 31. I had been associate director of Shakespeare at Winedale for the summer, and was added to the Hamlet comp any in London to take on the role of the Ghost. Shakespeare at Winedale is an English department summer program, founded by Ayres twenty-eight years ago, wherein students explore Shakespeare through an intensive experience of performance. A group of studen... ...al realities for us, figured in the very architecture of the building. It was this sense of the rightness of the space, the congruity of these words and actions with this physical world, that was perhaps the most valuable lesson of our time in the Globe. I had had my doubts about the Globe ever since I saw the initial, unsatisfactory Two Gentlemen of Verona in the prologue season of 1996; the stage was too big, the atmosphere to artificial, the actors unable to cope with the physical demands of the building. Yet striding onto that stage, feeling the embrace of those galleries, hearing the ringing clarity with which the wooden O gave us back Shakespeare's words (or some of them, in the case of Q1)--this experience convinced me of the value of the Globe, not only as a theatre but as a testing ground for our ideas about what Shakespearean performance was, and can be.