A company or organization has minimal influence over external factors, such as governmental policy, technology, and market conditions.
External factors:
- Things outside of a firm that affect its success are known as external factors. They may have a beneficial or negative effect. Its only option is to respond to them by taking actions that will support its continued prosperity.
- Situational factors, often referred to as external factors, are influences that come from outside of the individual, such as the surrounding circumstances and people. Situational factors include things like your surroundings, your place of employment and education, and your neighbors.
- Numerous internal and external elements, including society, family, loved ones, ethnicity, race, culture, geography, opportunity, media, interests, appearance, self-expression, and life events, have an impact on identity creation and progression.
- Therefore, technological advancements would be considered an external factor.
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5.55%
What is percentage?
In mathematics, a % is a number or ratio that is stated as a fraction of 100 (from the Latin per centum, "by a hundred"). Although the abbreviations "pct.", "pct.", and occasionally "pc" are also used, the percent sign, "%," is frequently used to indicate it. A % lacks dimensions and has no associated unit of measurement. %, which is a relative figure used to denote hundredths of any quantity. Since one percent (symbolized as 1%) is equal to one tenth of a percent, 100 percent denotes the complete amount, and 200 percent denotes twice the amount of the given percentage, By dividing the value by the entire value and multiplying the result by 100, one may determine the percentage. The percentage calculation formula is (value/total value)100%.
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Answer:
Appeal to logic
Explanation:
Appeal to logic is a type of argument that relies on presentation of facts to convince a target audience.
Logical appeal is made up of claim, evidence, and warrant.
In the given scenario the author claims the video game industry is a business that makes billions of dollars every year.
The evidence he presents is that a a large part of that money comes from M-rated games. For example Halo 3, one of those M-rated games, sold $170 million on its first day of release.