Despite its historical importance, slavery remains underrepresented in museums and memorials in the United States. This paper analyses the representations of slavery which are currently in place in the American South and the American North though a public history framework. Sites such as Lincoln memorials, plantation museums, and statues of black soldiers were constructed in a specific social and political context. Understand the context of these representations of slavery reveal how both the North and South wished to remember their past and shape their regional identity in ways which were often false and harmful to Black Americans. By revealing these narratives, public historians can being constructing commemorations of slavery which confront an ugly aspect of our history more honestly and, hopefully, begin the work of racial reconciliation and inclusion.
This study aims to determine the best possible option for the United States to reduce the number of disposable plastic carrier bags consumed each year. First an evaluation of the economic and environmental implications associated with disposable carrier bag use is discussed to justify the research question. An analysis of global plastic bag regulation is used to demonstrate strategies that can be pursued in the United States. Several initiatives have been introduced by city and state governments within the United States. to control plastic bag consumption. These examples are analyzed and discussed Retailers including Whole Foods, Wal-Mart, and IKEA have also chosen to voluntarily reduce the number of plastic bags used in their stores. The results of these voluntary initiatives are examined in case studies. Two surveys were conducted to compliment the qualitative analysis in this report with quantitative statistics used to predict plastic bag consumption. The results of this analysis indicates that the United States should balance voluntary reductions with legislative actions.
The majority of economic literature on video games industry focuses on the details of the manufacturer side of this market. This study is an attempt to deviate from the popular trend and investigate the consumer side of the market. Making use of the data collected via Consumer Expenditure Survey (CES) provided by the Bureau of Labor Statistics (BLS), this article investigates the household demand model for video games in the United States. Result of this estimation state that video games are a necessary normal good in the U.S. Market since households’ expenditure per capita and income level have significant effects on the demand of video games and households’ demographic composition have no significant effects on the goods demand. These results are estimated using cross-sectional data for the year of 2016 and Ordinary Least Square (OLS) procedure due to time constrains.
This paper investigates the impact of Corporate Social Responsibility (CSR) on Corporate Financial Performance (CFP) in the United States and Europe between 2008-2017. Analyzing the top firms from the Globe Reptrack 100, the biggest study on corporate reputation worldwide, the paper puts forward evidence supporting stakeholder theory as well as CSR’s impact on earnings on both continents. The paper measures financial performance using the natural log of Net Income and Corporate Social Responsibility using CSR Hub data. Its findings both agree with and contradict the predominant literature. It concurs with the literature in its support of Stakeholder Theory as CSR is shown to be a positive indicator of financial performance. It diverges from the literature in that American firms are more highly rewarded for CSR investment than their European counterparts.