Friday, January 31, 2020
Evaluation of Supply chain performance Essay Example for Free
Evaluation of Supply chain performance Essay The contents of the paper comprise the case study of ACTAVIS BULGARIA EAD Sofiaââ¬â¢s supply chain performance evaluation. It is elaborated in the paper that supply chain performance evaluation is not a simple concept; instead, it pertains to various drives, environmental factors, needs, technologies, and other forces. Managers must keep on evaluating the supplierââ¬â¢s performance in order to provide the company with competitive advantage. The evaluation and improvement of supply chain is somewhat oversimplified.à How the results of the evaluation will enhance the productivity of company is also discussed. Outline of Paper: The paper focuses on the supply chain management of the Actavis Bulgaria company and covers the following main points: The importance of measuring the performance of the organisations supplies chain (upstream and downstream). Key performance indicators to assess the companyââ¬â¢s suppliers have been used. Critical examination of the possibilities for improvements of the downstream supply chain has been undertaken. Importance of Supply Chain performance evaluation: With the increasing globalization the competition between the firms is also increasing.à à The Speed of delivery is becoming a key indicator of supply chain success. The dynamic nature of current and future operations requires constant analysis of medical materieldown to the individual item leveltransiting this pipeline. The goal of a supply chain should be to maximize overall supply chain profitability. Supply chain profitability is the difference between the revenue generated from the customer and the total cost incurred across all the stages of the supply chain. Supply chain decisions have a large impact on the success or failure of each firm because they significantly influence both the revenue generated as well as the cost incurred. Successful supply chains manage flows of product, information and funds to provide a high level of product availability to the customer while keeping costs low. Measuring the performance of the supply chain is critical to identifying troubled segments, determining success, and assessing operational capabilities. Measuring performance requires a metric that measures the time from demand creation to demand fulfillment at the customer level. Average customer wait time: a supply chain performance indicator Army Logistician, Nov-Dec, 2004 by David R. Gibson http://www.findarticles.com/p/articles/mi_m0PAI/is_6_36/ai_n8704513 From the managerial focus, the performance measurement can be defined as the information regarding the processes and products results, that allows the evaluation and the comparison in relation to goals, patterns, past results and with other processes and products. Also, it is important to highlight that a managerial performance evaluation system needs to be focused on results, which should be guided by the stakeholderââ¬â¢s interests. Beamon Ware (1998) affirm that the adoption of performance indicators should deal with the following questions: Which aspects should be measured? How to measure these aspects? How to use the measures to analyze, improve and control the productive chain quality? It is noticed that this is not an easy task, once there are several indicators available and it is necessary to align the used measures with the involved companies goals. In this direction, Maskell (1991) emphasizes the establishment of a relationship between the performance measures and the company strategic objectives. According to Beamon (1998), previous researches indicate that the exclusive use of costs as a performance indicator is common among the companies. This happens because the performance measurement through a single indicator is relatively simple. It should be attempted, even so, to the fact that this practice can provide very superficial information about the reality. Beamon (1996) also affirms that the chosen indicators should present simultaneously, inclusiveness (to include the measure of all the pertinent aspects), universality (to allow the comparison under several operational conditions), measurability (to guarantee that the necessary data are measurable) and consistency (to guarantee consistent measures with the objectives of the organization). On the other hand, it is not recommended to simply discard costs as a performance indicator due to its importance. The alternative would be the adoption of multiple indicators, involving a cost combination with time, flexibility and quality, according to the company competitive priorities. Traditionally, the performance evaluation is limited to an isolated company or productive process. For an effective SCM it is necessary to expand these concepts beyond the company limits, involving all the supply chain players. It is necessary then, the development of a performance evaluation system embracing all the business units. This can be achieved through the adaptation of the traditional performance evaluation systems. Currently Actavis operates in the country split into two divisions Operations and Sales Marketing. Actavis Bulgaria Operations is a holding company responsible for the management of the three factories providing first class generic products, mainly for the Bulgarian, Russian, Ukrainian and CIS markets. The Sales Marketing division is represented in the country by Actavis EAD, a company registered under the Bulgarian law. It employs about 200 people and operates three warehouses in the country. Actavis EAD is mainly focused on marketing the Groups products as first class generics on the Bulgarian market, which is the third biggest market for the companys own brand revenues world wide. Following its strategy for a vertical integration on the Bulgarian market Actavis recently acquired one of the biggest local distribution companies, Higia. It is expected that the combination of Actavis strong portfolio and Higias strategically important foothold in the distribution of pharmaceuticals will provide a more direct route to the customers and also provide a stronger platform for future growth. Commercial entities licensed by the Ministry of Health for wholesale trading with pharmaceuticals. Due to the corporate structure of Actavis AD (Bulgaria), the wholesale companies are the end-users of the company, since Actavis AD (Bulgaria) does not distribute its products directly to pharmacies and hospitals but through its distributing companies (wholesalers) to which ââ¬Å"to the marketâ⬠sales are made. The value added by the distributing companies to the overall commercial activities of Actavis AD (Bulgaria) is defined both by the key position of our major partners in the whole pharmacy supply chain and by the ever improving logistics and warehouse capacities of the leading national distributing companies. The distributing companies are the companyââ¬â¢s clients and at Actavis the customers are treated as a key to the companyââ¬â¢s successâ⬠. The wholesalersââ¬â¢ role for the overall business of Actavis AD (Bulgaria) is extremely important also due to the fact that the key distributing companies (e.g. Commercial League, Sanita Trading, Kaliman) have developed vertical integration within the distribution channel, that is they own pharmacy chains. (Actavis, 2004) The generic pharmaceuticals industry is rapidly consolidating on a global basis with the key factors for future success being scale, geographic reach, product pipeline depth and access to low-cost manufacturing. The combination of Actavis and PLIVA achieves all of these crucial requirements and would create the third largest generic pharmaceuticals company globally, with the geographic scope and size necessary to compete with the largest industry players. Furthermore: * The two companies are a perfect fit which will enable a rapid integration process and create a business with a leading position in the key US, European and Asian markets and a robust portfolio covering the entire spectrum of generic and biogeneric pharmaceutical products. * PLIVA will become an integral part of the combined Groups growth strategy and benefit from increased investment and a strengthened infrastructure. Actavis plans to increase the number of employees in Croatia to generate stronger growth and greater success. Actavis intends to increase production and R;D activities in Croatia, which will ultimately lead to more jobs in the region. * The enlarged business will benefit from low cost manufacturing facilities, efficient distribution and enhanced supply chain capabilities. Actavis has a strong track record of being able to drive down manufacturing costs across the Group without impacting the employee base. * PLIVA will become the headquarters for a substantial part of the enlarged business, and at the same time benefit from Actavis global footprint and infrastructure. * Actavis will seek a stock listing in Zagreb to encourage ongoing support from the investment community in Croatia. * Actavis puts great value on PLIVAs Croatian roots and is committed to revitalizing the PLIVA brand and expanding its recognition in key markets. * Actavis has a high opinion of PLIVAs management team and envisages them playing a central role in the new company and sharing decisions regarding future strategy. 20. 04. 2006Actavis announces improved preliminary proposal to Pliva http://www.actavis.bg/en/News/Pliva+improved+proposal.htm Performance measurement of Actavis Suppliers: Supplier performance must be rated on each of these factors because they impact the total supply chain cost. Next we discuss how each factor affects total supply chain cost and how a supplierââ¬â¢s rating on the factor can be used to infer a total cost of using the supplier. 1.replenishment lead time: As the replenishment lead time from a supplier grows the amount of safety inventory that needs to be held by the buyer also grows proportional to the square root of the replenishment lead time. Lead-time performances by a supplier can directly the translated into the required safety inventory using equation 11.9. Scoring the performance of suppliers in terms of replenishment lead-time thus allows the firm to evaluate the impact each supplier has on the cost of holding safety inventory. 2. On-time performance: On-time performance affects the variability of the lead-time. A reliable supplier has low variability of lead-time whereas an unreliable supplier has high variability. As the variability of lead-time grows, the required safety inventory at the firm grows very rapidly. 3. Supply flexibility: Supply flexibility is the amount of variation in order quantity that a supplier can tolerate without letting other performance factors deteriorate. The less flexible a supplier is, the more lead time variability he will display as order quantities change. Supply flexibility thus impacts the level of safety inventory that the firm will have to carry. 4. Delivery frequency/minimum lot size: The delivery frequency and the minimum lot size offered by a supplier affect the size of each replenishment lot ordered y a firm. As the replenishment lot size grows, the cycle inventory at the firm grows, thus increasing the cost of holding inventory. For a firm using a periodic review policy, delivery frequency also impacts the required safety inventory. Thus, delivery frequency of a supplier can be converted into the cost of holding cycle as safety inventory. 5. Supply quality: A worsening of supply quality increases the variability of the supply of components available to a firm. Quality affects the lead-time taken by the supplier to complete the replenishment order and also the variability of this lead-time because follow-up orders often need to be fulfilled to replace defective products. As a result, the firm will have to carry more safety inventory from a low-quality supplier compared to a high-quality supplier. Once a relationship between supply quality lead-time and lead-time variability is established, each supplierââ¬â¢s quality level can be converted to the required safety inventory and the associated holding cost. The component quality also impacts customer satisfaction and product cost because of rework, lost material, and the cost of inspection. 6. Inbound transportation cost: The total cost of using a supplier includes the inbound transportation cost of bringing material in from the supplier. Sourcing a product overseas may have lower product cost but will generally incur a higher inbound transportation cost, which must be accounted for when comparing suppliers. The distance, mode of transportation, and the delivery frequency affect the inbound transportation cost associated with each supplier. 7. Pricing terms: Pricing terms include the allowable time delay before payments have to be made and any quantity discounts offered by the supplier. Allowable time delays in payment to suppliers save the buyer working capital. The cost of working capital savings for each supplier can be quantified. Price terms also include discounts for purchases above certain quantities. Quantity discounts lower the unit cost but tend to increase the required batch size and as result the cycle inventory.
Wednesday, January 22, 2020
The Difficult Journey in Kate Chopinââ¬â¢s short stories, At Cheniere Caminada and Athenaise :: compare and contrast essay examples
The Difficult Journey in Kate Chopinââ¬â¢s short stories, At Cheniere Caminada and Athenaise Kate Chopinââ¬â¢s short stories, ââ¬Å"At Cheniere Caminadaâ⬠and ââ¬Å"Athenaise,â⬠present the tales of two innocents, Tonie and Athenaise, taking a journey. They must leave their homes and wander into foreign lands before returning with a greater understanding of themselves and life. The structure, setting, and images of these two stories symbolize the seeming transformation of the characters. In structure, the two stories follow a journey motif. In ââ¬Å"At Cheniere Caminada,â⬠Tonie begins at home and then travels to Grand Isle then New Orleans before returning to Cheniere Caminada. He cannot return to his home until he has come to terms with the questions that have risen in his life. For Athenaise, her journey also takes her from her married home. The story opens with her at her parentââ¬â¢s home. She is forced to return to Cazeauââ¬â¢s house, but because she does not have the answers to her questions, she cannot stay there. She runs away to New Orleans and only comes back to Cazeau when she finds her answers. Paralleling the journey of these two is the contrast of city and country. Tonie and Athenaise both live in the country, a place traditionally associated with innocence, a lack of knowledge. In the beginning of both stories, Tonie and Athenaise lack an understanding of love and sexuality. Tonie ââ¬Å"had no desire to inflame the hearts of any of the island maidensâ⬠(Cheniere 1). In Part II, the narrator tells the reader that Tonie had ââ¬Å"never felt those premonitory symptoms of love which afflict the greater portion of mankind before they reach the age which he had attained (2). Since the object of his affection, Claire, does not live on Cheniere Caminada, Tonie must travel to Grand Isle to be near her. After he misses the chance to take her as his own when they are alone on his boat (4), he leaves Grand Isle, and we next see him in New Orleans, even farther from his home. Only after he hears the news of Claireââ¬â¢s death can he return to Cheniere Cami nada because this represents the end of his quest.
Tuesday, January 14, 2020
Future Developments of Video Games Essay
The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability, all parts of games, gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field. The popularity of games is growing exponentially, with more and more people discovering an interest and passion for games all the time. A game now will reach a much larger, international audience and games developers can bring enjoyment to a vast array of people. Console manufacturers, games developers and other involved in the game industry and notoriously secretive about new projects being developed until they are almost ready for announcement and release ââ¬â and even then sometimes games and products can be cancelled at the last minute. All employees working in the industry have to sign a non-disclosure agreement (NDA) most of the time which forbids them legally from revealing any of their companyââ¬â¢s secrets. Releasing any information about a product could potentially jeopardise its sales. Technology evolves in amazingly rapid speeds. If you need any real observable proof of the speedy advancement of digital technology over the years, take a look at the gaming industry. From the very early years of black-and-white 2D games like Pong (1972) to the first 3D game, 3D Monster Maze in 1981, and from primitive first-person shooters like Wolfenstein 3D (1992) to complex, life-like shooters like Battlefield 3 (2011), thereââ¬â¢s no doubt that the gaming industry has seen its fair share of technological evolution. Hardware Developments Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colours, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of ââ¬Å"bitsâ⬠. The TurboGrafx-16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit. The bit-value of a console referred to the word length of a consoleââ¬â¢s processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a consoleââ¬â¢s overall ability. For example the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit cpu. The difference in their processing power is due to other causes. For example the Commodore 64 contains 64 kilobytes of RAM and the Atari has much less at 128 bytes of RAM. The jump from 8 bit machines to 16 bit machines to 32 bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8 bit or 16 bit consoles. However, the ââ¬Å"bitsâ⬠in a console are no longer a major factor in their performance. The Nintendo 64, for example has been outpaced by several 32 bit machines. Itââ¬â¢s only inevitable that gaming hardware is going to constantly be improved, with more processing power, graphics capabilities, sound quality and memory capacity. The input method using a controller has drastically developed over the years beginning with a clunky controller and simple joystick on arcade games, the video game controller has evolved to be ergonomically designed to feel comfortable to avoid injuries such as the ones in the repetitive strain injury group or carpal tunnel syndrome. Most modern controllers are designed with the relaxed position of the hands in mind, resulting in the ââ¬Å"prongedâ⬠design that reduces soreness and cramps after extended use, compared to older pads such as the NES or the Sega Master System. There are still a vast array of input methods to create an even more immersive experience, these include: steering wheel, pedals, light guns, dance pads, balance board, fishing rod, microphone and rhythm game controllers (drums and guitars). Many of these have been specifically designed to be used for a certain game or gaming series, such as guitar hero for example. The evolution of the controller to include more buttons proves that video games themselves are advancing as more buttons are required to complete different tasks within the game. New input methods are being developed to make the gaming experience more enjoyable and interactive, such as being able to control the character by body movement with sensor pads or clothing such as gloves. This type of input method can be seen back in the EyeToy for Playstation 2 which used a video camera. Most recently this market had been taken by storm with the introduction of the Wii and its totally unique controls. Many console manufactures have adopted this technique can be seen in the Playstation Move and the Xbox Kinect which both involve the player as a means of controlling the game instead of pressing buttons. This means of input is being pushed forward by many of the console manufacturers as it removes the stigma of video games being only for people who sit down all day and are lazy, and they are also seen as an alternative to exercising. The gaming industry has helped develop graphics and sound technology that can be incorporated as VR (Virtual Reality). An early 1990s attempt at a headset for console gaming and for hobbyists, was made by Future Vision Technologies. A modern example would be the Wii where the controller tracks and sends motion input accurately. There is also a new VR headset system in development designed specifically for gaming called the Oculus Rift. The headset provides approximately a 110 degree field of view, absolute head orientation tracking, USB interface and a 1200Ãâ"800 resolution with the final consumer version aimed at 1920Ãâ"1080. Some of the future games that will support the Oculus Rift includes Doom 4, Strike Suit Zero, Team Fortress 2, Miner Wars 2081, Minecraft and many more. Virtual reality has always been something that was portrayed in movies and television shows as something that will be ââ¬Ëthe future of gamingââ¬â¢. Attempts at creating it in the past have not shown popular results. However, it is something which is becoming more of a reality as technology advances, although whether we will ever reach the point of it becoming the standard of gaming is yet to be seen. Software Development The aim of software development is usually to reach a new level of realism or immersion. As processing power and memory increase, enhanced art and animation are able to be created. This allows images and movement to be more realistic. In the early days of first-person shooters, non-player characters (NPCs) had the intelligence of nicely rounded rocks. But theyââ¬â¢ve been getting much better lately ââ¬â look no further than Half-Lifeââ¬â¢s storytelling NPCs and Unreal Tournamentââ¬â¢s excellent bot AI. The market success of titles such as these has prompted developers to put more effort into AI, so it looks as if smarter NPCs will continue to show up in games. AI researchers rarely use computer games for their research, outside of classic board and card games such as chess, checkers, and bridge. Possibly they see most game AI problems as simple ââ¬Å"engineeringâ⬠problems. This view has not been completely unjustified because often the goal of game AI is not to create intelligence, but to improve gameplay through the illusion of intelligent behaviour. Many of the techniques used to improve the illusion of intelligence have nothing to do with intelligence, but involve ââ¬Å"cheats,â⬠such as giving game AIs extra production capability or the ability to see through walls, or ââ¬Å"faking itâ⬠by creating bots that ââ¬Å"talkâ⬠to each other but completely ignore what is said. There also has been a drift in AI research toward problems and approaches where precise empirical evaluation is possible. Needless to say, gameplay isnââ¬â¢t something that todayââ¬â¢s AI researchers feel comfortable evaluating. Although there is currently a significant gap between game developers and AI researchers, that gap is starting to close. The inevitable march of Mooreââ¬â¢s law is starting to free up significant processing power for AI, especially with the advent of graphics cards that move the graphics processing off the CPU. The added CPU power will make more complex game AI possible. Still, game developers should still be wary of AI researchers who say, ââ¬Å"My algorithm doesnââ¬â¢t run in real time right now, but just wait. In a few more years, Iââ¬â¢m sure the processing power will be there.â⬠A second, equally powerful force that is closing the gap is sociological. Students who grew up loving computer games are getting advanced degrees in AI. This has the dual effect of bringing game research to universities and university research to game companies ââ¬â already there are at least five AI Ph.D.s at game companies. AI researchers are discovering that building interesting synthetic characters in computer games is much more than just an engineering problem. Moreover, games provide cheap, robust, immersive environments for pursuing many of the core AI issues. They could be the catalyst for a rebirth in research on human-level AI The final force is the game-playing public, who are starting to demand better AI. With the saturation in the quality of computer graphics, better physics and AI are the two technologies that have the most potential to improve gameplay. Players are looking for more realistic AIs to populate their worlds with interesting non-player characters (as in The Sims) and humanlike opponents who must be out-thought and not just out-shot (and who donââ¬â¢t cheat). AI can also provide dynamic game control, adjusting the gameplay based on how the game is played. Imagine playing a first-person shooter where the AI not only reacts to your behaviour, but also anticipates your actions by using an internal model of the way you play the game to make its plan. It also adjusts its skill at the tactical level to match yours, so that the game is never a blowout for either side. What can computer game developers do to hasten the collaboration of developers and AI researchers? The most important thing is to make commercial computer game interfaces available to AI researchers. Developers of games such as Unreal, Quake, and Half-Life publish DLLs, making it possible for not only hobbyists but also AI researchers to build bots that play games. If developers from other genres such as real-time strategy games follow suit, you would see an explosion of research on AI for these games. Game developers can also join AI researchers in discussing AI problems and solutions in open forums. There is now a yearly symposium sponsored by the American Association for Artificial Intelligence (AAAI) on AI and interactive entertainment that brings together game developers and AI researchers. Building good AIs is hard and difficult work. Automated learning approaches such as neural nets and genetic algorithms can tune a well-defined set of behavioural parameters, but they are grossly inadequate when it comes to creating synthetic characters with complex behaviours automatically from scratch. There is no magic in AI, except for the magic that emerges when a great programmer works very hard. With the development of artificial intelligence, NPC characters are becoming cleverer. It is predicted that this AI will continue to offer more and more realistic opponents who can think almost like a human. New Technologies It is becoming more popular to connect the Xbox 360 to a Windows PC, which is easily possible as both are Microsoft products. XNA is a set of tolls which allowed games to be built for Xbox and tested through this connectivity. Where hobbyists had been frowned upon by consol manufacturers in the past, Microsoft are positively encouraging homebrew gaming. They run competitions to find newly developed XNA games and release them on Xbox Live Arcade. This is not only evidence of the future of homebrew games and hobbyist being accepted, but it also signals the integration of console with other media equipment with the seventh generation being best known for major consoles branching out into other types of media rather than solely focusing on games. All three consoles offer basic abilities such as photo-viewing, listening to music and browsing the web, as well as the ability to connect to external memory such as USB flash drives and SD cards. The Xbox 360ââ¬â¢s DVD player was plagued by quality issues but other media options became available later such as an external HD-DVD drive (now a dead standard), Zune downloadable content, Netflix streaming and Last.fm internet radio. PlayStation 3, on the other hand, offered HD movie playback out of the box via Blu-ray in addition to later services like Netflix streaming, and Qriocity music. This new generation for the first time has all of the major consoles focusing on online integration. All three have their own connection services: Wiiââ¬â¢s Nintendo Wi-Fi Connection, Xbox Live, and PlayStation Network. Competition has branched now from simply offering the best games to the best online content; smaller games can now be purchased and downloaded from online stores within the consoles, and extra applications such as Netflix streaming and Facebook connectivity are heavily supported. Almost all games sold in retail have online support, including online multiplayer and downloadable content for bug patches and new features, potentially increasing replay value in certain games for even years. Another notable feature in current-gen gaming is the use of avatar characters. Nintendo first introduced Miis with the Wii console, caricatures of players that could be created and used in flagship titles such as Wii Sports; however they lack the ability to customize that Xboxââ¬â¢s avatars have, as clothes and accessories can be purchased online or unlocked in games played. PlayStation 3, instead of an in-game character, offers PlayStation Home, a social simulator where avatars can talk and explore, and customize their homes with elements from games played. This basic idea allows the person playing the games to have a more personalised feel to their console and that they have become truly integrated with it. The console is becoming a central element that is integrated into a whole media system. People may become to get rid of their stereos and DVD players as this one central piece of equipment makes many other defunct. It may even be that in the future the console is the integral part for controlling a house, including the lighting, temperature and other devices. With more reliable and faster internet connections, the technology of cloud computing has begun to gain some momentum. The Sims creator Will Wright embraces the idea of cloud gaming as a crucial part of the future of the industry. For one thing, the gaming industry sees it as an opportunity to make games as easy to access as music and movies.
Monday, January 6, 2020
A Study On The Psychosocial Functioning Of Married Adults
A study on the Psychosocial functioning of married adults in one year sobriety attending Alcoholic Anonymous meeting in Chennai Background Alcoholism has a wide range of consequences encompassing the individual, family, community and society at large. Statistics show that 21% of Indian adult men and 2% of Indian women consume alcohol. The percentage of the drinking population aged less than 21 years has increased from 2% to more than 14% in the past 15 years, according to studies in the southern state of Kerala by Alcohol and Drugs Information Centre India, a non-governmental organization (NGO). Alarmingly, the study found that the ââ¬Å"average age of initiationâ⬠had dropped from 19 years to 13 years in the past two decades. Thus alcoholismâ⬠¦show more contentâ⬠¦Alcoholic Anonymous was created in 1935 as a self help group for individuals in alcohol recovery to maintain sobriety through its emphasis on spirituality, social support and its progressive 12 steps [4]. Today more people turn to AA to recover from alcohol addiction than any other program and a worldwide membership estimated over 2,000,000 in 15 0 countries (Alcoholic Anonymous, 2006). One of the frequently cited aspects of attending an Alcoholic Anonymous group is enhancing social support [5]. Correlational meta-analyses of AA effectiveness studies concluded that AA participation was linked to positive drinking outcomes and modestly related to better psychological health, social functioning, employment situation and legal situation [6]. According to Moos et al (2001), patients with substance use disorders who attend more Alcoholic Anonymous meetings had better outcome. Multiple studies indicate that regular attendance and involvement in the 12-step programs of Alcoholic Anonymous groups is associated with greater abstinence rates and increased social support and social network [7]. Though there is lucidity in relationship between social functioning and participation in AA program, limited resources are available establishing the fact that participation in AA program would enhance oneââ¬â¢s psychosocial functioning [5]. Hence this study aims to establish such a relationship and to study the psychosocial functioning of married
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