984 resultados para Congregational churches in the United States
Resumo:
Series title also at head of t.-p.
Resumo:
Mode of access: Internet.
Resumo:
Bibliography: p. xi-xxxi.
Resumo:
Ser. A: Major faiths by regions, divisions and states. 4 no.--Ser. B: Denominational statistics by regions, divisions and states. 8 no.--Ser. C: Denominational statistics by states and counties. 59 no.--Ser. D: Denominational statistics by metropolitan areas. 6 no.--Ser. E: Socioeconomic characteristics. 3 no.
Resumo:
Mode of access: Internet.
Resumo:
Mode of access: Internet.
Resumo:
Includes indexes.
Resumo:
Mode of access: Internet.
Resumo:
The health of clergy is important, and clergy may find health programming tailored to them more effective. Little is known about existing clergy health programs. We contacted Protestant denominational headquarters and searched academic databases and the Internet. We identified 56 clergy health programs and categorized them into prevention and personal enrichment; counseling; marriage and family enrichment; peer support; congregational health; congregational effectiveness; denominational enrichment; insurance/strategic pension plans; and referral-based programs. Only 13 of the programs engaged in outcomes evaluation. Using the Socioecological Framework, we found that many programs support individual-level and institutional-level changes, but few programs support congregational-level changes. Outcome evaluation strategies and a central repository for information on clergy health programs are needed. © 2011 Springer Science+Business Media, LLC.
Resumo:
Includes bibliographies.
Resumo:
With increasing revenues for video game manufacturers, higher software sales and a more diverse audience, the video games industry has been experiencing strong and rapid growth in recent times, rivalling other forms of entertainment. As a result, games have begun to attract the attention of marketing practitioners who are finding it increasingly difficult to attract consumer attention, and are seeking alternative media for marketing communications. This paper provides a review of the video games industry in the United States and raises the question as to whether games are a viable new medium for marketing messages. Areas for research are identified.