Hollywood Up in Smoke

Apr 04, 2014
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Hollywood directly impacts culture across the world as films and television series have a broad reach. Any new trend picked up by Hollywood can be disseminated to millions of people. And what’s the latest Hollywood trend? Electronic cigarettes. The trend has a growing number of celebrity followers and it has even manifested itself in films and popular television shows in a relatively short time frame.

With the likes of Leonardo DiCaprio, Julia Louise Dreyfus, Johnny Depp, Catherine Heigl, Robert Pattison and Kristen Stewart as notable electronic cigarette vapers, it seems this trend is only picking up steam among Hollywood elites. DiCaprio and Dreyfus were even shown at the 2014 Golden Globes award show vaping.

It has also made its way to popular television shows such as House of Cards. A viewer of the show claims that actor Kevin Spacey is depicted in a scene in the second season vaping. House of Cards, originally a series in the UK years ago, has recently become a huge hit in its remake in the states. It is available via Netflix to subscribers and has garnered good reviews. Whatever the success of the show it certainly seems like a quiet endorsement of the new trend or at least an alternative to tobacco.

Vaping has become popular on screen and also in real life with millions of people adopted the habit. The media though isn’t holding back with its criticism of actors and television shows that are seemingly glamorizing the new trend. Following the 2014 Golden Globes many expressed that famous actors shown vaping might encourage impressionable youth to try it. But the fact remains that vaping is becoming a more socially acceptable form of smoking.

Nowadays electronic cigarettes even come in a variety of shapes and sizes. They are purposefully being designed in a way to be distinguishable from normal cigarette smoking. In the past e-cigarettes were developed to look similar to tobacco cigarettes. Now though it seems like the several companies offering e-cigarettes and accessories want to make vaping a new type of experience. Customers can purchase rechargeable or disposable, gourmet liquids and a plethora of other e-cigarette options.

While a few states have already banned indoor vaping, Hollywood has by all appearances been embracing the new phenomenon. Since millions of people worldwide are now using e-cigarettes, it seems that the transition to the screen was inevitable. It also seems that it will be a lasting change as more people opt to vape.

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Having a merchant account allows an account holder to take advantage of merchant cash advances. When a merchant is approved for an advance, the business agrees to receive a lump sum of cash in exchange for an agreed-upon percentage of future credit card sales.

Pricing varies depending on the merchant’s industry, past credit card processing history, the type of business seeking the account, average ticket sales, and average transaction volumes.

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Several factors influence a merchant’s risk level. Though only one factor likely will not get a merchant classified as high risk, a combination of these may: business size, location, and industry, credit score, credit card processing history, a industry’s reputation for excessive chargebacks, a prior history of high chargeback ratios, and whether a merchant exclusively sells online.

Virtual terminals are stationed on a merchant’s website, making it easy for customers to make a payment or purchase online. Merchants or a payment processor can easily set up virtual terminals, so online businesses can accept credit and debit card and e-check transactions.

A merchant account is a business account with an acquiring bank. Without this business account, which actually works more like a line of credit, a merchant cannot accept and process credit and debit card transactions. Businesses need a merchant account to accept major credit cards via a static point-of-sale terminal, mobile card reader, or through a virtual payment gateway.

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EMB specializes in working with high-risk merchants. EMB works with many merchants, including but not limited to businesses in these industries: gambling and gaming, adult entertainment, nutraceuticals, vaping and e-cigarettes, electronics, tech support, travel, high-end furniture, weight loss programs, calling cards, e-books and software, and telecommunications.

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