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21 – 30 of over 186000
Article
Publication date: 29 May 2009

Karen M. Gibler, José Manuel Casado‐Díaz, Mari Angeles Casado‐Díaz, Vicente Rodríguez and Paloma Taltavull

Many international retirement migrants are amenity movers undertaking the first move in the late life course model of migration. The purpose of this paper is to examine second

Abstract

Purpose

Many international retirement migrants are amenity movers undertaking the first move in the late life course model of migration. The purpose of this paper is to examine second moves within the retirement destination community to test whether the model of late life course migration accurately portrays the motivations and housing choices local movers make after retiring to another country.

Design/methodology/approach

The paper combines secondary data and survey results to examine the composition of the retiree migrant population in the Alicante province of Spain. The socioeconomic characteristics and housing choices of those who have made a second move since retiring to Spain are compared with those who have not moved through a series of t‐tests and chi‐square tests.

Findings

The paper finds that those who have made a second move within Spain are somewhat typical of second movers in the late life course. They are likely to cite mobility or health problems as a reason for moving and appear to recognize the need for a home that provides living area on one floor. Yet, they are choosing to move within an area that does not provide them with access to informal family care givers.

Research limitations/implications

The data are restricted to retirees of two nationalities in one province of Spain. Further research is suggested in other locations and with retirees of other nationalities for comparison.

Practical implications

Because many international retirees do not plan to return to their countries of origin, they will create demand for formal in‐home care services and supportive retiree housing in the near future in their retirement destination countries.

Originality/value

This paper provides understanding of a growing consumer housing segment in retirement destinations.

Details

International Journal of Housing Markets and Analysis, vol. 2 no. 2
Type: Research Article
ISSN: 1753-8270

Keywords

Article
Publication date: 3 August 2012

Joe Floyd and Ilene Frank

Second Life has provided educators and librarians with a place to experiment with a 3D immersive environment. Avatars represent the user and users can interact real‐time in text…

Abstract

Purpose

Second Life has provided educators and librarians with a place to experiment with a 3D immersive environment. Avatars represent the user and users can interact real‐time in text chat and/or voice. Users can create environments that persist over time. Second Life has attracted users from around the world, providing wonderful opportunities to collaborate. However, Second Life is not the only virtual world used for educational purposes. The purpose of this paper is to examine some options.

Design/methodology/approach

The authors examine other online virtual worlds which educators and librarians can use in addition to Second Life.

Findings

It is found that there are many other virtual worlds which educators and librarians can explore.

Originality/value

This paper is useful to anyone looking for alternatives to using the virtual world Second Life.

Details

Library Hi Tech News, vol. 29 no. 6
Type: Research Article
ISSN: 0741-9058

Keywords

Article
Publication date: 23 November 2010

Florence Tang

The purpose of this paper is to provide an in‐depth discussion of reference tools in the virtual world of Second Life.

738

Abstract

Purpose

The purpose of this paper is to provide an in‐depth discussion of reference tools in the virtual world of Second Life.

Design/methodology/approach

A description is given of the scripted functions employed by the author, a community virtual library reference desk volunteer of three years.

Findings

The paper finds that each tool can meet the information needs of community virtual library patrons.

Originality/value

The paper reveals that reference desk tool programs that run in the virtual world have implications for real world reference desks of the future.

Details

New Library World, vol. 111 no. 11/12
Type: Research Article
ISSN: 0307-4803

Keywords

Book part
Publication date: 19 May 2009

Fabienne T. Amstad and Norbert K. Semmer

Recovery seems to be one of the most important mechanisms explaining the relationship between acute stress reactions and chronic health complaints (Geurts & Sonnentag, 2006)…

Abstract

Recovery seems to be one of the most important mechanisms explaining the relationship between acute stress reactions and chronic health complaints (Geurts & Sonnentag, 2006). Moreover, insufficient recovery may be the linking mechanism that turns daily stress experiences into chronic stress. Given this role recovery has in the stress process, it is important to ask in which contexts and under what circumstances recovery takes place.

Details

Current Perspectives on Job-Stress Recovery
Type: Book
ISBN: 978-1-84855-544-0

Article
Publication date: 20 April 2012

Lorri M. Mon

This study aims to examine librarianship and education in virtual world settings, focusing particularly on how librarians and educators establish professional identity and trust…

2561

Abstract

Purpose

This study aims to examine librarianship and education in virtual world settings, focusing particularly on how librarians and educators establish professional identity and trust while teaching and providing information services as avatars within Second Life.

Design/methodology/approach

Data was gathered through semi‐structured in‐depth interviews with 12 librarians and educators within the virtual world of Second Life, and in visits to 50 virtual world workplaces.

Findings

Librarians and educators faced challenges of establishing professional identity and credibility for two different audiences – i.e. “newbies” and “residents” – within the “game‐like” virtual world environment. Visual elements such as a conservative, humanoid avatar appearance, and imagery drawn from traditional workplaces were used by librarians and educators to establish their professional role with “newbies”, while for “residents” an upgraded avatar appearance was necessary to convey credibility.

Practical implications

For librarians and educators working within highly visual, graphical online settings such as virtual worlds, this study describes issues in providing avatar‐mediated online distance education and online library services.

Originality/value

This research provides in‐depth interviews and observations with librarians and educators from a variety of libraries and educational settings. The study also explores avatar‐mediated communication, which is little‐examined as yet in LIS research.

Details

Journal of Documentation, vol. 68 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

Book part
Publication date: 13 January 2011

P. Charles Livermore

Participation in online courses in both traditional universities and newer for-profit organizations is burgeoning. Indeed, students entering higher education increasingly have…

Abstract

Participation in online courses in both traditional universities and newer for-profit organizations is burgeoning. Indeed, students entering higher education increasingly have experienced online education at the secondary and even primary levels. Students have immense wherewithal with digital media use through messaging, gaming and mobile platforms. Reference librarians in the epoch of Wikipedia and Google are experiencing a steady decline in the number of in-person reference questions. However, disruptive innovations in teaching technologies such as multiuser-virtual-environments (MUVEs) now enable quasi-face-to-face consultations by librarians with students. The use of virtual environments might well be bolstered by the unsustainability of the traditional brick-and-mortar based educational facility grounded interaction due to the new financial strictures on many educational institutions and their stakeholders. In many ways libraries and other elements of higher education are evolving away from physical onsite usage to an online interface that in many ways reflects gaming interfaces. That is, geographically separated learners can meet with librarians together as teams to get informational and technical support through a variety of platforms and interfaces. This chapter is a report on providing the support of an experienced reference librarian through the Second Life virtual world interface. Included are descriptions of Second Life sites and resources and how they might be utilized for library functions. Educational venues in Second Life are describes and explained, as are learner avatar use and Second Life educational experiences. Second Life is a technology that invites experimentation and growth for those in higher education.

Details

Higher Education Administration with Social Media
Type: Book
ISBN: 978-0-85724-651-6

Book part
Publication date: 19 March 2013

Marcia L. Ashbaugh

A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily…

Abstract

A social movement is sweeping the globe in the form of Internet delivered and open access sharing spaces. People are connecting in new ways while personalizing their daily experiences with shared websites called Web 2.0 technologies. This chapter looks into the implications of taking these technologies beyond social interactions into the learning experiences of students. With a literature review and case study analysis, the goal of this chapter is to gain a better understanding of what is needed to appropriate quality instructional strategies to the online university course room including social sites such as Facebook, Twitter, Second Life®, and wikis. Following a brief history and descriptions of the Web 2.0 sites and functions, the reader is introduced to the design expectations typical of instructional designers (IDs) with definitions and standards from the field's literature. Support is offered from the business and educational literature for incorporating leadership into design practice through vision, strategy, and theory-based decisions. Definitions, benchmarks, and examples of instructional strategies and activities for learner engagement complete the theoretical framework for the chapter. Given the added complexities of advanced technologies, this chapter suggests evaluating social learning through an ID leadership perspective for a more informed recommendation of Web 2.0 online affordances. Following a case analysis of Second Life®, a 3-D virtual world used for learning activities, implications for ID practice are discussed, along with the various benefits and barriers of adopting Web 2.0 technologies. In the conclusion, suggestions are given for future research on the potential for integration of Web 2.0 affordances into online learning designs for rich, engaging learning experiences.

Details

Increasing Student Engagement and Retention in e-learning Environments: Web 2.0 and Blended Learning Technologies
Type: Book
ISBN: 978-1-78190-515-9

Article
Publication date: 12 August 2014

Hannah Noke and Thomas Chesney

Creating a new business often ends in failure arguably the more knowledge of the start-up process an entrepreneur has the more successful the outcome. Whilst business simulations…

Abstract

Purpose

Creating a new business often ends in failure arguably the more knowledge of the start-up process an entrepreneur has the more successful the outcome. Whilst business simulations have been researched, the role of virtual worlds in aiding nascent entrepreneurs in gaining important experiential learning is lacking. The paper aims to discuss these issues.

Design/methodology/approach

This qualitative research involved six months observational data, with nine in-depth semistructured interviews with the small business owners based in the virtual world Second Life.

Findings

The findings highlight important similarities between “real world” and “virtual world” businesses. The nascent entrepreneurs reported a sense of running the business as any other business. The level of risk, in terms of capital, for setting up a virtual business is far less than the real world. However, risks are still associated with a virtual business with entrepreneurs investing time to run the business.

Originality/value

The findings of this study provide important insight into how prior knowledge can be gained through participating in “real” business activities, other than business simulations. Virtual worlds provide can play an important role in aiding nascent entrepreneurs to gain important prior knowledge of the start-up process, that the authors can anticipate will aid the entrepreneur in further ventures.

Details

Journal of Small Business and Enterprise Development, vol. 21 no. 3
Type: Research Article
ISSN: 1462-6004

Keywords

Article
Publication date: 27 January 2022

Gregorio Fuschillo, Julien Cayla and Bernard Cova

This paper aims to detail how consumers can harness the power of brands to reconstruct their lives.

Abstract

Purpose

This paper aims to detail how consumers can harness the power of brands to reconstruct their lives.

Design/methodology/approach

The authors followed five brand devotees over several years, using various data collection methods (long interviews, observations, videos, photographs and secondary data) to study how they reconstructed their lives with a brand.

Findings

Consumers transform their existence through a distinctive form of brand appropriation that the authors call brand magnification, which unfolds: materially, narratively and socially. First, brand devotees scatter brand incarnations around themselves to remain in touch with the brand because the brand has become an especially positive dimension of their lives. Second, brand devotees mobilize the brand to craft a completely new life story. Finally, they build a branded clan of family and friends that socially validates their reconstructed identity.

Research limitations/implications

The research extends more muted depictions of brands as soothing balms calming consumer anxieties; the authors document the mechanism through which consumers remake their lives with a brand.

Practical implications

The research helps rehabilitate the role of brands in contemporary consumer culture. Organizations can use the findings to help stimulate and engage employees by unveiling the brand’s life-transforming potential for consumers.

Originality/value

The authors characterize a distinctive, extreme and unique form of brand appropriation that positively transforms consumer lives.

Details

European Journal of Marketing, vol. 56 no. 3
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 2 August 2013

Farzana Shafique and Ann Riedling

The purpose of this paper is to explore the concepts of Library 2.0 and Library 3‐D and provide a proposal for taking advantage of the new opportunities prevailing in the adoption…

5233

Abstract

Purpose

The purpose of this paper is to explore the concepts of Library 2.0 and Library 3‐D and provide a proposal for taking advantage of the new opportunities prevailing in the adoption of Library 2.0 and Library 3‐D concepts. The specific objectives of this study are as follows: to review the status of research in Pakistan on any aspect of Web 2.0, Library 2.0 and Library 3‐D; to explore how a user‐centered library can be developed with the help of Library 2.0 and Library 3‐D applications; to find out information professionals' opinions in this regard; and to provide a proposal for adoption of Library 2.0 and Library 3‐D tools.

Design/methodology/approach

This study is descriptive in nature and is based on a literature review and personal interviews. The researchers reviewed the findings of previous surveys recently conducted by researchers in Pakistan on different aspects of Web 2.0, Library 2.0 and Library 3‐D. These surveys assisted the researchers in exploring the current status of acceptability of these applications by the library community in Pakistan. Moreover, semi‐structured interviews were conducted to gain an in‐depth understanding of the phenomena under study. Finally, keeping in mind the findings of the literature reviewed, previous surveys and current interviews, a proposal for the survival of libraries in Pakistan in an era of emerging technologies is given.

Findings

It was found that libraries in Pakistan are now becoming aware of the use of Library 2.0 Second Life for Library Services.

Research limitations/implications

The interviews being limited to a purposive sample of information professionals, care has to be taken in generalizing the findings of the study.

Practical implications

The paper not only presents a good understanding of different concepts, such as Library 1.0, Library 2.0 and Library 3D, but also their application.

Originality/value

The paper is the first in Pakistan to deal with the emerging concept of Library 3‐D. It also provides a proposal for information professionals in using Library 2.0 and Library 3‐D applications for library services.

Details

The Electronic Library, vol. 31 no. 4
Type: Research Article
ISSN: 0264-0473

Keywords

21 – 30 of over 186000