Search results

1 – 5 of 5
Article
Publication date: 27 June 2023

Fatemeh Binesh, Amanda Mapel Belarmino, Jean-Pierre van der Rest, Ashok K. Singh and Carola Raab

This study aims to propose a risk-induced game theoretic forecasting model to predict average daily rate (ADR) under COVID-19, using an advanced recurrent neural network.

Abstract

Purpose

This study aims to propose a risk-induced game theoretic forecasting model to predict average daily rate (ADR) under COVID-19, using an advanced recurrent neural network.

Design/methodology/approach

Using three data sets from upper-midscale hotels in three locations (i.e. urban, interstate and suburb), from January 1, 2018, to August 31, 2020, three long-term, short-term memory (LSTM) models were evaluated against five traditional forecasting models.

Findings

The models proposed in this study outperform traditional methods, such that the simplest LSTM model is more accurate than most of the benchmark models in two of the three tested hotels. In particular, the results show that traditional methods are inefficient in hotels with rapid fluctuations of demand and ADR, as observed during the pandemic. In contrast, LSTM models perform more accurately for these hotels.

Research limitations/implications

This study is limited by its use of American data and data from midscale hotels as well as only predicting ADR.

Practical implications

This study produced a reliable, accurate forecasting model considering risk and competitor behavior.

Theoretical implications

This paper extends the application of game theory principles to ADR forecasting and combines it with the concept of risk for forecasting during uncertain times.

Originality/value

This study is the first study, to the best of the authors’ knowledge, to use actual hotel data from the COVID-19 pandemic to determine an appropriate neural network forecasting method for times of uncertainty. The application of Shapley value and operational risk obtained a game-theoretic property-level model, which fits best.

Details

International Journal of Contemporary Hospitality Management, vol. 36 no. 4
Type: Research Article
ISSN: 0959-6119

Keywords

Open Access
Article
Publication date: 16 April 2024

Todd Wiggen and Amanda Evert

This research sought to determine if there existed a common set of courses amongst undergraduate leadership degree programs, provide guidance for new program development and…

Abstract

Purpose

This research sought to determine if there existed a common set of courses amongst undergraduate leadership degree programs, provide guidance for new program development and program revision, promote discussion about future leadership curriculum development and provide a starting point for developing common leadership curriculum expectations nationally.

Design/methodology/approach

Content analysis was performed.

Findings

Program course similarities appear to represent the organic development of unofficial common core requirements within undergraduate leadership programs. Further, there appeared to be no significant trend as to which academic department leadership programs were placed.

Originality/value

This study identifies commonly occurring classes in traditional leadership degrees, offering insights for the development of new programs and assessment of current leadership degrees.

Details

Journal of Leadership Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1552-9045

Keywords

Article
Publication date: 1 November 2023

James M. Honeycutt

The purpose of this commentary is discuss how musical intervention and imagined interactions can be used to deal with conflict. Music has been called the universal language…

Abstract

Purpose

The purpose of this commentary is discuss how musical intervention and imagined interactions can be used to deal with conflict. Music has been called the universal language because of its tonality and rhythm. It affects conflict and aggression and helps people to deal with stress. Research is reviewed showing physiological arousal with background music. The effects of music on aggression are summarized in terms of emotional regulation, catharsis and empathy, and the use of mental imagery in the form of imagined interactions, including relational maintenance catharsis and conflict linkage, is discussed. The incremental sound organizer (ISO) principle of music therapy is discussed as a mechanism to affect emotions while listening to music. Finally, a tool to measure the emotional effect of music on listeners is discussed in terms of the musical mood wheel.

Design/methodology/approach

This is a commentary on the effects of background music on reducing aggression.

Findings

Music can reduce aggression, depending on how it is used. Music affects how we manage our emotions, reduces stress, provides catharsis and can be a distracting element. Music can enhance empathic feeling; induce positive moods, social bonding, physiological changes and neurobiological changes; and affect our arousal.

Research limitations/implications

Music therapy and musical intervention can be applied to conflict resolution.

Practical implications

The ISO principle of music therapy is designed to deal with changing a person’s emotions as they listen to a medley of music. The mood of the person is measured using a series of scales reflecting a continuum of sadness to happiness, and the music is designed to match the mood of the patient to the music being played and/or listened to, which in turn fosters the achievement of an altered state of consciousness. For example, if you are angry, start with music that is loud and gradually switch to a more tranquil piece of music. “The vectoring power of music is that we change the mood or emotion of persons from one affective pole (joy) to its opposite (anger) through small incremental changes in the rhythm and intensity of the music” (Honeycutt, 2003, p. 82).

Social implications

Background music in music psychology literature is often referred to as musical intervention. Background music can help us recall positive and negative scenes as the music triggers endorphins in the brain (Salimpoor et al., 2011). Background music is intended to enhance the surrounding context without drawing significant attention. It is often played in spaces such as restaurants, stores, offices or public places to create a certain mood or ambiance.

Originality/value

It is important to note that the effectiveness of musical intervention in reducing aggression can vary based on individual preferences, the specific type of music used, and the context in which it is applied. Additionally, while music intervention can play a role in aggression reduction, it is often most effective when used as part of a comprehensive therapeutic approach.

Details

Journal of Aggression, Conflict and Peace Research, vol. 16 no. 2
Type: Research Article
ISSN: 1759-6599

Keywords

Article
Publication date: 13 November 2023

Urmila Jagadeeswari Itam and Uma Warrier

Teleworking, working from home and flexible work have gained popularity over the last few years. A shift in policies and practices in the workplace is required owing to the…

Abstract

Purpose

Teleworking, working from home and flexible work have gained popularity over the last few years. A shift in policies and practices in the workplace is required owing to the COVID-19 pandemic accelerating current trends in work-from-everywhere (WFE) research. This article presents a systematic literature review of WFE research from 1990 to early 2023 to understand the transformation of the field.

Design/methodology/approach

The Web of Science database was used to conduct this review based on rigorous bibliometric and network analysis techniques. The prominence of the research studied using SPAR-4-SLR and a collection of bibliometric techniques on selected journal articles, reviews and early access articles. Performance and keyword co-occurrence analysis form the premise of cluster analysis. The content analysis of recently published papers revealed the driving and restraining forces that help define and operationalize the concept of WFE.

Findings

The major findings indicate that the five established and accelerated trends from cluster analysis are COVID-19 and the pandemic, telework(ing), remote working, work from home and well-being and productivity. Driving and restraining forces identified through content analysis include technological breakthroughs, work–life integration challenges, inequality in the distribution of jobs, gender, shifts in industry and sector preferences, upskilling and reskilling and many more have been published post-COVID in the restraining forces category of WFE.

Practical implications

A key contribution of this pioneering study of “work from everywhere” is the linking of the bibliometric trends of the past three decades to the influencing and restraining factors during the pandemic. This study illustrates how WFE could be perceived differently post-COVID, which is of great concern to practitioners and future researchers.

Originality/value

A wide range of publications on WFE and multiple synonyms can create confusion if a systematic and effective system does not classify and associate them. This study uses both bibliometric and scientometric analyses in the context of WFE using systematic literature review (SLR) methods.

Details

International Journal of Manpower, vol. 45 no. 1
Type: Research Article
ISSN: 0143-7720

Keywords

Case study
Publication date: 23 April 2024

Bala Mulloth and Susan E. Rivers

This case aims to study the growth, evolution, and social innovation of iThrive Games, a socially minded initiative that aims to create meaningful opportunities using technology…

Abstract

This case aims to study the growth, evolution, and social innovation of iThrive Games, a socially minded initiative that aims to create meaningful opportunities using technology for teens to enhance the knowledge, mindsets, and skills they need to thrive through development and across the continuum of mental disorder to wellness. iThrive's focus has been on creating “meaningful games”—that is, games that promote health and well-being of teen players. Founded in 2014 by Dorothy Batten, President of DN Batten Foundation, the organization's mission was to collaborate with game developers, partner with teens across the game development cycle (ideation to testing), and provide resources to foster teen thriving through gameplay. To do so, the organization took a unique social entrepreneurial approach. Drawing on a positive psychology framework and building the brand among key stakeholders including game developers, researchers, funders, youth, educators, and parents, the organization orchestrated a community dedicated to advancing the meaningful games field, and in doing so, have widespread impact.

Details

Darden Business Publishing Cases, vol. no.
Type: Case Study
ISSN: 2474-7890
Published by: University of Virginia Darden School Foundation

Keywords

1 – 5 of 5