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Article
Publication date: 1 May 1998

Amelia C. Smith and V. Suchitra Mouly

Using a qualitative methodology, the present research attempts to understand members’ perceptions of empowerment in two New Zealand organizations that have undergone…

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Abstract

Using a qualitative methodology, the present research attempts to understand members’ perceptions of empowerment in two New Zealand organizations that have undergone various reforms in the workplace. In a departure from the literature, our study reveals the context‐specific nature of empowerment and offers probable reasons for the lack of a unified (or universal) definition. From our case data, we also identify several factors that either facilitate or inhibit the empowerment process, and that have significant implications for organizations seeking to empower their employees.

Details

Empowerment in Organizations, vol. 6 no. 3
Type: Research Article
ISSN: 0968-4891

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Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided…

Abstract

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?

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Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

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Article
Publication date: 31 August 2021

Amelia Amelia, Christine Mathies and Paul G. Patterson

The purpose of this paper is to explore what drives customer acceptance of frontline service robots (FSR), as a result of their interaction experiences with FSR in the…

Abstract

Purpose

The purpose of this paper is to explore what drives customer acceptance of frontline service robots (FSR), as a result of their interaction experiences with FSR in the context of retail banking services.

Design/methodology/approach

Applications of the unified theory of acceptance and use of technology and service robot acceptance model frame the exploration of customers’ interaction experiences with physical FSR to explain acceptance. A thematic analysis of information obtained through observations, focus groups and participant interviews was applied to identify themes.

Findings

This study identifies 16 dimensions that group into five main themes that influence customer acceptance of FSR in retail banking services: (1) utilitarian aspect, (2) social interaction, (3) customer responses toward FSR, (4) customer perspectives of the company brand and (5) individual and task heterogeneity. Themes 1 and 2 are labeled confirmed themes based on existing theoretical frameworks used; themes 3–5 are additional themes.

Practical implications

This study provides actionable suggestions to allow managers to reflect on their strategy and consider ways to design and improve the delivery of services that involve FSR.

Originality/value

This study adds to our limited knowledge of how human-robot interaction research in robotics translates to a relatively new research area in frontline services and provides a step toward a comprehensive FSR acceptance model.

Details

Journal of Service Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1757-5818

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Book part
Publication date: 19 November 2020

Abstract

Details

The Impact of Global Drug Policy on Women: Shifting the Needle
Type: Book
ISBN: 978-1-83982-885-0

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Article
Publication date: 14 September 2018

Cathriona Nash, Lisa O’Malley and Maurice Patterson

This paper aims to understand the relationship between family togetherness and consumption. This is important given the inherent tension permeating discourses of family…

Abstract

Purpose

This paper aims to understand the relationship between family togetherness and consumption. This is important given the inherent tension permeating discourses of family consumption and a lack of a critical understanding about how togetherness is experienced, expressed and performed. The Nintendo Wii and Wii gaming were explicitly chosen to engage in a more nuanced understanding and to provide a route to access families in their natural consumption habitat.

Design/methodology/approach

An interpretive ethnographic methodology was utilised to investigate family consumption in context and used in conjunction with the biographical narrative interpretive method to capture reflective and detailed informants’ consumption experiences. Holistic content analysis was used to interpret and aid thematic development.

Findings

Opportunities for idealised family togetherness afforded by the Wii still appeal to family members. Idealised family togetherness is accessed through collective, “proper” Wii gaming but is ultimately unsustainable. Importantly, the authors see that relational togetherness and bonding is also possible, and as such, the lived experience, expression and performance of family togetherness are not prescriptive.

Originality/value

Family togetherness is a useful and important lens through which to understand the dynamic relationship between family, consumption and the marketplace. The authors suggest that current conceptualisations of togetherness are too idealised and prescriptive and should be open to critical rethinking and engagement by both academics and industry practitioners to communicate with and about families and to explore how to be part of relevant and meaningful family conversations.

Details

European Journal of Marketing, vol. 52 no. 9/10
Type: Research Article
ISSN: 0309-0566

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Article
Publication date: 5 March 2018

Lúcia Pato and Aurora Amélia Castro Teixeira

The purpose of this study is to determine whether new rural ventures represent effective rural entrepreneurship or are just entrepreneurial ventures located in rural settings.

Abstract

Purpose

The purpose of this study is to determine whether new rural ventures represent effective rural entrepreneurship or are just entrepreneurial ventures located in rural settings.

Design\methodology\approach

Data were collected from a direct questionnaire involving 408 new ventures headquartered in Portuguese business incubators and science parks, of which 142 are located in rural areas. To analyse data, the authors performed a preliminary and exploratory statistical analysis.

Findings

The authors demonstrate that only a small percentage of ventures operating in rural areas constitute examples of effective “rural entrepreneurship”, with the bulk of them being just enterprises located in rural settings. Rural new ventures tend to be small (in terms of employees and turnover), rely mainly on the internal market and lag behind other new ventures (located in both rural and urban municipalities) in terms of performance.

Research limitations/implications

The study only includes new knowledge-intensive ventures, that is, those headquartered in business incubators and science parks. Therefore, it cannot be generalised to other new ventures located in rural settings.

Originality/value

The extant literature on entrepreneurship has neglected the empirical implications of mixing, confounding and/or merging the concepts of “rural entrepreneurship” and “entrepreneurship activities in rural areas”. In this study, the authors discuss and analyse the empirical boundaries of such concepts and uncover the magnitude of pure “rural entrepreneurship”.

Details

Journal of Place Management and Development, vol. 11 no. 1
Type: Research Article
ISSN: 1753-8335

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Book part
Publication date: 8 October 2019

Seyedali Ahrari, Steven Eric Krauss, Zaifunizam Ariffin and Lee Kwan Meng

Recent interest in social entrepreneurship among young people has led to a heightened interest in new research. Few studies, however, have yet to investigate motivators of…

Abstract

Recent interest in social entrepreneurship among young people has led to a heightened interest in new research. Few studies, however, have yet to investigate motivators of involvement, particularly from countries that are new to social entrepreneurship. The current study set out to better understand this phenomenon among young social entrepreneurs in Malaysia. In-depth one-to-one interviews with 12 young entrepreneurs were carried out to collect the data. Four themes and ten sub-themes emerged from the interviews, including early life experience (childhood experience and family experience), inspiration from clients and colleagues (interactions with the target group and exposure to social entrepreneurs), work-related experience (volunteer experience and job-related experience), and personal meaning (contribute back to society, desire for more meaning in life, and personal passions). The implications for policy-makers and interested parties are outlined in regard to enhancing participation and interest among youth for social entrepreneurship.

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Article
Publication date: 13 August 2020

Harriman Samuel Saragih and Novi Amelia

With the growing interest in eudaimonia in the past years and the need to better understand festival visitors' motivation in the context of music festivals, this study…

Abstract

Purpose

With the growing interest in eudaimonia in the past years and the need to better understand festival visitors' motivation in the context of music festivals, this study aims to propose visitor segmentation based on the values of hedonia, life satisfaction and eudaimonia.

Design/methodology/approach

The analysis in this study employs a case research method that follows the abductive paradigm. The authors begin their conceptual foundation with a review of the literature on hedonia, life satisfaction and eudaimonia. The authors then use the preliminary conceptual foundation as the basis of rival analysis through a focus group and interviews with senior executives, government officials, communities and other related stakeholders. The authors also carry out an exploratory factor analysis to determine the building blocks of eudaimonic festival experiences. Last, using cluster analysis, the authors support their conceptual proposition from the initial qualitative inquiries.

Findings

From the three studies that the authors performed, their findings suggest that, based on hedonia and eudaimonia, festival attendees can be divided into three distinct segments: (1) pleasure seekers (i.e. visitors who look for personal pleasure, enjoyment and affection), (2) playful learners (i.e. visitors who not only seek pleasure, but also consider the urgency to think about the need to grow as a person) and (3) transcendentalists (i.e. visitors who seek a balance of pleasure, escapism, self-reflection, personal meaning and impact through attending festival activities).

Research limitations/implications

This study argues that the ideas of hedonia and eudaimonia are present in the context of the music festival. Theoretically, this paper suggests that festival-goers can be divided into three clusters based on the values of hedonia and eudaimonia: pleasure seekers, playful learners and transcendentalists. Practically, this study suggests that festival organisers should consider developing music concert events by taking into account the eudaimonic and hedonistic desires, intrinsically possessed by the festival-goers, which is expected to add value to the produced musical event.

Originality/value

This study is the first to present visitor segmentation in a music festival setting based on the values of eudaimonia, life satisfaction and hedonia.

Details

International Journal of Event and Festival Management, vol. 11 no. 4
Type: Research Article
ISSN: 1758-2954

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Book part
Publication date: 5 January 2016

Abstract

Details

Storytelling-Case Archetype Decoding and Assignment Manual (SCADAM)
Type: Book
ISBN: 978-1-78560-216-0

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Abstract

Details

History & Crime
Type: Book
ISBN: 978-1-80117-699-6

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