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Article
Publication date: 1 March 2005

Andreas Stanescu

To describe INFORM, a new methodology for investigating and measuring the risk factors of digital formats and providing guidelines for preservation action plans.

3686

Abstract

Purpose

To describe INFORM, a new methodology for investigating and measuring the risk factors of digital formats and providing guidelines for preservation action plans.

Design/methodology/approach

Construction of a model which aims to discover specific threats to preservation and measure their possible impact on preservation decisions. The methodology defines: risk categories of digital formats and their dependencies; risk factors for each category; scales to measure probability of occurrence and impact; and methods to collect, report and interpret the results.

Findings

While individuals are biased and subjective in their aversion to risk, collating the assessments of many individuals should generate group‐consensus or group‐averaged objective results. Hence, preservation plans can be based on objective analysis of risk trends instead of individuals’ opinions developed in the relative isolation of their institutions. The methodology takes into consideration individuals’ aversion to risk, therefore refraining from imposing specific courses of action, but simply making suggestions of possible actions.

Research limitations/implications

A comprehensive approach to the format assessment must also consider, in addition to the risk factors, two other considerations, reflecting the quality of the digital format specification: significant properties of the format under consideration; the features of the format as defined in the format specification. These two aspects will be defined at a later time.

Practical implications

Digital archives, institutional repositories and digital libraries can take advantage of the measurements offered by the INFORM method to select digital formats most apt for long‐term viability. Moreover, by repeating the process, involved parties can detect changes in the threat model over time, to which digital collections managers can act accordingly.

Originality/value

Risk management has been previously used to detect the potential of loss of web resources and has been inspirational to this author. However, this method is the first to use risk factors to measure digital preservation viability of digital formats. The results of the measurements described here can be used by: content creators and publishers, to suggest best formats to use; content curators, to restrict what is collected; content managers, to know in advance how difficult to handle a certain collection may be; and preservation planners, to define and implement preservation plans, in the form of either, migration strategies or short‐term emulation solutions.

Details

OCLC Systems & Services: International digital library perspectives, vol. 21 no. 1
Type: Research Article
ISSN: 1065-075X

Keywords

Content available
Article
Publication date: 1 October 2006

194

Abstract

Details

OCLC Systems & Services: International digital library perspectives, vol. 22 no. 4
Type: Research Article
ISSN: 1065-075X

Open Access
Article
Publication date: 17 December 2020

Andreas Alexiou, Michaéla C. Schippers, Ilan Oshri and Spyros Angelopoulos

This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.

4489

Abstract

Purpose

This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning.

Design/methodology/approach

The authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes.

Findings

The findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow.

Research limitations/implications

This study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games.

Practical implications

The findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games.

Originality/value

Prior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.

Details

Information Technology & People, vol. 35 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Article
Publication date: 6 May 2024

Simona Cătălina Ştefan, Ion Popa, Ana Alexandra Olariu, Ştefan Cătălin Popa and Cătălina-Florentina Popa

The current study has a two-fold purpose. Firstly, it aims to analyze the extent to which knowledge management (KM) affects the performance of individuals (task and contextual) on…

Abstract

Purpose

The current study has a two-fold purpose. Firstly, it aims to analyze the extent to which knowledge management (KM) affects the performance of individuals (task and contextual) on the one hand and that of organizations (product or service, perceived and financial) on the other hand. Secondly, it proposes to investigate the mediating effect of motivation and innovation in the relationship between KM and individual and organizational performance.

Design/methodology/approach

Partial least squares structural equation modeling (PLS-SEM) was employed in this study, with mediation analysis performed using advanced PLS-SEM techniques. A total of 1,284 respondents from organizations in both the public and private sectors were included in the sample.

Findings

The findings emphasize that KM has a more significant direct effect on individual performance compared to organizational performance. Concurrently, in terms of indirect influence, it is found that KM, through motivation and innovation, has a positive and significant effect on both individual and organizational performances, with a higher influence on the organizational one.

Originality/value

The originality of the work can be noted in designing two different structural models to represent the proposed relationships at the individual and organizational levels. These findings could provide organizational decision makers with empirical evidence, helping them (1) internalize the significance of the KM process in organizations as well as its subsequent effects on individual and organizational performance and (2) identify factors that mediate variable relationships.

Details

Business Process Management Journal, vol. 30 no. 8
Type: Research Article
ISSN: 1463-7154

Keywords

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