Search results

1 – 10 of 513
Article
Publication date: 19 April 2024

Pan Ai-Jou, Bo-Yuan Cheng, Pao-Nan Chou and Ying Geng

We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of the AR and traditional board…

Abstract

Purpose

We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of the AR and traditional board games on students’ SDG learning achievements.

Design/methodology/approach

We applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of AR and traditional board games on students' SDG learning achievements.

Findings

Our analysis of the quantitative and qualitative data revealed that the effects of AR and traditional board games on the students' cognitive outcomes differed significantly, indicating the importance of providing a situated learning environment in SDG education. Moreover, the students perceived that the incorporation of the AR game into SDG learning improved their learning effectiveness – including both cognitive and affective dimensions – thus confirming its educational value and potential in SDG learning.

Originality/value

To the best of our knowledge, this is the first study to explore the effectiveness of different learning tools (AR and traditional board games) and to evaluate the importance of providing a situated learning environment through a true-experimental randomized control posttest design.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 13 October 2022

Ya-Lun Yu, Ting Ting Wu and Yueh-Min Huang

This paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different…

Abstract

Purpose

This paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.

Design/methodology/approach

In this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).

Findings

The control group using the card game was careful to find the correct answer, with the intention of “obtaining the maximum score with the highest rate of correctness,” whereas the experimental group using the AR board game played aggressively by “obtaining the maximum score with the highest number.”

Research limitations/implications

Although integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed.

Practical implications

Depending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies.

Originality/value

Learning behavior was observed, and user attention was interpreted using MindWave Mobile.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 12 May 2023

Lisette Templeton and Anne Goulding

This paper aims to investigate public library staff engagement and perceptions of video games and video game services.

Abstract

Purpose

This paper aims to investigate public library staff engagement and perceptions of video games and video game services.

Design/methodology/approach

Quantitative and qualitative data on staff video game experiences, perceptions and confidence were collected through an online questionnaire.

Findings

The results indicate an overall positive perception of video games in public libraries, with 87% of the respondents supporting video games in public libraries. Video game players appear to think more positively about video games and have more general knowledge about them than non-players. They also appeared to be more confident in delivering related services and were more likely to be running gaming-related events. It was concluded that staff attitudes towards video games are not a barrier to their inclusion in public libraries, as found in previous research.

Practical implications

Encouraging staff engagement with video games may improve their knowledge and confidence in delivering video game services, although further research is required to confirm this. There is a potentially underserved population of those aged 46–84 years, nearly half of whom play video games. Evaluation of this potentially underserved population is an interesting topic for future research.

Originality/value

To the best of the authors’ knowledge, this was the first survey of public library staff views towards video games in Aotearoa New Zealand, and it updates previous research in light of developments in gaming, gaming technology and the increased focus on public libraries as providers of digital technology and sites of community engagement.

Details

Global Knowledge, Memory and Communication, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 2 April 2024

Zheng Wang and Rong Deng

Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research…

Abstract

Purpose

Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research exploring factors influencing users' continued intention to use from the perspective of user experience. Therefore, this study aims to investigate the priority of various user experience attributes of fitness games in promoting users' sustained engagement and to construct a user behavior model, offering theoretical guidance for designers and businesses.

Design/methodology/approach

This study distributed 441 survey questionnaires and, based on the fundamental characteristics of external games, established a model for users' continued intention to use external games. It explores the impact of various gaming elements on users' continued intention to use fitness games and the relationships between these elements.

Findings

The study indicates that usefulness, functional quality, and ease of use directly influence players' intention to continue playing external games. Social interactions, technical quality, and playfulness do not have an impact on the continued intention to use.

Originality/value

This research breaks away from the bias of previous studies overly focusing on playfulness in games. It fills the research gap regarding the continued intention to use fitness games and provides insights into the design and operation of fitness games.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 10 July 2023

Fátima Monteiro and Armando Sousa

The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for…

Abstract

Purpose

The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for many technological students.

Design/methodology/approach

The methodology included the design, development and in-class application of the mentioned game. After application, perception data from students were collected with pre- and post-action questionnaire, using a quasi-experimental method.

Findings

The results allow to conclude that the developed game persuaded students be in class in an active way. The game mobilizes body and mind to the learning process with many associated advantages to foster students' motivation, curiosity, interest, commitment and the need for individual reflection after information search.

Research limitations/implications

The main limitation of the game is its applicability to large classes (it has been successfully tested with a maximum of 65 students playing simultaneously in the same room).

Originality/value

The originalities and contributions include the presented game that helped to captivate students to ethics area, a serious problem felt by educators and researchers in this area. This study will be useful to educators of ethics in engineering and will motivate to design tools for a similar pedagogical approach, even more so in areas where students are not especially motivated. The developed tool is available from the authors at no expense.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 17 November 2023

Insaf Khelladi, Sylvaine Castellano and Edouard Charles Vinçotte

This research paper aims to explore how social intrapreneurs use serious games to generate social innovation. In particular, the study depicts the coproduction process between…

Abstract

Purpose

This research paper aims to explore how social intrapreneurs use serious games to generate social innovation. In particular, the study depicts the coproduction process between caregivers acting as intrapreneurs, patients and other stakeholders, and unveils the contributions of serious games and their key features in producing social innovation within healthcare facilities.

Design/methodology/approach

Through an original case study, the article analyzes a social innovation initiated by caregivers in the French care eco-system. Primary and secondary data were used to observe and examine the successful implementation of a serious game. Specifically, caregivers in hospital designed a game that helps children overcome the stress and anxiety inherent to their hospital journey.

Findings

Results unveil the role of social innovations as catalyst of social intrapreneurship and the coproduction of services. In the healthcare setting, serious games both participate in improving the stay of child in hospitals, and in facilitating the working conditions of caregivers.

Originality/value

This article brings together the theoretical background of social intrapreneurship, social innovation and serious games. The successful implementation of social innovation depends on the intrinsic features of social intrapreneurs, coupled with those pertaining to serious games. The positive outcome of social innovation benefits both internal and external stakeholders. Such innovation improves the end users' experience, as the latter participate in the coproduction of their own care.

Details

International Journal of Entrepreneurial Behavior & Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-2554

Keywords

Article
Publication date: 7 November 2023

Shao-Chun Wu and James Quo-Ping Lin

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development…

Abstract

Purpose

Virtual reality (VR) can be used as an alternative mean for viewing collections at home when it is not possible to visit museums due to COVID-19. This study took the development process of VR at Taiwan's National Palace Museum (NPM) as a case to discuss the characteristics of VR developed there in different periods and how NPM transforms the contents of its collections into VR.

Design/methodology/approach

This study used a case study to analyze the development process of VR at NPM from 2014 to 2019 and summarized the characteristics of the development and application of VR.

Findings

The authors find that the history of VR application in NPM is a process from exploring the technology to gradually getting familiar with the potential of its application. Its development can be divided into the exploration and experiment stage from 2014 to 2015, the single collection interpretation stage in 2016 and the multipurpose application stage from 2017 to 2019. It is suggested that museums should adopt a long-term strategy to introduce VR, make plans carefully and pay attention to the limitations of VR application.

Research limitations/implications

The results of this study are suitable for art and history museums.

Originality/value

Many research studies on the application of VR in museums mostly focused on the benefits and technologies of adopting VR in museums as well as specific museum VR projects. There is still scant literature on the development process of museum VR from the perspective of museum organizations.

Details

Journal of Cultural Heritage Management and Sustainable Development, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2044-1266

Keywords

Article
Publication date: 15 December 2022

Rong Zhang

The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.

Abstract

Purpose

The purpose of this research was to explore the stickiness of players' motivation in a virtual community and to explore the important factors for gamers.

Design/methodology/approach

In this research, motivation was the independent variable; the virtual community was the mediator; and stickiness was the dependent variable. An online questionnaire survey was conducted, with users of augmented reality (AR) as the research objects. Statistical analysis was carried out using SPSS and AMOS software to verify the research model and research hypotheses, to understand the relation between player motivation and stickiness and to determine whether there were any changes in the virtual community.

Findings

The authors found that the relation between players' motivation in AR-based games and the virtual community had a significant positive impact. Ingress had a significant positive impact on the virtual community and stickiness, and Pokémon had a significant positive impact too. The virtual community of the Ingress game played a completely mediating role in motivation and stickiness, but the virtual community in Pokémon did not have a mediating effect.

Originality/value

The novel approach adopted in this study enabled us to determine the causal relation between player motivation, the virtual community and stickiness, on the basis of the theoretical framework formulated, and the latter was used to construct a path analysis model diagram. The correlation between motivation and the virtual community, between the virtual community and stickiness, and the causal relation between all three was verified. The study results and conclusions may help companies understand how to use virtual communities in AR games to improve stickiness and motivate gamers to continue playing.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 5 February 2024

Elena Fedorova, Alexandr Nevredinov and Pavel Drogovoz

The purpose of our study is to study the impact of chief executive officer (CEO) optimism and narcissism on the company's capital structure.

Abstract

Purpose

The purpose of our study is to study the impact of chief executive officer (CEO) optimism and narcissism on the company's capital structure.

Design/methodology/approach

(1) The authors opt for regression, machine learning and text analysis to explore the impact of narcissism and optimism on the capital structure. (2) We analyze CEO interviews and employ three methods to evaluate narcissism: the dictionary proposed by Anglin, which enabled us to assess the following components: authority, superiority, vanity and exhibitionism; count of first-person singular and plural pronouns and count of CEO photos displayed. Following this approach, we were able to make a more thorough assessment of corporate narcissism. (3) Latent Dirichlet allocation (LDA) technique helped to find the differences in the corporate rhetoric of narcissistic and non-narcissistic CEOs and to find differences between the topics of interviews and letters provided by narcissistic and non-narcissistic CEOs.

Findings

Our research demonstrates that narcissism has a slight and nonlinear impact on capital structure. However, our findings suggest that there is an impact of pessimism and uncertainty under pandemic conditions when managers predicted doom and completely changed their strategies. We applied various approaches to estimate the gender distribution of CEOs and found that the median values of optimism and narcissism do not depend on sex. Using LDA, we examined the content and key topics of CEO interviews, defined as positive and negative. There are some differences in the topics: narcissistic CEOs are more likely to speak about long-term goals, projects and problems; they often talk about their brand and business processes.

Originality/value

First, we examine the COVID-19 pandemic period and evaluate how CEO optimism and pessimism affect their financial decisions under specific external conditions. The pandemic forced companies to shift the way they worked: either to switch to the remote work model or to interrupt operations; to lose or, on the contrary, attract clients. In addition, during this period, corporate management can have a different outlook on their company’s financial performance and goals. The LDA technique helped to find the differences in the corporate rhetoric of narcissistic and non-narcissistic CEOs. Second, we use three methods to evaluate narcissism. Third, the research is based on a set of advanced methods: machine learning techniques (random forest to reveal a nonlinear impact of CEO optimism and narcissism on capital structure).

Details

Review of Behavioral Finance, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1940-5979

Keywords

Article
Publication date: 22 May 2023

Elhassan Kotb Abdelrahman Radwan, Nada Omar Hassan Ali and Mostafa Kayed Abdelazeem Mohamed

This study aims to explore the status and drivers (including free-floated shares, board size, rule duality and board independence) of corporate risk disclosure (CRD) for the…

Abstract

Purpose

This study aims to explore the status and drivers (including free-floated shares, board size, rule duality and board independence) of corporate risk disclosure (CRD) for the conventional listed banks in the Egyptian stock market from 2010 to 2021, which include the country’s major political upheavals and the COVID-19 pandemic.

Design/methodology/approach

This study based on a sample of 117 annual reports of sampled banks from 2010 to 2021. RD index of Al-Maghzom (2016) was developed and adopted to quantify CRD using an unweighted scoring system. The multiple linear regression model was used to validate the hypotheses.

Findings

The analysis shows that the COVID-19 pandemic increased insignificantly disclosure of all risks except for segment risks. In addition, findings reveal that all sampled banks adhere highly to the requirements of mandatory RD, with a low level of adherence to voluntary RD. Moreover, the analysis concluded that the board size and free-floating shares positively affect the disclosure of financial, operational, general information.

Research limitations/implications

The study’s limitations include the content analysis methodology, reliance on annual reports, emphasis on financial and non-financial risks, focus on listed conventional banks in Egypt.

Practical implications

Current study’s findings are more likely to be useful for many parties. It informs investors about the characteristics of the boards’ directors of Egyptian listed banks that disclosed risk information. Banks should disclose more comprehensive risk information. For academics, the current study’s limitations can be considered in their future research.

Originality/value

This work fills a new research area in which there is relatively little research in emerging financial markets that adds new evidence to the relationship between RD and both free-floating shares and board characteristics, particularly in Egypt.

Details

Journal of Financial Reporting and Accounting, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1985-2517

Keywords

1 – 10 of 513