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Article
Publication date: 1 October 2003

Rusli Ahmad and Noor Azman Ali

The purpose of this article is to analyse the use of a qualitative approach using cognitive mapping techniques in the study of a decision‐making process. This study takes place in…

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Abstract

The purpose of this article is to analyse the use of a qualitative approach using cognitive mapping techniques in the study of a decision‐making process. This study takes place in a public sector and in the context of a performance appraisal system (PAS). This is in line with recommendations by scholars and researchers to conduct a management research in a public service context (see Brown, 1999; Bissessar, 2000; Jabroun and Balakrishnan, 2000; O’Donnell and O’Brien, 2000; Redman, Snape and Thompson, 2000). This article also intends to elucidate and justify the methodological approach used, examine the assumptions underlying the use of a particular research design, and provide arguments for the preference of the methodology used. It is hoped that this will contribute to the understanding of the nature and validity of the research undertaken. This article begins by reviewing the theoretical issues of the research framework, the main features of the qualitative methodologies, and finally, the research method applied in this research is determined and justified.

Details

Management Research News, vol. 26 no. 7
Type: Research Article
ISSN: 0140-9174

Keywords

Article
Publication date: 1 January 2005

Alfred Inselberg

To discuss some of the work of Heinz von Foerster with regard to multidimensional visualization.

Abstract

Purpose

To discuss some of the work of Heinz von Foerster with regard to multidimensional visualization.

Design/methodology/approach

An introduction to multidimensional visualization, followed with the connections derived from the Biological Computer Laboratory.

Findings

Visualization provides insight through images. Considers the steps involved in interacting and learning so that this will lead the individual into their own “concept formation”.

Originality/value

Studies aspects of Heinz von Foerster's work that are of importance for understanding multidimensional visualization.

Details

Kybernetes, vol. 34 no. 1/2
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 15 February 2013

James E. Schrager and Albert Madansky

The purpose of this paper is to apply the cognitive research of Herbert Simon to business strategy decisions, to begin a discussion of the emerging field of Behavioral Strategy.

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Abstract

Purpose

The purpose of this paper is to apply the cognitive research of Herbert Simon to business strategy decisions, to begin a discussion of the emerging field of Behavioral Strategy.

Design/methodology/approach

Research on cognition, memory and expertise are organized, with the aim of enlightening the process of business strategy development.

Findings

The authors select four insights from Simon's work to form an integrative framework of decision making and apply this to illuminate existing approaches to schools of strategy thought and practice.

Research limitations/implications

This paper should lead to research on how to advance the process of solving strategic problems, in both practice and theory. The most important limitation is that much additional research lies ahead, as this is a foundational view.

Originality/value

This paper is the first to recognize the potential for application of Simon's cognitive research to the practice of strategic decisions.

Details

Journal of Strategy and Management, vol. 6 no. 1
Type: Research Article
ISSN: 1755-425X

Keywords

Article
Publication date: 13 November 2009

Yen‐Chun Jim Wu

The purpose of this paper is to evaluate the renaming effect of brand value of state‐owned corporations in Taiwan.

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Abstract

Purpose

The purpose of this paper is to evaluate the renaming effect of brand value of state‐owned corporations in Taiwan.

Design/methodology/approach

This study aims to evaluate and analyze the value of the CPC brand by: using the Interbrand and Hirose models, and analyzing empirically the difference‐comparison of the results.

Findings

For the state‐run corporations, the practical application of the Hirose and Interbrand models, the main target market, and the business orientation categories, which the corporations belonged to are illustrated in a two‐dimensional four‐quadrant framework.

Research limitations/implications

This study presumes that Chinese Petroleum Corp. will be affected in various ways after being renamed CPC Corp., Taiwan, and the fluctuations in value will be reflected in related profit/cost data. It is also assumed that the brand will bring value to the company. However, there are constraints in doing this research despite the completeness and objectivity of the study subject.

Originality/value

Research on brand equity is still in a state of evolution. This study makes two major contributions. First, it suggests that choosing the more applicable valuation model depends on the enterprises' industrial characteristics. Second, the differentiation of the applications of brand value models is based on: the orientation characteristics of the various valuation models, the target markets, and business orientation.

Details

Management Decision, vol. 47 no. 10
Type: Research Article
ISSN: 0025-1747

Keywords

Article
Publication date: 7 December 2020

Amir Zaib Abbasi, Muhammad Asif, Linda D. Hollebeek, Jamid Ul Islam, Ding Hooi Ting and Umair Rehman

This study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date.

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Abstract

Purpose

This study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date.

Design/methodology/approach

After approaching esports consumers in different gaming zones in Pakistan, this paper collected data from 364 videogame-based esports consumers. This paper deployed SmartPLS 3.2.8 software to perform the partial least squares-structural equation modeling-based analyzes.

Findings

The structural model results show that consumers’ affective and behavioral esports videogame engagement positively affects their consumption behavior, including heightened community engagement, purchase intent, coproduction, word-of-mouth and new player recruitment. However, while consumers’ cognitive esports engagement was found to positively impact community engagement, new player recruitment and coproduction, it failed to predict consumers’ esports-related purchase intent or word-of-mouth behaviors.

Practical implications

The findings reveal that a strategic focus on consumers’ esports game engagement will enable practitioners to nurture desirable consumer behaviors, including enhanced purchase intent, coproduction, word-of-mouth and new player recruitment behaviors, thus warranting consumer engagement’s strategic value as a key esports gaming metric.

Originality/value

Empirical research into the role of consumers’ esports videogame engagement on their ensuing consumption behaviors remains scant to date. Based on this gap, this study offers a timely contribution by exploring and validating a model that gauges the effect of consumers’ cognitive, emotional and behavioral esports videogame engagement on their community engagement, purchase intention, coproduction, word-of-mouth and new player recruitment. It, thus, offers important insight into the rapidly advancing field of digital esports games.

Details

Journal of Product & Brand Management, vol. 30 no. 8
Type: Research Article
ISSN: 1061-0421

Keywords

Article
Publication date: 19 January 2022

Chao Wang, Jianbo He, Zhaodong Jin, Shenle Pan, Mariam Lafkihi and Xiangtianrui Kong

Today's logistics industry is facing severe challenges since global transportation demand increases substantially. Carriers are urged to reduce empty loads and CO2 emissions…

Abstract

Purpose

Today's logistics industry is facing severe challenges since global transportation demand increases substantially. Carriers are urged to reduce empty loads and CO2 emissions through collaboration. Therefore, the concept of Physical Internet (PI) came into being. However, PI is still in its infancy. It is difficult to understand its sophisticated coordination mechanism, which makes learning of the concept more complicated.

Design/methodology/approach

Gamification is an effective approach to help students improve their learning curve. At the same time, the psychological and behavioral changes in learning will also pose an impact on learning efficiency. This paper introduces a PI transportation game and designs a set of gamification teaching experiments. In the experiment, a control group and three experimental groups are set up, and the experiment was designed to respond to a plethora of research questions using the methods of T-test, correlation analysis and regression analysis. Experimental results were analyzed through the method of multivariate statistics.

Findings

This paper looks for superior pedagogical methods and procedures for students to learn PI while providing suggestions for PI's learning among undergraduates. The authors found (1) gamification teaching will make participants feel more satisfied and master more knowledge points; (2) the scores of logistics testing have been significantly improved after gamification teaching and (3) flow experience has a significant impact on game revenue.

Originality/value

This is the first study about the impact of gamification on teaching and learning PI. The authors apply the methods of T-test, correlation analysis and regression analysis to analyze the collected data. The paper proves that gamification can help students learn PI and that flow experience can improve the efficiency of students learning PI.

Details

Industrial Management & Data Systems, vol. 122 no. 6
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 20 April 2022

Talat Islam, Aiman Asif, Saqib Jamil and Hafiz Fawad Ali

This study aims to investigate how abusive supervisor affects knowledge hiding (KH). Specifically, this study investigates employee silence as a mediating mechanism between…

Abstract

Purpose

This study aims to investigate how abusive supervisor affects knowledge hiding (KH). Specifically, this study investigates employee silence as a mediating mechanism between abusive supervision and employees’ KH. Further, psychological ownership is examined as a buffer between abusive supervision and employee silence.

Design/methodology/approach

KH has become a major issue for both manufacturing and service sectors. Therefore, this study collected data from 322 employees working in manufacturing and service sectors through “Google Forms” during COVID-19. The respondents were contacted through LinkedIn platform between January and July 2021.

Findings

This study noted that when employees working in high-power distance cultures perceive their leaders/supervisors as abusive, they avoid confrontation and engage in silent behavior, which positively affects their KH behavior. However, employees with a high level of psychological ownership are less likely to respond to their abusive supervisors through silence because such employees feel a greater sense of belongingness and prefer to benefit their organization.

Research limitations/implications

This study used a cross-sectional design that restricts causality. However, the findings of this study suggest management to focus on leadership style to minimize KH at the workplace.

Originality/value

To the best of the authors’ knowledge, this study is the first to explore the underlying mechanism (employee silence) and boundary condition (psychological ownership) to explain the association between abusive supervision and KH.

Details

VINE Journal of Information and Knowledge Management Systems, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2059-5891

Keywords

Article
Publication date: 14 May 2018

Hyun Hee Park and Jung Ok Jeon

Despite the importance of electronic word-of-mouth (eWOM) in e-commerce transactions on the global market, there is still limited understanding about the effect of eWOM sequence…

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Abstract

Purpose

Despite the importance of electronic word-of-mouth (eWOM) in e-commerce transactions on the global market, there is still limited understanding about the effect of eWOM sequence and its psychological mechanism in cross-cultural settings. Therefore, the purpose of this paper is to investigate the differences in brand attitude changes according to the eWOM sequence, as well as cross-culturally, based on thinking styles. Furthermore, the authors examine the moderated mediation effect of perceived cognition congruency across cultures to explain its underlying mechanism.

Design/methodology/approach

The authors use a 2 (eWOM sequence: positive/negative, negative/positive) × 2(culture: East (South Korea), West (USA)) factorial design. Perceived cognition congruency is measured as a within-group variable.

Findings

First, brand attitude changes in the West (USA) for the negative/positive presentation order are significantly larger than for the positive/negative presentation order, while, in the East (South Korea), no significant differences exist. Second, in the Westerner group (analytical thinking style), the perceived cognition congruency shows a significant difference according to the eWOM sequence, whereas in the Easterner group (holistic thinking style), the perceived cognition congruency does not show a significant difference according to the eWOM sequence.

Practical implications

As such, a strategic interpretation of the mixed eWOM presentation order across cultures is needed. In the West, interest and attention are necessary for the eWOM sequence. However, in the East, a different strategic approach, except for the presentation order of mixed eWOM, is required. The other elements of the mixed eWOM, such as attribute type or intensity of negative information, need to be considered for mixed eWOM management.

Originality/value

This study expands the existing body of knowledge on the sequence effect of mixed eWOM. Furthermore, it provides strategic direction and practical implications for mixed eWOM-driven information management, focusing on sequence in cross-cultural settings.

Details

International Marketing Review, vol. 35 no. 3
Type: Research Article
ISSN: 0265-1335

Keywords

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