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1 – 10 of 55Ayodeji Emmanuel Oke, John Aliu, Ahmed Farouk Kineber and Timilehin Abayomi
This study examines the level of awareness and usage of game elements among construction professionals with a view to promoting the usage of gamification tools for the effective…
Abstract
Purpose
This study examines the level of awareness and usage of game elements among construction professionals with a view to promoting the usage of gamification tools for the effective and efficient delivery of construction projects.
Design/methodology/approach
Data were obtained from construction professionals including architects, builders, engineers and quantity surveyors. Retrieved data were analyzed using several statistical tools such as percentages, frequencies, mean item scores and exploratory factor analyses.
Findings
The analysis revealed that progress bars, certificates and bonuses are the significant game elements adopted by professionals, but there is a low awareness of elements such as avatars and badges.
Practical implications
There is a salient need for construction stakeholders' awareness of the importance of gamification and game elements as a key digital tool for the delivery of construction projects. The findings of this study make a case for stakeholders, professional bodies and government agencies to embrace and implement gamification practices in the construction sector.
Originality/value
This study is the first conducted in Nigeria to examine the level of awareness and usage of game elements among construction professionals. The findings of this study will provide a reference point for researchers who will undertake studies relating to the concept of gamification in the construction industry context.
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Joshua Fogel and Marcelle Kim Setton
A number of types of scarcity messages are often used in Internet advertisements, but all these types have not been directly compared to each other.
Abstract
Purpose
A number of types of scarcity messages are often used in Internet advertisements, but all these types have not been directly compared to each other.
Design/methodology/approach
College students (n = 789) were surveyed about five advertising choices for luxury skin-care products consisting of scarcity messages of high-demand, low-stock, limited-time, countdown timer and regular advertising without any scarcity message. Outcomes were product classification attitudes of functional and symbolic and psychological attitudes of persuasion knowledge and advertising skepticism.
Findings
The study found that high-demand message had greater functional attitudes and greater symbolic attitudes than regular advertising. Limited-time message had greater symbolic attitudes than regular advertising. High-demand message had lower advertising skepticism attitudes than regular advertising.
Practical implications
The authors recommend that when a luxury skin-care product is in high demand, that marketers should use high-demand messages in their advertising. Marketers of luxury skin-care products may also benefit from using limited-time message advertisements.
Originality/value
This is the first study to directly compare the scarcity message advertising types of high-demand, low-stock, limited-time, countdown timer with regular advertising without any scarcity message.
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Kriti Krishna, Bharadhwaj Sivakumaran, Satish S. Maheswarappa and Ankur Jha
This paper aims to develop a conceptual model to understand how different gamification designs (hedonic and utilitarian) evoke different emotions and impact subsequent patronage…
Abstract
Purpose
This paper aims to develop a conceptual model to understand how different gamification designs (hedonic and utilitarian) evoke different emotions and impact subsequent patronage intentions for online consumers in different mindsets.
Design/methodology/approach
The authors first conducted a content analysis study and then tested the model with two online experiments [both 2 × 2 factorial designs – gamification (hedonic/utilitarian) and mindset (implemental/deliberative), with different utilitarian and hedonic products].
Findings
Gamification with hedonic benefits influences website patronage intentions by evoking promotion emotions, while gamification with utilitarian benefits does so by evoking prevention emotions. Gamification with hedonic benefits has a stronger impact on consumers shopping with deliberative mindsets, while gamification with utilitarian benefits works better for those with implemental mindsets.
Research limitations/implications
Future research may extend the present work by considering other types of gamification.
Practical implications
Managerially, e-tailers may use gamification with hedonic aspects for consumers in deliberative mindsets and utilitarian aspects for those in implemental mindsets.
Originality/value
To the best of the authors’ knowledge, this research is the first to draw a link between mindsets and gamification. This research is also the first to operationalize gamification as hedonic and utilitarian based on their design characteristics and to establish emotional consequences as an important link between gamification and user behaviors.
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Di Wang, Deborah Richards, Ayse Aysin Bilgin and Chuanfu Chen
Katherine Choy and Daniel Schlagwein
– The purpose of the paper is to better understand the relation between information technology (IT) affordances and donor motivations in charitable crowdfunding.
Abstract
Purpose
The purpose of the paper is to better understand the relation between information technology (IT) affordances and donor motivations in charitable crowdfunding.
Design/methodology/approach
This paper reports the findings from a comparative case study of two charitable crowdfunding campaigns.
Findings
The affordances of crowdfunding platforms support types of donor motivation that are not supported effectively, or at all, in offline charity.
Research limitations/implications
For future researchers, the paper provides a theoretical model of the relation between IT affordances and motivations in the context of charitable crowdfunding.
Practical/implications
For practitioners in the charity space, the paper suggests why they may wish to consider the use of charitable crowdfunding and how they may go about its implementation.
Originality/value
Based on field research at two charitable crowdfunding campaigns, the paper provides a new theoretical model.
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Water‐based inks and coatings require alcohols and surfactants to lower their surface tensions to acceptable levels, but have inherent problems of surface wetting, foaming, flow…
Abstract
Water‐based inks and coatings require alcohols and surfactants to lower their surface tensions to acceptable levels, but have inherent problems of surface wetting, foaming, flow and levelling common to water‐based systems. They are formulated quite differently from solvent‐based systems, which wet readily and transfer well on to most ink train materials. Surfactants used in water‐based systems tend to be highly surface‐active and can vary significantly with concentration and speed of diffusion depending on the surfactant type and molecular weight and structure compared with inherently low surface tension alcohols. A coating process is dynamic and, because active surfactants are utilized, surface tension will vary as application and press speed vary. It is the resulting variation in the speed of diffusion of the surfactant molecules that directly impacts on the quality of spreading and adhesion. Ink and coatings formulators must have knowledge of the principles of dynamic surface tension, and have instruments that can measure surface tension characteristics. Instruments must be simple to use, accurate, and as automatic as possible, to allow formulators to spend a minimum amount of time gathering necessary data.
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