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1 – 3 of 3Mostafa Jafari, Mohammadreza Parsanejad and Mahshidsadat Makki
The basic purpose of this study is to increase the installation rate of mobile games and their life cycle. Little research has been conducted into the competitive market of mobile…
Abstract
Purpose
The basic purpose of this study is to increase the installation rate of mobile games and their life cycle. Little research has been conducted into the competitive market of mobile games and word-of-mouth (WOM), advertisement and quality simultaneously. In this paper, the authors aim to assist developers with a better understanding of how to invest in the game industry.
Design/methodology/approach
The primitive modeling has been made based on the Bass diffusion model and its extensions using features related to the game industry. Modeling and simulation have been performed using the system dynamics method.
Findings
The results show that if game developers only focus on advertising at the introduction of the game to the market, and neglect quality features, uninstall rate of adopters increases and the game life cycle decreases. And if developers only focus on the quality improvement of the game, and ignore advertisement, they couldn't create enough WOM and thus game installation wouldn't grow enough to create revenue. Furthermore, as long as the pleasure of the game is high for its adopters, developers shouldn't give up on investing in advertising to create even higher WOM. And also in communities with higher levels of variety-seeking among game players, quality is important at the start and advertisement is vital in the following steps of the game life cycle. And if the contact rate among people is high, developers could focus on quality more than the advertisement.
Originality/value
Even though WOM in mobile game installation is crucial, fewer studies have been done in this area and they only address the problem using qualitative or statistical methods. The quantitative system dynamics approach based on the Bass diffusion model, used in this research, fixes the shortcomings of the previous studies. Moreover, due to serious competition in the mobile game industry, only those developers can remain in the market who can predict the future trend of the game market. Furthermore, game development is a creative process and its key factors include engaging the gamers and monetizing.
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Using Hong Kong as the context of study, this paper examines the role of education policy, particularly professional standards for teachers (PST) and principals (PSP), in enabling…
Abstract
Purpose
Using Hong Kong as the context of study, this paper examines the role of education policy, particularly professional standards for teachers (PST) and principals (PSP), in enabling leadership for action on contemporary challenges and crises such as climate change.
Design/methodology/approach
This paper utilises critical policy analysis (CPA) and an associated analytical framework to examine key policy texts that are designed with the intent to frame the professional roles, practice and learning of educators and leaders in Hong Kong. The data analysis process involved rounds of descriptive coding, which was then collated into broader themes for discussion.
Findings
Policy texts emphasised the scope for educators to exercise leadership and decision-making that supports innovation, improvement and collaboration in the pursuit of a broad social mission for education, emphasising the skills students do and will need to respond to dynamic contemporary challenges. However, how this relates to broader policy goals, and limited articulation of the means through which this is possible, questions remain about the extent to which teachers and leaders are able to exercise leadership for action on climate change.
Originality/value
This study has important implications for how those in policymaking, research and practice spaces understand the framing of the role of teachers and school leaders in policy and the influence of this on their capacity to lead action on contemporary challenges and crises, such as climate change.
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Amitabh Anand, Liji James, Aparna Varma and Manoranjan Dhal
Ageism has deleteriously influenced individuals and society for nearly half a century. Despite receiving increased attention, it remains under-researched regarding how it might be…
Abstract
Purpose
Ageism has deleteriously influenced individuals and society for nearly half a century. Despite receiving increased attention, it remains under-researched regarding how it might be reduced in the workplace. Even though its prevalence and allure, review studies on workplace ageism (WA) are also scarce, and thus a review is warranted.
Design/methodology/approach
To fill the preceding void, this study will systematically review the existing literature on WA using data from the past four decades.
Findings
This study identified the various antecedents and the intervention mechanism through which WA may be reduced. Additionally, through reviews, the authors advance the research by offering promising avenues for future research.
Originality/value
This review contributes to human resources managers and will inspire future scholars to delve deeper into combating age discrimination, stereotypes and bias toward employees in workplaces.
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