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Article
Publication date: 8 November 2019

Hussein Haruna, Zamzami Zainuddin, Robin R. Mellecker, Samuel K.W. Chu and Xiao Hu

Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the…

Abstract

Purpose

Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of the sexual well-being of adolescents more effective. Although venereal diseases such as HIV/AIDS have become a greater problem in Sub-Saharan African (SSA) countries than in any country outside of Africa, little is publicly known about the development of gamified learning for use in counter-measures. This paper aims to address that deficit by presenting the process of developing one such game. The paper highlights how the “My Future Begins Today” game for sexual health education was developed, evaluated and refined in the real-world of low-tech settings and made improvements based on the response of users.

Design/methodology/approach

Design-based research (DBR) was used to guide the design, develop, test and refine the digital game in iterative cycles. The evaluation of the effectiveness of iterations of the game was done using adolescent sexual health literacy tests and the validated Motivation, Attitude, Knowledge and Engagement framework, the authors developed based on existing approaches. That framework combines the elements of motivation, attitude, knowledge and engagement, effectiveness was evaluated based on the game’s ability to motivate students, improve their attitudes, increase their acquisition of knowledge and engage them in learning self-rating surveys and interviews. The whole process of game design, testing, evaluation and refinement were underpinned by the activity theory, DBR and participatory design (PD) research.

Findings

Participants in the gamified learning platforms demonstrated higher average scores on their post-tests than their counterparts subjected to the traditional teaching classroom. Also, gamified learning groups commented positively on the effectiveness of their instructional approach than their counterparts in the traditional learning group. The stakeholders’ involvement in developing gamified learning provided a good understanding of the importance of the game to the adolescent students and how it was going to be used to address the problem identified. The application of PD contributed to the effectiveness of the game. It involved various actors from various fields who were relevant to the game. Also, engaging targeted users from the beginning resulted in the creation of a better correspondence with the preferences of end-users.

Practical implications

This study has contributed to a better understanding of sex education and knowledge in the area of adolescent reproductive health issues, using developed innovative game mechanics features and its applicability in low-tech settings.

Originality/value

The study will be a recommendation for future researchers in applying this gamified learning concept and its suitability in their teaching practice, particularly regarding sexual health education and adolescent reproductive health issues in low-tech settings of SSA.

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Article
Publication date: 18 June 2021

Purva Sharma, Sudeepta Pradhan and Ankur Srivastava

The study intends to investigate the key purchase drivers of luxury brands in India. Given that a major segment of this target audience is the young consumers, the study…

Abstract

Purpose

The study intends to investigate the key purchase drivers of luxury brands in India. Given that a major segment of this target audience is the young consumers, the study focuses on determining these antecedents of luxury purchase from a young Indian consumer lens.

Design/methodology/approach

The study uses an interpretive research position, employing qualitative techniques in the form of in-depth interviews. In total, 62 respondents were interviewed, and later the transcribed interviews were analyzed using content analysis.

Findings

The study identifies the three main value dimensions that contribute to the final purchase decision: functional, social and emotional. The study also highlights the importance of Internet and web for luxury brands and how young Indian consumer consumes luxury online.

Originality/value

Research on luxury brands is still at a nascent stage. Though variables such as economic value, brand origin, social identity, prestige, self-congruity and so on have been examined in the context of luxury brands in prior studies. However, these studies are restricted because either they were product-specific or actual users of luxury brands were not approached as the sample. Most importantly none of these studies reflect the purchase behavior of young consumers in an emerging market, especially India. Given the growth of luxury brands in India, it would be worthwhile to investigate the factors influencing the customer purchase intention of luxury brands in emerging markets.

Details

Asia-Pacific Journal of Business Administration, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1757-4323

Keywords

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Article
Publication date: 16 May 2018

Hua Pang

The purpose of this paper is to explore how the intensity use of WeChat is associated with perceived social capital and psychological well-being factors among Chinese…

Abstract

Purpose

The purpose of this paper is to explore how the intensity use of WeChat is associated with perceived social capital and psychological well-being factors among Chinese international students in Germany.

Design/methodology/approach

Based on an online survey data collected from 212 Chinese international college students in Germany, correlation analysis and structural equation modeling were sequentially implemented to deal with the research questions.

Findings

The correlation analysis results indicate that the intensity of WeChat use is positively correlated with bridging, bonding, and maintained social capital. Additionally, a path model demonstrates that bonding social capital is positively related to life satisfaction and negatively related to the sense of loneliness. Furthermore, both bonding and maintained social capital mediate the relationship between WeChat use and these two well-being outcomes.

Research limitations/implications

Theoretically, the research is an initial study contributing to the existing social media literature on evaluating the effects of WeChat use on social capital and well-being. Practically, these obtained results can be beneficial to the understanding the dynamics of how social media may potentially impact students’ social connectedness and life quality.

Originality/value

Although WeChat has become the most prevalent social networking site in Mainland China, the social and psychological implications of the emerging technology are not completely understood. The paper offers evidence that WeChat has functioned as an efficient platform for sojourners to develop diverse types of social capital and promote well-being in an intercultural setting.

Details

Aslib Journal of Information Management, vol. 70 no. 3
Type: Research Article
ISSN: 2050-3806

Keywords

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