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1 – 10 of over 1000The interpretation of any emerging form or period in art history was never a trivial task. However, in the case of digital art, technology, becoming an integral part, multiplied…
Abstract
Purpose
The interpretation of any emerging form or period in art history was never a trivial task. However, in the case of digital art, technology, becoming an integral part, multiplied the complexity of describing, systematizing and evaluating it. This article investigates the most common metadata standards for the documentation of art as a broad category and suggests possible next steps toward an extended metadata standard for digital art.
Design/methodology/approach
Describing several techno-cultural phenomena formed in the last decade, manifesting the extendibility of digital art (its ability to be easily extended across multiple modalities), the article, at first, points to the long overdue need to re-evaluate the standards around it. Then it suggests a deeper analysis through a comparative study. In the scope of the study three artworks, The Arnolfini Portrait (Jan van Eyck), an iconic example of the early Renaissance, The World's First Collaborative Sentence (Douglas Davis), a classic example of early Internet art and Fake It Till You Make It (Maya Man), a prominent example of the blockchain art, are examined following the structure of the VRA Core 4.0 standard.
Findings
The comparative study demonstrates that digital art is more multi-semantic than traditional physical art, and requires new taxonomies as well as approaches for data acquisition.
Originality/value
Acknowledging that digital art simply has not yet evolved to the stage of being systematically collected by cultural institutions for documentation, curation and preservation, but otherwise, in the past few years, it has been at the front-center of social, economic and technological trends, the article suggests looking for hints on the future-proof extended metadata standard in some of those trends.
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James Higgs and Stephen Flowerday
This paper aims to investigate how best to classify money laundering through online video games (i.e. virtual laundering). Currently, there is no taxonomy available for scholars…
Abstract
Purpose
This paper aims to investigate how best to classify money laundering through online video games (i.e. virtual laundering). Currently, there is no taxonomy available for scholars and practitioners to refer to when discussing money laundering through online video games. Without a well-defined taxonomy it becomes difficult to reason through, formulate and implement effective regulatory measures, policies and security controls. As such, efforts to prevent and reduce virtual laundering incidence rates are hampered.
Design/methodology/approach
This paper proposes three mutually exclusive virtual laundering categorizations. However, instead of fixating on the processes undergirding individual instances of virtual laundering, it is argued that focusing on the initial locale of the illicit proceeds provides the appropriate framing within which to classify instances of virtual laundering. Thus, the act of classification becomes an ontological endeavour, rather than an attempt at elucidating an inherently varied process (as is common of the placement, layering and integration model).
Findings
A taxonomy is proposed that details three core virtual laundering processes. It is demonstrated how different virtual laundering categories have varied levels of associated risk, and thus, demand unique interventions.
Originality/value
To the best of the authors’ knowledge, this is the first taxonomy available in the knowledge base that systematically classifies instances of virtual laundering. The taxonomy is available for scholars and practitioners to use and apply when discussing how to regulate and formulate legislation, policies and appropriate security controls.
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Li Chen, Yiwen Chen and Yang Pan
This study aims to empirically test how sponsored video customization (i.e. the degree to which a sponsored video is customized for a sponsoring brand) affects video shares…
Abstract
Purpose
This study aims to empirically test how sponsored video customization (i.e. the degree to which a sponsored video is customized for a sponsoring brand) affects video shares differently depending on influencer characteristics (i.e. mega influencer and expert influencer) and brand characteristics (i.e. brand establishment and product involvement).
Design/methodology/approach
This study uses a unique real-world data set that combines coded variables (e.g. customization) and objective video performance (e.g. sharing) of 365 sponsored videos to test the hypotheses. A negative binomial model is used to analyze the data set.
Findings
This study finds that the effect of video customization on video shares varies across contexts. Video customization positively affects shares if they are made for well-established brands and high-involvement products but negatively influences shares if they are produced by mega and expert influencers.
Research limitations/implications
This study extends the influencer marketing literature by focusing on a new media modality – sponsored video. Drawing on the multiple inference model and the persuasion knowledge theory, this study teases out different conditions under which video customization is more or less likely to foster audience engagement, which both influencers and brands care about. The chosen research setting may limit the generalizability of the findings of this study.
Practical implications
The findings suggest that mega and expert influencers need to consider if their endorsement would backfire on a highly customized video. Brands that aim to engage customers with highly-customized videos should gauge their decision by taking into consideration their years of establishment and product involvement. For video-sharing platforms, especially those that are planning to expand their businesses to include “matching-making services” for brands and influencers, the findings provide theory-based guidance on optimizing such matches.
Originality/value
This paper fulfills an urgent research need to study how brands and influencers should produce sponsored videos to achieve optimal outcomes.
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This trend was sustained in 2023 with USD23bn worth of investments in US markets alone. However, Gulf investments are subject increasingly to greater Western scrutiny because of…
Details
DOI: 10.1108/OXAN-DB285434
ISSN: 2633-304X
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Geographic
Topical
Wooyoung (William) Jang, Wonjun Choi, Min Jung Kim, Hyunseok Song and Kevin K. Byon
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and…
Abstract
Purpose
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and additionally adopted streamer identification and esports game identification as moderating variables.
Design/methodology/approach
Data were collected from streamers' esports content streaming viewers over 18 years of age using an online survey in Amazon M-Turk (N = 307). Based on past esports live-streaming weekly watching hours, which range from 1 to 45 h, the participants were divided into lower (n = 152) and higher (n = 155) frequency groups. PLS-SEM and bootstrapping techniques were used to test the moderated mediation relationships among the constructs.
Findings
This study found a negative moderating effect of past watching experience on the relationship between attitudes and behavioral intention, and it positively moderated the path between perceived behavioral control and behavioral intention. Also, it was found statistically significant direct impacts of streamer identification (STI) and esports game identification (EGI) on attitude and subjective norms. While the indirect impact of STI on behavioral intention through attitude was statistically significant, there were no significant indirect impacts of EGI on attitude and behavioral intention through subjective norms.
Originality/value
Theoretically, this study extends the TPB model by exploring the two identifications (i.e. streamers and esports games) as antecedents of the focal TPB factors (i.e. attitudes, subjective norms and perceived behavioral control) and the moderating effect of prior experience based on high/low weekly watching frequencies. Practically, content creators of esports live-streaming and live-streaming platform managers can use the study’s findings to develop strategies to nurture their current and future viewership.
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Francisco Javier Alvarez-Torres and Giovanni Schiuma
A new type of digital-based worker emerged during the COVID-19. As a result, during the adjustment to this scenario, family, resources and emotions were impacted. Technological…
Abstract
Purpose
A new type of digital-based worker emerged during the COVID-19. As a result, during the adjustment to this scenario, family, resources and emotions were impacted. Technological and emotional skills were crucial to give continuity and certainty to business. However, despite benefits, remote working has negative consequences, especially in well-being perception. This study proposes a model to measure the impact on the well-being perception of workers that adapted their job to remote positions during a pandemic and offers a valuable framework to understand future emerging changes in remote working and the relationship with well-being perception, especially during crisis scenarios.
Design/methodology/approach
The study used an online questionnaire and a structural equation methodology by partial least squares (PLS) using SmartPLS 3.3.3. Data were obtained from 567 respondents workers who adapted to their jobs during the pandemic in Mexico.
Findings
The results showed that six model dimensions: human relations (RH), emotions (E), well-being behaviors related to Covid-19 (CB), family economics (EF), routines and habits (RS) and family life (VF) were positive and significant to reflect the Index of Perception of Well-being (iWB) using a structural equation model. This indicates how the lockdown process changed people's perception of well-being and concerns. According with this, for remote working employees, two dimensions were relevant: RH and EF. This finding is relevant because during emergency lockdown, these workers needed to adapt their activities and were separated from all human interactions.
Practical implications
The researchers’ model of Index of Perception of Well-being (iWB) has conceptual and practical implications. From a conceptual point of view, it offers a methodology to measure the relationships between remote working and employees' well-being perception. While for practice, it offers managerial implications to better manage remote working adaptation without compromising people's well-being to create future innovation management environments (IME) for organizations.
Originality/value
This study contributes to develop research about changes in workers' well-being perception during digital adaptation.
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Javaid Ahmad Wagay and Saurabh Dutta
This paper focuses on the use of e-resources by research scholars and post-graduate students at Kashmir University. The main aim is to determine the use of e-resources, users…
Abstract
Purpose
This paper focuses on the use of e-resources by research scholars and post-graduate students at Kashmir University. The main aim is to determine the use of e-resources, users skills in handling e-resources and the purpose of their use. Further, this paper aims to highlight the problems faced by research scholars and post-graduate students in accessing e-resources.
Design/methodology/approach
The survey was conducted through a structured questionnaire circulated among 250 research scholars, both (M.Phil./Ph.D.) and post-graduate students, from different departments of Kashmir University, and the response rate was 80%. Random sample method was used for the selection of respondents and interacting with them. The responses received from the research scholars to 14 questions are presented in the form of tables.
Findings
Major findings of the study reveal that the majority of the students reported using electronic journal resources for various purposes including working on assignments, research proposal writing, literature review writing, research report writing, current awareness and leisurely exploration of ongoing scientific debates through peer-reviewed papers. The challenges encountered in the use of electronic journal resources include a power outage, inadequate bandwidth, slow download speed, inability to access the resources from home, lack of training, lack of awareness, limited access to computers and difficulty in searching. The paper concludes that electronic resources have become an integral part of the information needs of research scholars’ post-graduate students at Kashmir University. Further, it finds that e-resources can be good substitutes for conventional resources, if the access is fast, and more computer terminals are installed to provide fast access to e-resources. Finally, recommendations for improving the use of electronic journal resources are provided.
Practical implications
The paper restrains the study exclusively to use of e-resources by the research scholars and post-graduate students of Kashmir University.
Originality/value
The paper highlights the use of e-resources by research scholars and post-graduate students of Kashmir University and makes some constructive suggestions for the improvement of electronic resources and services. This is the first time an effort has been made to assess the use of electronic resources by post-graduate students at Kashmir University. The study could be used to assess the post-graduate students’ needs for electronic resources at the Kashmir University and other users in higher learning institutions.
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Eric Urbaniak, Rebecca Uzarski and Salma Haidar
This research paper aims to evaluate the sustainability knowledge and background of students, staff and faculty regarding current university sustainability practices and…
Abstract
Purpose
This research paper aims to evaluate the sustainability knowledge and background of students, staff and faculty regarding current university sustainability practices and individual behaviors at Central Michigan University (CMU); to compare sustainability background and knowledge based on academic discipline of enrollment or employment; and to assess sustainability awareness and interest of the campus community to guide future sustainability initiatives and resources at CMU.
Design/methodology/approach
An electronic cross-sectional survey was used to collect anonymous responses through Qualtrics, and then results were analyzed through SPSS. Analyses were performed based on the academic structures at CMU.
Findings
This research has found that students in STEM fields are more inclined to have pro-sustainability attitudes, knowledge and behaviors, compared to those studying the arts and business. Additionally, results indicate that there is a significant difference in knowledge between the students, and the staff and faculty respondents regarding sustainability knowledge and application, with the staff and faculty consistently demonstrating more pro-sustainability knowledge and behavior.
Originality/value
While research has previously been conducted on sustainability attitudes and behaviors, this research is unique because it ties sustainability knowledge to academic discipline. Additionally, it serves to gauge which sustainability programs and topics members of the campus community are most interested in, and which areas they are most willing to support.
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