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Article
Publication date: 13 December 2023

Sofia Martynovich

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…

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.

Details

Journal of Documentation, vol. 80 no. 2
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 16 May 2023

T. Bettina Cornwell, Abby Frank and Rachel Miller-Moudgil

The purpose of this work is (1) to supply a framework of actors in sport sponsorship and articulate the service relationships that support these partnerships and (2) to propose…

Abstract

Purpose

The purpose of this work is (1) to supply a framework of actors in sport sponsorship and articulate the service relationships that support these partnerships and (2) to propose research questions in this space that are unaddressed and forward-looking.

Design/methodology/approach

Sponsorship is part of a complex network of actors and service relationships found in sport. The sports team, activity, or event is a sport property, often with long-term and dynamic service relationships. The authors consider how a sponsor's relationship with the sport property intersects with organizing bodies, venues, communities and society. The authors identify clusters of actors that interact with and influence other clusters (e.g. governing bodies, media, host community and venue/teams/fans) within an ecosystem, paying special attention to aspects of co-creation and co-destruction and the feedback loops that cause them.

Findings

Through this analysis, the authors identify areas of needed research at the intersection of sport sponsorship and service. The model synthesizes the literature from service-dominant logic, sports, sponsorship, systems thinking and co-creation/co-destruction research areas. Using the model and relevant cases, the authors can better understand the complexities of sport service relationships and advance research at the intersection of sport sponsorship and service.

Originality/value

This is the first sport sponsorship service ecosystem model. It is also the first integration of systems thinking with constructs in sport sponsorship and services.

Details

Journal of Service Management, vol. 35 no. 1
Type: Research Article
ISSN: 1757-5818

Keywords

Article
Publication date: 18 January 2024

Jin Xu, Pei Hua Shi and Xi Chen

This study aims to unveil the pivotal components and implementation pathways in the digital innovation of smart tourism destinations, while constructing a theoretical framework…

Abstract

Purpose

This study aims to unveil the pivotal components and implementation pathways in the digital innovation of smart tourism destinations, while constructing a theoretical framework from a holistic perspective.

Design/methodology/approach

The research focuses on 31 significant urban smart tourism destinations in China. Secondary data was collected through manual search supplemented by big data scraping, whereas primary data was obtained from interviews with municipal tourism authorities. Grounded theory was used to theoretically construct the phenomenon of digital innovation in smart tourism destinations.

Findings

This research has formulated a data-driven knowledge framework for digital innovation in smart tourism destinations. Core components include digital organizational innovation, smart data platforms, multi-stakeholder digital collaborative ecosystem and smart tourism scenario systems. Destinations can achieve smart tourism scene innovation through closed innovation driven by smart data platforms or open innovation propelled by a multi-stakeholder digital collaborative ecosystem.

Practical implications

Based on insights from digital innovation practices, this study proposes a series of concrete recommendations aimed at assisting Destination Management Organizations in formulating and implementing more effective digital innovation strategies to enhance the sustainable digital competitiveness of destinations.

Originality/value

This study advances smart tourism destination innovation research from localized thinking to systemic thinking; extends digital innovation theory into the realm of smart tourism destination innovation; repositions the significance of knowledge in smart tourism destination innovation; and constructs a comprehensive framework for digital innovation in smart tourism destinations.

目的

本研究致力于揭示智能旅游目的地数字创新中的核心组件及实施路径, 并创建一个整体视角下的理论框架。

设计/方法/方法

研究选定中国31座重要城市型智能旅游目的地为研究对象。通过人工检索结合大数据抓取的方式收集二手资料, 以各市旅游主管部门为访谈对象收集一手资料。运用扎根理论对智能旅游目的地的数字创新现象进行理论构建。

发现

本研究构建了一个数据型知识驱动的智能旅游目的地数字创新框架。其中, 核心组件包括数字组织创新、智慧数据平台、多主体数字协同生态和智慧旅游场景体系。目的地可通过智慧数据平台驱动的内生型创新或多主体数字协同生态推动的开放式创新, 实现智能旅游场景创新。

原创性/价值

本研究将智能旅游目的地创新相关研究由局部思考推向系统思考; 将数字创新理论扩展到智能旅游目的地创新的研究中; 重新定位知识在智能旅游目的地创新中的重要地位; 以及构建了一个智能旅游目的地数字创新整体框架。

实践意义

本研究基于数字创新实践洞察, 提出了一系列具体建议。旨在帮助目的地管理组织更有效地制定和实施数字创新策略, 以增强旅游目的地可持竞争力。

Diseño/metodología/enfoque

La investigación se centra en 31 destacados destinos turísticos urbanos inteligentes de China. Los datos secundarios se recopilaron mediante una búsqueda manual complementada con técnicas de big data, mientras que los datos primarios se obtuvieron a partir de entrevistas con las autoridades turísticas municipales. Se empleó la teoría fundamentada para construir teóricamente el fenómeno de la innovación digital en los destinos turísticos inteligentes.

Objetivo

Esta investigación tiene como objetivo identificar los componentes esenciales y las rutas de implementación de la innovación digital en destinos turísticos inteligentes, y construir un marco teórico desde una perspectiva holística.

Resultados

Este estudio ha desarrollado un marco de conocimiento basado en datos para la innovación digital en destinos turísticos inteligentes. Los componentes centrales incluyen la innovación organizativa digital, la plataforma de datos inteligentes, el ecosistema digital colaborativo de múltiples actores y el sistema de escenarios turísticos inteligentes. Además, tanto la innovación endógena impulsada por la plataforma de datos inteligentes como la innovación abierta impulsada por el ecosistema digital colaborativo de múltiples actores contribuyen a la innovación por escenarios en destinos turísticos inteligentes.

Implicaciones prácticas

A partir de las prácticas de innovación digital, este estudio ofrece una serie de recomendaciones dirigidas a las Organizaciones de Gestión de Destinos (DMOs) para la formulación e implementación de estrategias de innovación digital de manera más efectiva, y mejorar la competitividad digital sostenible de los destinos turísticos.

Originalidad/valor

Este estudio avanza la investigación sobre innovación en destinos turísticos inteligentes desde el pensamiento localizado hasta el pensamiento sistémico; extiende la teoría de la innovación digital al ámbito de la innovación en destinos turísticos inteligentes; reposiciona la importancia del conocimiento en la innovación de destinos turísticos inteligentes; y construye un marco integral para la innovación digital en destinos turísticos inteligentes.

Article
Publication date: 12 January 2024

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.

Details

European Journal of Marketing, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0309-0566

Keywords

Expert briefing
Publication date: 23 February 2024

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…

Article
Publication date: 16 November 2023

Kai Li, Lulu Xia, Nenggui Zhao and Tao Zhou

The purpose of this paper is to compare the pricing decisions and earning potential of the software supplier and the smart device manufacturer in different software promotion…

Abstract

Purpose

The purpose of this paper is to compare the pricing decisions and earning potential of the software supplier and the smart device manufacturer in different software promotion strategies.

Design/methodology/approach

Based on game theory, the authors formulate two promotion models, that is, the supplier implements software promotion activities individually (SP model) or outsources the promotion activity to the manufacturer under profit-sharing contract (MP model) when taking different channel power structures into consideration. Besides, in order to test the robustness of the conclusions, the authors also extend the basic model to the following situations: (1) the customers have different price elasticity toward service fee and product price; (2) the revenue sharing contract is employed by the supply chain members; and (3) the manufacturer's product promotion practice is taken into consideration.

Findings

The optimal service fee (product price) of the supplier (manufacturer) under SP model is always lower (higher) than that under MP model. Surprisingly, if the supplier is the channel leader and the profit sharing ratio exceeds certain threshold, the manufacturer's profit decreases in profit sharing ratio, which remains robust in three extension models. Moreover, the supply chain's profit in supplier-led game is always lower than that in Nash game irrespective of the promotion strategy in profit sharing context. When revenue sharing contract is adopted, the result holds only when the revenue sharing ratio is relatively low.

Originality/value

The authors originally explore two promotion strategies of the software supplier when taking the channel power structures into considerations, which has not been explored in the literature to the best of the authors' knowledge.

Details

Industrial Management & Data Systems, vol. 124 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 30 January 2024

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.

Details

International Journal of Sports Marketing and Sponsorship, vol. 25 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Abstract

Details

Communicating Climate
Type: Book
ISBN: 978-1-83753-643-6

Article
Publication date: 1 February 2023

Youssef Chetioui, Hind Lebdaoui and Nisrine Hafid

The COVID-19 crisis has sped up digital transformation and technologies by several years. Customers have dramatically shifted to online channels, and businesses have quickly…

Abstract

Purpose

The COVID-19 crisis has sped up digital transformation and technologies by several years. Customers have dramatically shifted to online channels, and businesses have quickly responded by offering additional canals for online shopping and payment. Customers have also been exhibiting greater preferences for contactless payments, and mobile banking has therefore become a norm in both developed and developing countries. This study aims to understand the antecedents of mobile banking actual usage in an early adoption stage setting (i.e. Morocco) through a comprehensive conceptual model combining the unified theory of acceptance and use of technology, the DeLone and McLean IS success model and additional constructs extracted from extent literature. The moderating effects of age, gender and education are also examined and analyzed using multigroup analysis.

Design/methodology/approach

Based on data collected from 616 Moroccan users, the authors empirically tested the proposed conceptual model using structural equation modeling.

Findings

First, consumer M-banking actual usage has a significant effect on customer satisfaction and attitudinal loyalty; at the same time, attitudinal loyalty was significantly influenced by customer satisfaction. Second, while M-banking actual usage was significantly influenced by effort expectancy, social influence, facilitating conditions, hedonic motivation, price value, habit, service quality, trust, attitude and perceived security, the results show no significant impact of system quality and information quality. Third, the relationship between M-banking actual usage and its antecedents was significantly moderated by age, gender and education.

Practical implications

The findings help bank practitioners to understand the importance of meeting customers’ needs and expectations as a prerequisite in enhancing actual usage, satisfaction and attitudinal loyalty. More importantly, the authors emphasize the need for demographically oriented strategies to target different demographic segments of customers.

Originality/value

The study bridges a gap in M-banking literature by offering a thorough understanding of consumers’ mobile banking use during the pandemic. The findings provide evidence of the applicability of the conceptual model proposed in this research. Furthermore, the reflection of the moderating effects of gender, age and education emphasizes the mobile banking usage disparities among dissimilar demographic segments.

Details

Journal of Islamic Marketing, vol. 14 no. 12
Type: Research Article
ISSN: 1759-0833

Keywords

Article
Publication date: 15 June 2023

Emerson Taylor and Chern Li Liew

Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and…

Abstract

Purpose

Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.

Design/methodology/approach

A qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.

Findings

Video games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.

Originality/value

As with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.

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