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Book part
Publication date: 24 January 2022

Clinton Cassar and Mario Thomas Vassallo

Undeniably, plastic usage is predominant in our daily lives, featuring in an endless list of items such as bottles, disposables, packaging and fabric. At prima facie, plastic…

Abstract

Undeniably, plastic usage is predominant in our daily lives, featuring in an endless list of items such as bottles, disposables, packaging and fabric. At prima facie, plastic disposal causes irreversible damage to the natural environment, especially oceans. However, it also impacts human health and wellbeing, especially since its toxins or microplastics find themselves in the food chain. Since plastic causes a myriad of negative effects on the natural environment and human health, the urgency to ban it has been addressed by international organizations and the European Union (EU). Being the smallest member state within the EU, Malta presents an insightful case study of how different levels of governance and a plethora of state and non-state actors engage in a game-like interaction. To this effect, this chapter sheds light on the implications of plastic pollution vis-á-vis sustainability and wellbeing, addressed through multi-level governance. The research core revolves around an investigation on the institutional intricacies in addressing the wicked problem of single-use plastic by mapping out the different layers of policy-making mechanisms that are involved, ranging from local to European and international governance, and from governmental to civil society centric strategies. A positivist ontology is activated to underpin the exploratory nature of this study. Through the application of content analysis of selected documentation, the extent of coordination and synergies among the different policy actors across a multi-layered governance platform is put under scrutiny. Quantitative findings are utilized to validate or contradict the original set of hypotheses and to propose a number of policy and governance recommendations that are useful to researchers and practitioners in the fields of public policy, politics, environmental science, public health and wellbeing, as well as insurance and risk management.

Details

Insurance and Risk Management for Disruptions in Social, Economic and Environmental Systems: Decision and Control Allocations within New Domains of Risk
Type: Book
ISBN: 978-1-80117-140-3

Keywords

Open Access
Article
Publication date: 9 November 2021

Avo Schönbohm and Tingyue Viktoria Zhang

This research seized the COVID-19 pandemic-induced economic recession as a strategic response background to answer whether serious games (SGs) can be effectively applied to…

1393

Abstract

Purpose

This research seized the COVID-19 pandemic-induced economic recession as a strategic response background to answer whether serious games (SGs) can be effectively applied to facilitate the strategic decision-making process.

Design/methodology/approach

This paper develops a conceptual model and hypotheses based on the strategic formulation and SGs literature. Virtual-gamified workshops treat four companies in a quasi-experimental framework applying an action research design approach. The data were analysed triangularly from the observations, the focus group interviews and the surveys.

Findings

A SG facilitates conveying conceptual recession management knowledge and structures the decision-making process. It incentivises creativity and motivation. Meanwhile, it is a tool to mitigate human errors due to cognitive biases. More importantly, it offers a new means to improve strategic decision-making adapted to different cases. The variety of game elements expands possibilities for different needs.

Originality/value

This paper creatively bridges the gap between strategic decision facilitation and serious gaming in a crisis. It contributes a conceptual model and provides practical insights into SGs mechanics for companies.

Details

Journal of Work-Applied Management, vol. 14 no. 2
Type: Research Article
ISSN: 2205-2062

Keywords

Article
Publication date: 5 December 2017

Linwan Wu and Matthew A. Stilwell

Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing…

1911

Abstract

Purpose

Location-based mobile games, like Pokémon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players’ responses to sponsors featured in Pokémon GO.

Design/methodology/approach

A survey was conducted among gamers of Pokémon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results.

Findings

Results indicated that gamers of Pokémon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players’ game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokémon GO were also identified, including the entertainment motive and social motive.

Originality/value

This study is the first one to analyze the marketing potential of Pokémon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.

Details

Journal of Research in Interactive Marketing, vol. 12 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 1 November 2006

Brian Smith, Priya Sharma and Paula Hooper

This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional…

Abstract

This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional athletes’ statistical performances. Messages from a discussion forum associated with a popular fantasy basketball game were analyzed to understand how players described their decision‐making strategies to their peers. The focus of the research was to understand if players use mathematical concepts such as optimization and statistical analyses when assembling their team or if they base their decisions on personal preferences, beliefs, and biases. The analyses in this paper suggest the latter, that players rely on informal, domain‐specific heuristics that often lead to the creation of competitive teams. These heuristics and other forms of player discourse related to knowledge use are described. The paper also suggests ways that analyses of existing practices might provide a foundation for creating gaming environments that assist the acquisition of more formal reasoning skills.

Details

Interactive Technology and Smart Education, vol. 3 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 16 March 2012

Serge Poisson‐de Haro and Gokhan Turgut

The purpose of this paper is to explore the use of simulations in strategy teaching. The authors’ conceptualization is built upon the benefits and limitations of simulations by…

2400

Abstract

Purpose

The purpose of this paper is to explore the use of simulations in strategy teaching. The authors’ conceptualization is built upon the benefits and limitations of simulations by establishing a link between the skills required to be a competent manager and the capacity of simulations to develop them.

Design/methodology/approach

Using deductive theory building, the authors pinpoint the shortcomings of simulations, and offer a framework categorizing managerial skill development using simulations to teach strategic management.

Findings

The authors propose a new perspective on the use of simulations to teach strategic management by elaborating on their effectiveness in developing soft skills related to social issues often overlooked in simulations’ learning outcomes. The framework provides propositions concerning the ability of simulations to develop both soft (societal and human) and hard skills (technical and conceptual) needed by managers.

Research limitations/implications

Literature shows that computer‐based platforms significantly increase the learning process. While such tools are widely used in teaching hard skills for decision making, they are relatively absent from teaching soft skills for decision making. Future studies should empirically explore the extent to which computer‐based platforms help cultivate soft skills.

Practical implications

Simulations are one of the most praised learning tools by management students. MBA administrators and strategy instructors would benefit from improved simulations that take into account the social environment surrounding managers. Expanded simulations, then, might lead to better preparation of management candidates for their tasks. In addition, simulation developers may find guidance in the authors’ conceptualizations to construct more effective teaching aids.

Originality/value

Contrary to the mainstream literature that focuses on hard‐skill development through simulations, this study calls attention to simulations’ capacity to foster the soft‐skills required to be a competent manager.

Article
Publication date: 1 March 2012

Tawni Hunt Ferrarini

Recreational use of MP3 players, cell phones, computers and/or video game units is on the rise among today’s students. This article helps teachers integrating economics into their…

Abstract

Recreational use of MP3 players, cell phones, computers and/or video game units is on the rise among today’s students. This article helps teachers integrating economics into their classrooms plug into this M2 frenzy. It identifies numerous high-quality resources with economic content that are readily available in the media at relatively low costs to Kindergarten-12 teachers and their students. Student preferences for different types of media guide the choices of content in economic education described here. By using the revealed preferences of the students, teachers can be more successful at engaging students in advancing along the economics learning curve. Hopefully, their engagement will spill over and entice students to learn more outside the classroom.

Details

Social Studies Research and Practice, vol. 7 no. 1
Type: Research Article
ISSN: 1933-5415

Keywords

Open Access
Article
Publication date: 27 November 2020

Amy Paros, Michael Taylor and Robert M. Yawson

The purpose of this paper is to provide an experiential learning exercise that develops student understanding of social networks within organizations. Understanding these networks…

1384

Abstract

Purpose

The purpose of this paper is to provide an experiential learning exercise that develops student understanding of social networks within organizations. Understanding these networks can foster complete access to information and inclusive decision-making that translates into career success.

Design/methodology/approach

This experiential learning classroom exercise supports all student learning styles using a puzzle to teach students to apply social network theory toward real-world decision-making. This exercise is best used in small and medium-sized classrooms with ideally 15–40 students. This simulation could be used during 50 up through 120-min class sessions.

Findings

The game-like environment created by this exercise helps extend real-world understanding that may traditionally be lost with a lecture. Components within this simulation provide balanced consideration for many different learning styles. This exercise has been used successfully within a graduate-level leadership and decision-making course in at least ten sessions over 5 years.

Practical implications

This is a real-time theory to practice application exercise where an experiential activity is deployed for students to understand the practical implications and application of a theoretical concept.

Social implications

Organizations have internal social networks connecting employees. These connections are how information is dispersed and knowledge is shared. When these networks are understood and effectively used, it can result in more comprehensive problem-solving, valuable collaboration and the maximization of subject matter expertise within the organization.

Originality/value

This is a “how-to” teaching and pedagogical exercise. It is original with the benefit of its flexibility and adaptability in the classroom.

Details

Organization Management Journal, vol. 17 no. 4/5
Type: Research Article
ISSN: 1541-6518

Keywords

Abstract

Details

Sameness and Repetition in Contemporary Media Culture
Type: Book
ISBN: 978-1-80455-955-0

Article
Publication date: 1 December 2002

Andrew Hale Feinstein, Stuart Mann and David L. Corsun

The literature around experiential learning is unclear regarding the similarities and differences among simulation, games, and role play. In order to appropriately evaluate…

3425

Abstract

The literature around experiential learning is unclear regarding the similarities and differences among simulation, games, and role play. In order to appropriately evaluate instructional processes, definitional clarity is necessary. In this article, we provide a definitional foundation and classification scheme for the topics of computer simulation, role play, and games. The educational and training outcomes of each are discussed, providing readers the means to determine for themselves, the pedagogical appropriateness of simulation, games, or role play to a given situation.

Details

Journal of Management Development, vol. 21 no. 10
Type: Research Article
ISSN: 0262-1711

Keywords

Article
Publication date: 6 February 2023

Jessica Siva and Thayaparan Gajendran

Megaprojects are seen as vehicles for delivering significant social value. However, megaproject decision-making, which is deeply embedded in networks comprising formal and…

Abstract

Purpose

Megaprojects are seen as vehicles for delivering significant social value. However, megaproject decision-making, which is deeply embedded in networks comprising formal and informal practices involving the exercise of power, can facilitate or hinder social value delivery. Moreover, these decision-making practices are often intentionally designed and executed to remain hidden and so are not easily identifiable but have implications for maximising social value. This paper aims to identify the hidden barriers to social value delivery on megaprojects resulting from the decision-making environment.

Design/methodology/approach

Governmentality theory was used to deconstruct the megaproject decision-making environment. The critical realism philosophy was merged with a narrative inquiry approach to analyse the everyday, taken-for-granted practices that resulted in the decision-making outcomes. Data were collected through 22 in-depth semi-structured interviews to uncover stories highlighting the nature of power relations underpinning the decision-making environment of one megaproject in the Asia Pacific region.

Findings

Governmentality theory as a lens showed that emergent, informal governing practices blend with formal governance mechanisms, creating a complex mix of overt and covert power dynamics. The findings suggest that the exercise of covert power by project team members through deviant tactics hinders social value delivery. Therefore, understanding the power dynamics that influence the decision-making of project team members is key for maximising social value delivery.

Originality/value

Originality stems from the use of governmentality theory and critical realism to deconstruct and explain the megaproject decision-making environment, enabling observation of otherwise challenging-to-understand, complex and hidden barriers to the delivery of social value. This paper offers a novel way of explaining social value delivery through megaproject decision-making.

Details

Built Environment Project and Asset Management, vol. 13 no. 4
Type: Research Article
ISSN: 2044-124X

Keywords

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