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1 – 10 of over 32000This paper examines the changes in Macao's gaming public policy following the 2022 revision of the gaming law. The revision introduces more regulations on the gaming industry and…
Abstract
Purpose
This paper examines the changes in Macao's gaming public policy following the 2022 revision of the gaming law. The revision introduces more regulations on the gaming industry and highlights the gaming industry's contribution to economic diversification, anti-money laundering and national security. The paper analyzes the economic, cultural and political factors that motivated these changes and evaluates the effectiveness of the new gaming public policy.
Design/methodology/approach
This paper compares the different versions of Macao's gaming laws and the gaming laws of Nevada and New Jersey, using a qualitative approach to interpret the meanings behind the law text.
Findings
The paper reveals that Macao's gaming public policy has changed significantly. The revised policy focuses more on economic diversification than the growth of the gaming industry and imposes more responsibilities on the gaming operators. It predicts that Macao's gaming industry will face more difficulties in increasing its market share in the next decade.
Practical implications
The findings of this paper can help the Macao government assess its gaming public policy and other governments learn from the complex situation when developing their public policies.
Social implications
The findings of this paper can enhance the understanding of Macao's gaming laws and the reality of Macao's gaming industry.
Originality/value
This paper is the first in academia to address Macao's new public policy toward gaming.
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The purpose of this paper is to review Macao's gaming regulation from 2001, when competition was introduced into the gaming market, to the present and discuss the potential…
Abstract
Purpose
The purpose of this paper is to review Macao's gaming regulation from 2001, when competition was introduced into the gaming market, to the present and discuss the potential methods to improve the regulatory system in the future.
Design/methodology/approach
This paper adopts the qualitative approach, investigating and studying the contents, changes and enforcement of the gaming legislations.
Findings
The gaming regulation in Macao has made great progress in the past two decades. Before 2001, the gaming market was monopolized, and the gaming regulation was merely a concession system. Law No. 16/2001, together with the other laws and regulations promulgated later, established a regulatory framework containing rules of suitability check, casino entry, competition, internal control, gaming promotion, credit gaming and antimoney laundering. The implementation of the rules has also drawn attention of the international community.
Originality/value
This paper reviews the gaming regulation in Macao in all its major aspects for the first time and argues that a framework of gaming regulation has been established in Macao although it needs to be improved.
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Elizabeth Tappeiner and Catherine Lyons
This article aims to discuss the relevance of building video game collections in academia to support research and learning on campus and to propose useful criteria for building…
Abstract
Purpose
This article aims to discuss the relevance of building video game collections in academia to support research and learning on campus and to propose useful criteria for building video game collections in academic libraries.
Design/methodology/approach
The authors examined collection development policies of selected academic libraries as well as research discussing the cultural, historical, and educational value of video games. The authors also examined video game playback devices, games and their packaging, and popular game web sites.
Findings
The authors outline selection considerations for developing video game collections and propose the following criteria for selecting games: physical characteristics, teaching and learning principles present in the games, subject matter and content, and the cultural and historical value of a game.
Originality/value
Establishing video games in libraries is not a new topic, but most discussions have been focused on public libraries or the entertainment value of video games in academic libraries. This article focuses on games as serious objects of study in academia and provides best practices for video games collections development.
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Richard A. McGowan and John F. Mahon
Game Theory has become an integral part of the business school curriculum, but the popular business press ignores it. Here's a crash course.
Insaf Khelladi, Sylvaine Castellano and Edouard Charles Vinçotte
This research paper aims to explore how social intrapreneurs use serious games to generate social innovation. In particular, the study depicts the coproduction process between…
Abstract
Purpose
This research paper aims to explore how social intrapreneurs use serious games to generate social innovation. In particular, the study depicts the coproduction process between caregivers acting as intrapreneurs, patients and other stakeholders, and unveils the contributions of serious games and their key features in producing social innovation within healthcare facilities.
Design/methodology/approach
Through an original case study, the article analyzes a social innovation initiated by caregivers in the French care eco-system. Primary and secondary data were used to observe and examine the successful implementation of a serious game. Specifically, caregivers in hospital designed a game that helps children overcome the stress and anxiety inherent to their hospital journey.
Findings
Results unveil the role of social innovations as catalyst of social intrapreneurship and the coproduction of services. In the healthcare setting, serious games both participate in improving the stay of child in hospitals, and in facilitating the working conditions of caregivers.
Originality/value
This article brings together the theoretical background of social intrapreneurship, social innovation and serious games. The successful implementation of social innovation depends on the intrinsic features of social intrapreneurs, coupled with those pertaining to serious games. The positive outcome of social innovation benefits both internal and external stakeholders. Such innovation improves the end users' experience, as the latter participate in the coproduction of their own care.
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Heiko Duin, Jannicke Baalsrud Hauge and Klaus‐Dieter Thoben
Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the…
Abstract
Purpose
Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the paper aims to present a concept for combining a multi‐player online game called refQuest with concepts from the Synectics method.
Design/methodology/approach
After presenting the two concepts of the refQuest gaming engine and the Synectics method, an approach of how the elements of the gaming engine can be used to implement the Synectics method is shown. Beside this, an initial evaluation of the usefulness of using serious gaming for ideation purposes is given.
Findings
It is found that the elements of the Synectics method fit very well with the concepts of the gaming engine of refQuest. A concept for integration could be derived.
Originality/value
The online game refQuest is suitable to support the ideation process. Including concepts from Synectics is possible and would enhance the gaming concept.
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Studies of public policy, particularly the explanation and prediction of policy outcomes, are motivated by a desire to improve policy success. However, most policies fall far…
Abstract
Studies of public policy, particularly the explanation and prediction of policy outcomes, are motivated by a desire to improve policy success. However, most policies fall far short of solving problems. Why is it so difficult for policy to succeed? Biology's answer: because we are human. Many natural tendencies are less than optimal for the policy cognition and behavior necessary to make effective policy popular. The portions of human nature which are most interesting for our purposes include the way humans think, the role of emotion, the power of interpersonal relationships, the power of belonging to a group, and the power of competition for status. These human realities anticipate ineffective policy development. Knowing something about humans might explain why it is difficult for policy to succeed.
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Stephan Lukosch and Till Schümmer
During oral exams at the German distance learning university, we noticed that students fear that they will be faced with questions that they have not anticipated. In our opinion…
Abstract
During oral exams at the German distance learning university, we noticed that students fear that they will be faced with questions that they have not anticipated. In our opinion, this is mainly because students have no chance to train and thereby gather positive experiences with exam situations as they are distributed all over Germany and thus it is difficult for them to meet each other. In this paper, we present a design space of 23 learning gadgets, i.e. tools that support collaborative learning, to allow collaborative exam preparation in peer‐based distributed student groups. We discuss this design space according to eight dimensions of the concept of FLOW (Csikszentmihalyi, 1991) that constitutes enjoyable situations. Two of the learning gadgets were implemented and integrated in the CURE environment, a web‐based collaborative learning platform that was developed to support different collaborative learning scenarios, e.g. collaborative exercises or virtual seminars. We discuss these learning gadgets in more detail and show how they promise an enjoyable collaborative exam preparation.
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The purpose of this paper is to provide, at a particularly significant point in its short history, an overview of a unique system of performance management to which all principal…
Abstract
Purpose
The purpose of this paper is to provide, at a particularly significant point in its short history, an overview of a unique system of performance management to which all principal local authorities in England have been subject for the past three years.
Design/methodology/approach
Comprehensive performance assessment (CPA) is the controversial centrepiece of a system of performance measurement and improvement management that has involved the external classification of each individual local authority as Excellent, Good, Fair, Weak or Poor. It is a system that, as comparative data on the scale of local government demonstrate, could only be attempted in the UK. The article is written as a non‐technical and evaluative narrative of the introduction, early operation and impact of this system, concluding with the changes in methodology introduced to counter the phenomenon of too many of the nation's local authorities becoming officially too good for the existing measurement framework.
Findings
Key points that the article brings out concern the exceptional circumstances of UK local government that make such a performance management system even contemplatable, the improvement and recovery part of the regime, and the inherent implications of a system geared to providing regular statistical evidence of continuous performance improvement.
Originality/value
The originality lies in the CPA system itself, aspects of which at least will be of interest both to specialists in performance measurement and management and to those with an interest in decentralized government and intergovernmental relations.
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