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Article
Publication date: 15 February 2024

Changbin Wang

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…

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.

Details

Asian Education and Development Studies, vol. 13 no. 2
Type: Research Article
ISSN: 2046-3162

Keywords

Article
Publication date: 4 August 2020

Changbin Wang

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.

Details

Asian Education and Development Studies, vol. 11 no. 2
Type: Research Article
ISSN: 2046-3162

Keywords

Article
Publication date: 4 July 2008

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…

3496

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.

Details

Collection Building, vol. 27 no. 3
Type: Research Article
ISSN: 0160-4953

Keywords

Article
Publication date: 1 January 2003

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.

Abstract

Game Theory has become an integral part of the business school curriculum, but the popular business press ignores it. Here's a crash course.

Details

Handbook of Business Strategy, vol. 4 no. 1
Type: Research Article
ISSN: 1077-5730

Article
Publication date: 17 November 2023

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.

Details

International Journal of Entrepreneurial Behavior & Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-2554

Keywords

Article
Publication date: 25 September 2009

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.

Details

On the Horizon, vol. 17 no. 4
Type: Research Article
ISSN: 1074-8121

Keywords

Book part
Publication date: 21 November 2022

Rebecca C. Harris

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.

Details

Biopolitics at 50 Years
Type: Book
ISBN: 978-1-80262-108-2

Keywords

Article
Publication date: 1 November 2006

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.

Details

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

Keywords

Article
Publication date: 1 August 2006

Chris Game

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…

2921

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.

Details

International Journal of Productivity and Performance Management, vol. 55 no. 6
Type: Research Article
ISSN: 1741-0401

Keywords

Abstract

Details

Journal of Entrepreneurship and Public Policy, vol. 12 no. 1
Type: Research Article
ISSN: 2045-2101

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