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Article
Publication date: 31 May 2021

Nahed Salem and Ahmed Maher Khafaga Shehata

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

Abstract

Purpose

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

Design/methodology/approach

The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.

Findings

The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.

Originality/value

As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.

Details

Global Knowledge, Memory and Communication, vol. 71 no. 6/7
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 27 March 2007

Alain d'Astous and Karine Gagnon

Board games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games

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Abstract

Purpose

Board games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games that impact significantly on players' appreciation.

Design/methodology/ approach

A review of the literature and a qualitative study with players and board game professionals resulted in the identification of seven explanatory factors. A survey was conducted among 169 adult players selected using an area sampling method.

Findings

The survey results revealed that the most important factor in explaining players' appreciation of a board game was the extent to which the game was able to make them fantasize and live uncommon experiences. The second factor in importance was the entertainment that is associated with playing a game. Some unexpected differences were found between male and female players. Whereas the surprise elements of a game had a positive impact on men's appreciation, they were not significant among women. In turn, the rhythm of the game had a positive effect on women's appreciation whereas it did not impact on men's appreciation.

Research limitations/implications

Players' perceptions were limited to board games with which they were familiar.

Practical implications

The results of this research offer some insights for the design and marketing of new board games. They indicate that the success of a new board game depends on the game's capacity to make players live a unique play experience and interact with other players. They also suggest that marketing communication should be adapted to the segments of male and female board game players.

Originality/value

This research brings useful knowledge about the factors that make consumers enjoy a board game.

Details

Journal of Consumer Marketing, vol. 24 no. 2
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 9 November 2012

Niall Piercy, Alistair Brandon‐Jones, Emma Brandon‐Jones and Colin Campbell

This paper aims to examine the preferences of students towards different teaching methods and the perceived effectiveness of experiential teaching methods in different operations…

1950

Abstract

Purpose

This paper aims to examine the preferences of students towards different teaching methods and the perceived effectiveness of experiential teaching methods in different operations management (OM) modules.

Design/methodology/approach

Student perceptions of different teaching methods and various aspects of an experiential teaching method, in the form of a business simulation game, are examined using survey data from 274 respondents in four small post‐experience and two large pre‐experience OM modules.

Findings

The paper's analysis suggests that traditional and experiential teaching methods are both popular with OM students, whilst independent teaching methods are less well liked. Analysis also shows that students on both kinds of OM modules perceive most aspects of the experiential teaching method used in this study (The Operations Game) very positively.

Research limitations/implications

This research study was confined to a particular type of experiential teaching method – a business simulation game. There is a need for further research to investigate the perceived effectiveness of other experiential teaching methods, such as role‐plays and live cases. Furthermore, the paper does not examine the use of experiential teaching methods that do not require the physical presence of students.

Practical implications

For OM educators, the paper clarifies how they might incorporate experiential teaching methods in different class settings. Whilst experiential teaching methods are typically used for small post‐experience modules, these data indicate that the method can also be used on larger pre‐experience modules with great success. The paper also notes a number of challenges involved in using experiential teaching methods on both kinds of module.

Originality/value

This is the first known study to directly examine the perceived effectiveness of an experiential teaching method in both small post‐experience and larger pre‐experience OM modules.

Details

International Journal of Operations & Production Management, vol. 32 no. 12
Type: Research Article
ISSN: 0144-3577

Keywords

Article
Publication date: 25 September 2009

Felix Hunecker

The purpose of this paper is to give an overview about the design of reusable simulation models for serious games.

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Abstract

Purpose

The purpose of this paper is to give an overview about the design of reusable simulation models for serious games.

Design/methodology/approach

The paper reports the approaches in various well‐established games and deduces a common design methodology. It considers the applicability in different industries and scenarios, describes an actual implementation of the methodology in a serious game and presents the evaluation results.

Findings

The paper concludes the following: reusable simulation models require a flexible framework to be adoptable to different industries. The abstract model only needs to distinguish between two types of entities: processes and resources. Based on these abstract types, most entities can be represented in a simulation.

Originality/value

This paper provides basic knowledge about simulation models in games and presents a generic model that can be reused for various simulations.

Details

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

Keywords

Article
Publication date: 6 November 2017

Yanti Idaya Aspura M.K. and Shahrul Azman Mohd Noah

The purpose of this study is to reduce the semantic distance by proposing a model for integrating indexes of textual and visual features via a multi-modality ontology and the use…

Abstract

Purpose

The purpose of this study is to reduce the semantic distance by proposing a model for integrating indexes of textual and visual features via a multi-modality ontology and the use of DBpedia to improve the comprehensiveness of the ontology to enhance semantic retrieval.

Design/methodology/approach

A multi-modality ontology-based approach was developed to integrate high-level concepts and low-level features, as well as integrate the ontology base with DBpedia to enrich the knowledge resource. A complete ontology model was also developed to represent the domain of sport news, with image caption keywords and image features. Precision and recall were used as metrics to evaluate the effectiveness of the multi-modality approach, and the outputs were compared with those obtained using a single-modality approach (i.e. textual ontology and visual ontology).

Findings

The results based on ten queries show a superior performance of the multi-modality ontology-based IMR system integrated with DBpedia in retrieving correct images in accordance with user queries. The system achieved 100 per cent precision for six of the queries and greater than 80 per cent precision for the other four queries. The text-based system only achieved 100 per cent precision for one query; all other queries yielded precision rates less than 0.500.

Research limitations/implications

This study only focused on BBC Sport News collection in the year 2009.

Practical implications

The paper includes implications for the development of ontology-based retrieval on image collection.

Originality value

This study demonstrates the strength of using a multi-modality ontology integrated with DBpedia for image retrieval to overcome the deficiencies of text-based and ontology-based systems. The result validates semantic text-based with multi-modality ontology and DBpedia as a useful model to reduce the semantic distance.

Details

The Electronic Library, vol. 35 no. 6
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 12 July 2013

Thanika Devi Juwaheer, Sharmila Pudaruth and Priyasha Ramdin

The paper aims to explore the contributing factors impacting on shopping experiences of customers in Mauritius. It also seeks to investigate the relative significance of these…

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Abstract

Purpose

The paper aims to explore the contributing factors impacting on shopping experiences of customers in Mauritius. It also seeks to investigate the relative significance of these factors in predicting the willingness of customers to visit shopping malls of Mauritius.

Design/methodology/approach

The paper applies the data reduction technique using exploratory factor analysis on a sample of 600 respondents drawn from 23 shopping malls and shopping centres across Mauritius and condenses a set of 33 mall attributes into a list of six comprehensible dimensions about shopping experience. The multiple regression analysis was also conducted to investigate the importance of the six shopping experience dimensions in influencing the behavioural intentions of customers to visit shopping malls of Mauritius in future.

Findings

The factor analysis identified that customers visualise shopping experience as a combination of six factors: “provision of childcare facilities”, “health and wellness events”, “entertaining events”, “sports and games facilities”, “value‐added restaurant facilities” and “shopping events”. The results of the regression analysis have also suggested that the willingness of customers to visit the shopping malls is primarily derived from one significant factor related to “entertainment facilities and events”.

Practical implications

Shopping mall managers should cater for more entertainment facilities and events. Mall developers should also focus on improving restaurant facilities by maximizing regular renovation of food courts, integrating international coffee shops and fast food outlets in various shopping malls of Mauritius.

Originality/value

The study is still a pioneer work on the factors impacting on shopping experiences in the context of Mauritius which is still a developing nation. Yet, it would serve as a roadmap for mall managers and designers to enhance shopping experience in similar contexts.

Details

World Journal of Entrepreneurship, Management and Sustainable Development, vol. 9 no. 2/3
Type: Research Article
ISSN: 2042-5961

Keywords

Article
Publication date: 20 August 2008

Paul E. O'Connell

The aim of this paper is to review chess as a model for incorporating local police agencies in the fight against global terrorism.

978

Abstract

Purpose

The aim of this paper is to review chess as a model for incorporating local police agencies in the fight against global terrorism.

Design/methodology/approach

The paper examines the literature concerning the nature of terrorist organizations, as well as recent literature that suggests that new methods are required to design a broad protective network with a common purpose.

Findings

The paper suggests that, rather than merely relying upon the development of new technologies, greater emphasis should be placed on overcoming the social and structural barriers to complete interoperability.

Practical implications

Practitioners should thoughtfully consider this paper and work to alleviate or minimize those barriers and impediments to complete interoperability.

Originality/value

This paper will benefit both students and practitioners of counter terrorism, insofar as it defines the proper role of local police agencies and reinforces the need for a common understanding and a united effort to protect society.

Details

Policing: An International Journal of Police Strategies & Management, vol. 31 no. 3
Type: Research Article
ISSN: 1363-951X

Keywords

Book part
Publication date: 30 September 2022

Kamuran Elbeyoğlu

Globalisation, which is founded on an axis of dissemination and change, has economic, social, cultural and political dimensions. Since the rise of capitalism in the 1800s, the…

Abstract

Globalisation, which is founded on an axis of dissemination and change, has economic, social, cultural and political dimensions. Since the rise of capitalism in the 1800s, the concept of childhood has evolved along with the shifting conception of man in globalisation. This shift can be investigated by looking at three pillars: (1) shifting play patterns, (2) child Labour and (3) violence towards children are all issues that need to be addressed. Play has been one of the most important phenomena that people have created for themselves throughout history. Toys that have grown more common and standardised as a result of globalisation are now available to children from various cultures all over the world and are designed to meet specific criteria. It is common knowledge that children have worked to aid their families' economies since they were young, and that child Labour is crucial for the family, village and clan. However, as a result of the commodification of Labour during the industrialisation process and major monopolies' quest for cheap Labour during the globalisation process, children were forced to work in exceedingly terrible conditions for extremely low wages. In the globalisation process, child pornography, the employment of girls and boys as sex workers and child abuse have become more frequent. Aside from child sexual assault, the rise in child murders, the fact that children are the most susceptible and easy targets for organised crime and the growing number of wars around the world illustrate the growing violence that children are exposed to as a result of globalisation. Computer games, which are often centred on war and involve heavy themes of violence, normalise and internalise violence in youngsters.

Details

Being a Child in a Global World
Type: Book
ISBN: 978-1-80117-240-0

Keywords

Article
Publication date: 7 October 2014

Heesup Han and Jinsoo Hwang

This study was designed with the aim to examine the formation of golfers’ intentions to play golf on traditional golf courses by considering the moderating impact of their outcome…

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Abstract

Purpose

This study was designed with the aim to examine the formation of golfers’ intentions to play golf on traditional golf courses by considering the moderating impact of their outcome beliefs regarding the playing of screen golf. Other goals in this research were to test the mediating impact of desires and to identify the relative importance of study variables in generating intention within the proposed conceptual framework. The Model of Goal-directed Behavior (MGB) was utilized to make a precise prediction of golfers’ intentions.

Design/methodology/approach

The dataset was developed by distributing surveys in person at screen-golf cafés. A structural equation modeling (SEM) was used to evaluate the fit of the proposed model and assess the hypothesized relationships. Tests for metric invariance were used to examine the moderating impact of outcome beliefs.

Findings

Results from the SEM revealed that the proposed model predicted golfers’ intentions well, explaining significant amounts of variance. Desire acted as a significant mediator in the proposed conceptual framework. Compared to other study variables, both positive anticipated emotions and subjective norms had superior ability in generating golfers’ intentions to play real golf. Moreover, results from the test for metric invariance indicated that the intensity of golfers’ perceived benefits of playing screen golf affected their decision formation as a moderator, decreasing their intention to play real golf.

Originality/value

Research considering the impact of screen golf on golfers’ decision-making processes is rare in the golf industry. Filling this gap, the present study successfully demonstrated that golfers’ decision formation is sufficiently explained by the MGB, and their perceived outcomes from playing screen golf represent a possible threat to the traditional golf industry.

Details

International Journal of Contemporary Hospitality Management, vol. 26 no. 7
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 1 January 1935

WE wish our readers success and prosperity for 1935. In the pages of our last number was given a brief retrospect of the events of 1934, and there is no advantage in repeating any…

Abstract

WE wish our readers success and prosperity for 1935. In the pages of our last number was given a brief retrospect of the events of 1934, and there is no advantage in repeating any part of it. Suffice to say, the year was one of the most memorable in the annals of libraries from the point of view of the new buildings which have been erected to serve great places. The year before us will present a full programme of work for all librarians. The major interest will probably be the conference to be held at Manchester in September, when hundreds of librarians will have the opportunity of seeing the building of the largest of British, if not of European, public libraries. We understand, too, that the conference will deal systematically with the efficient library in the modern community, but no doubt fuller information upon this programme will be forthcoming very shortly. The time is not ripe, we fear, for us to expect anything in the shape of a consolidating library aft which shall bring into coherency the scattered library laws of this country. We hope something will be done in the year to improve the examination system of the Library Association, which fails to give satisfaction as it stands at present. We confidently expect that the co‐operation embodied in the Regional Library Bureau will be extended, and as our recent pages have shown, we hope that the National Central Library will be relieved of some of its financial anxieties by direct action upon the part of public libraries and of the Treasury. There are signs that the country is gradually returning to prosperity, and we hope that in any such event libraries will benefit and librarians will receive some attention in the matter of their salaries.

Details

New Library World, vol. 37 no. 6
Type: Research Article
ISSN: 0307-4803

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