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Article
Publication date: 7 March 2022

Yonghua Song, Jianxia Du and Mingming Zhou

The increasing societal requirement requests higher education institutions to be more responsive to socioeconomic needs and new governmental demands. This study aims to present a…

Abstract

Purpose

The increasing societal requirement requests higher education institutions to be more responsive to socioeconomic needs and new governmental demands. This study aims to present a self-developed multidimensional quality assurance and assessment model for higher education institutions – R.I.S.E model (relevance, impact, significance and excellence) – as a tool for quality assessment in higher education institutions.

Design/methodology/approach

The model was first described at a conceptual level, followed by the examination of its applicability by presenting a case of a university in Macau to substantiate the model with real-life evidence.

Findings

Results showed that the model can be used as an assessment tool to analyze, evaluate and reflect upon the status quo of higher education institutions. Facilitators can use all or part of the model either as a useful baseline to assess performance and prioritize “next steps” or to compare performance across time to determine progress in achieving goals and objectives.

Originality/value

The new model proposed in this study presents multiple perspectives when assessing higher education systems, especially in the transforming stage of a university, to meet upgrading requirements from both the society and the academic community.

Details

On the Horizon: The International Journal of Learning Futures, vol. 30 no. 3
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 22 October 2018

Jean Paul Simon

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in…

1958

Abstract

Purpose

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.

Design/methodology/approach

The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.

Findings

The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.

Research limitations/implications

The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.

Practical implications

This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.

Social implications

The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.

Originality/value

Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.

Details

Digital Policy, Regulation and Governance, vol. 20 no. 5
Type: Research Article
ISSN: 2398-5038

Keywords

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