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1 – 10 of over 8000Daniela Carlucci, Paolo Renna, Sergio Materi and Giovanni Schiuma
This paper proposes a model based on minority game (MG) theory to support the decision-making regarding the efficient allocation and exploitation of resources/services among the…
Abstract
Purpose
This paper proposes a model based on minority game (MG) theory to support the decision-making regarding the efficient allocation and exploitation of resources/services among the partners of a cloud manufacturing (CMfg) system. CMfg system is a new manufacturing paradigm to share manufacturing capabilities and resources on a cloud platform. The use of a decision model to organize and manage the resources and services provided by the autonomous participants of a CMfg has crucial relevance for the system's effectiveness and efficiency.
Design/methodology/approach
This research proposes a noncooperation model based on MG theory. The MG is designed to make decisions on the use of resources/services among the partners of CMfg with private information. A simulation environment was developed to test the efficiency of the proposed decision model. Moreover, an ideal decision model with complete information among the partners was used as a benchmark model.
Findings
The simulation results show how the application of the proposed MG model outperforms the MG model usually proposed in the literature. In particular, the proposed decision model based on private information has an efficiency closer to the ideal model with complete information among the partners of a CMfg.
Originality/value
This paper advances knowledge about the application of MG in the field of CMfg system. The proposed decision-making model based on MG is a promising approach to help enterprises, and especially small and medium enterprises, to participate in CMfg initiatives and to develop their business.
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Ciaran Devlin and Anne Holohan
This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender…
Abstract
Purpose
This study uses the ‘Dragon Age’ series by BioWare as a case study to examine the impact of video game player diversity on the inclusion of Lesbian, Gay, Bisexual and Transgender (LGBT) content in mainstream games. It explores the degree to which the perception of video games as ‘hegemonically masculine and heteronormative’ accurately reflects gamers’ own experiences.
Methodology/approach
The study is based on an online survey in the Dragon Age community forum, including open-ended qualitative questions.
Findings
The main findings show that male and female respondents widely believed in the presence of heterosexual (male) privilege within gaming culture at large. However, respondents’ own personal views and experiences demonstrated that they largely accept the inclusion of LGBT content in games. Finally, respondents showed considerable ‘disinhibition’ when it came to experimenting with sexuality and sexual identity in video games as compared to in real life.
Research limitations/implications
This was a small exploratory study and was limited by its size and a possible self-selection bias.
Originality/value
The findings indicate that gender diversity, diversity of sexualities and acceptance of LGBT content are all greater than previously thought. Moreover, role-playing games are fertile ground for experimentation with sexual identities among gamers. These results call for more research in this area.
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The purpose of this paper is to analyse a standard grand canonical minority game (MG).
Abstract
Purpose
The purpose of this paper is to analyse a standard grand canonical minority game (MG).
Design/methodology/approach
Agents are divided into two groups: speculators, who trade adaptively, and producers who trade deterministically. Information acts on the amount of the two types in the system, modifying the share.
Findings
When the system is out of equilibrium, stylized facts arise, such as fat tailed distribution of returns and volatility clustering. If speculators abandon price taking behavior, stylized facts disappear.
Originality/value
The modified MG presented here is able to reproduce qualitatively a whole range of stylized facts. Most importantly, its quite rich behavior can be studied analytically.
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Robert VanWynsberghe and Caitlin Pentifallo
This chapter coins the term Development through Mega-Events (DME) in order to propose a next step for developing social legacies in accordance with the principle of social…
Abstract
Purpose
This chapter coins the term Development through Mega-Events (DME) in order to propose a next step for developing social legacies in accordance with the principle of social development.
Design/methodology/approach
This chapter’s argument for DME is developed using quantitative, indicator-based data from the Olympic Games Impact (OGI) study as well as relevant literature from the sub-fields of Sport for Development and Peace and Sport Mega-Events.
Findings
We discuss the absence of a baseline understanding of the properties of sport mega-events. Also absent are progressive efforts to achieve sustainability by means other than competition among prospective bidders. We recommend that hosts tie social legacies to public policy objectives that are concomitant with the properties of the sport mega-events. Retrospectively applied, OGI data from 2010 reveals social inclusion as one potential social legacy that reflects the nature of the Olympics and the policy realm in the host region.
Originality/value
This chapter is original work. It would be of interest to potential host communities, policymakers, and researchers.
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Carol Azungi Dralega and Hilde G. Corneliussen
This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant…
Abstract
This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant youth in Norway. The aim here is to explore the manifestations and contestations of gendered power and hegemonic practices among the young immigrant girls and boys. This chapter builds on research about everyday media use especially video games, and our analysis is based on theories of hegemony, power, gender, and ethnicity. Three key findings are observed from the study: (a) video games acting as a bridge between ethnic minority boys (not so much with the girls) and ethnic Norwegians, (b) hegemonic gendered practices, emphasizing the “otherness,” in particular for girls adhering to the category of gamer, and finally, to a lesser degree, (c) marginalization within video games on the basis of being a non-Western youth in a Western context. As such the study simultaneously not only confirms but also challenges dominant discourses on video games by suggesting that, although some positive strides have been made, the claims of a post-gender neutral online world, or celebrations of an inclusive and democratic online media culture, especially video gaming, are still premature.
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James B. Shein and Judith Crown
Atari, a maker of video games, went through several owners over the years winding up controlled by Infogrames, a French publisher of video games. Infogrames later sold Atari…
Abstract
Atari, a maker of video games, went through several owners over the years winding up controlled by Infogrames, a French publisher of video games. Infogrames later sold Atari shares in a secondary public offering, eventually reducing the parent’s share to 51.6 percent by September 2005 creating a complicated two-tier ownership structure. Two levels of management made it difficult to get things done. The financial structure was a problem for Infogrames because the French company had to consolidate 100 percent of Atari’s results even though it only owned 51 percent of the company. Atari was generating substantial losses, had defaulted on its debt, and was faced with the possibility of filing for bankruptcy without more working capital. The independent directors of Atari, when confronted with an unsolicited Infogrames buyout offer, had several options: (1) agree to the $1.68 offer (take the money and run); (2) pursue a white knight (a buyout from another investor of company that would be willing to pay a higher price and invest working capital); (3) file a lawsuit to stop the takeover to buy time or perhaps force Infogrames to increase its offer.
Communications in a turnaround How planning and executing a communications strategy is as important as other functional actions Dealing with an international ownership base with a U.S. turnaround of a legacy brand with no hard assets Fiduciary duty and governance issues arising from a takeover offer.
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Tordis Borchgrevink and Grete Brochmann
“Multiculturalism” is a troubled concept, in a political as well as in a scholarly sense. What has triggered this paper is the authors’ experience of the hardships involved in…
Abstract
“Multiculturalism” is a troubled concept, in a political as well as in a scholarly sense. What has triggered this paper is the authors’ experience of the hardships involved in understanding the power structures embedded in societies termed “multicultural”; we find ourselves equipped with a set of conceptual tools that are confusing, and with policy makers that compound that confusion. This presentation takes as its point of departure the tension engendered at the interface between popular democracy ground rules and minority rights, and turns in its second part to current political vocabulary in Norway. Thematically, the discussion moves from the intricacies of “cultural rights” to a closer look at the bias implicit in the benevolent phrase “fair terms of integration.” The suggestion is that hidden underneath the niceties, we find the unavoidable and seemingly unspeakable dilemmas of a welfare state confronted with non-economic, humanitarian principles. Let us be clear about one thing, however; the aim of this presentation is not to solve problems, but to face them.
David Lynn Painter and Brittani Sahm
This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations'…
Abstract
Purpose
This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations' communications on these topics.
Design/methodology/approach
This quantitative content analysis describes coverage of esports' race, gender, age and social class issues to draw inferences about media organizations' abilities to meet the organizations' social responsibilities when reporting on organizational JEDI issues.
Findings
There were significant differences across continents; however, most stories only mentioned gender and age, seldom noting esports' race or social class issues.
Research limitations/implications
Although all stories analyzed were published in English, the findings extend research suggesting culture may shape the tones, frames and salience of social justice issues in the media.
Practical implications
JEDI issues were not the most prominent topic in at least 80% of the coverage, indicating the normative framework guiding professional journalism since the Cold War fails to guide responsible engagement with contemporary social justice issues.
Originality/value
As one of the first studies analyzing media coverage of organizational JEDI issues, the results of this content analysis (N = 763) provide a quantitative basis for a critique of media organizations' social responsibility when reporting on these issues.
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