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Article
Publication date: 24 January 2018

J. Tuomas Harviainen and Amon Rapp

The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing

Abstract

Purpose

The purpose of this paper is to expand the research of games as information systems. It illustrates how significant parts of massively multiplayer online role-playing function like information retrieval from a library database system.

Design/methodology/approach

By combining ideas from earlier contributions on the topics of game environments as information systems, the paper explores how gameplay connects to information retrieval, restricted content access, and information system structure. The paper then proceeds to examine this idea through an ethnographic study conducted in World of Warcraft during 2012-2016.

Findings

By discussing how multiplayer digital game play is a form of information retrieval, the paper shows that players enjoy the well-restricted access to information that is a constitutive element of gameplay. Examining controlled access, procedural literacies and emphatic keywords, the paper finds that content relevances and system use may be influenced by hedonic concerns rather than task efficiency.

Originality/value

The study of retrieval issues related to gaming enriches our knowledge on inferences in retrieval. It shows that people may prefer that their access to information be limited, in order to make system use more interesting.

Details

Journal of Documentation, vol. 74 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

Content available
Article
Publication date: 18 June 2020

Eden Yin and Nelson Phillips

This paper aims to analyse the valuation of cultural products and explores what this process means for organizations involved in their production and marketing.

Abstract

Purpose

This paper aims to analyse the valuation of cultural products and explores what this process means for organizations involved in their production and marketing.

Design/methodology/approach

The authors develop the arguments using a number of mini-cases and industry examples.

Findings

The main thesis is that the meaningfulness and value ambiguity of cultural products shift the focus of valuation away from the products themselves towards how certain agents in the socio-cultural environment identify and certify these products. This paper discuss how valuation takes place via selection systems and how the nature of cultural products drives the dominance of one selection system over others.

Research limitations/implications

Theories on value creation needs to take consideration of the critical role played by the selection system instead of just the firms that produce these products.

Practical implications

Organizations engaged in producing highly symbolic products need to manage selection systems and related industry dynamics to establish an enduring competitive advantage.

Social implications

Value creation is a collective social efforts. Every member of the society can play a central role in this process. Better engaging various member of the society to enable them actively participate in the value creation process is what organizations today need to consider, instead of just treating individuals in the society as a “customer” who only passively consume. This research calls for the true empowerment of every member of the society to facilitate collective creativity and participation in the value creation endeavour that benefits the entire society as a whole.

Originality/value

It is the first paper that has created a conceptual link between the type of selection system and product categories. In other words, it takes existing literature on value creation and selection system one step further by creating the alignment or match between types of selection system and types of product categories. Therefore, it offers academics and practitioners a much detailed understanding on how value creation is conducted across different product categories.

Details

Journal of Humanities and Applied Social Sciences, vol. 2 no. 3
Type: Research Article
ISSN: 2632-279X

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Article
Publication date: 6 April 2017

Lujza Kotryová

The purpose of this paper is to determine how to educate people about complicated social topics or politics?; how to lead them to critical thinking?; and how to convey…

Abstract

Purpose

The purpose of this paper is to determine how to educate people about complicated social topics or politics?; how to lead them to critical thinking?; and how to convey emotions or life experience they never lived through?

Design/methodology/approach

Project System is a three-day experience for adult participants concerning totalitarian regime, freedom and inequality. The Project System does not give fast and easy answers but leads participants to find them on their own. For 30 hours, participants find themselves within a larp, which is a very intense type of role-playing game based on human interactions. The author has chosen a larp as a medium as one of the most immersive and influential method of game-based learning which can facilitate topics that are normally hard to explain through conventional methods of learning. Participants learn firsthand through their roles, emotions, story and experience.

Findings

Project System was a really strong and important experience for many players that may have partially changed their lives. After more than 500 players walked through it, the author can say that this method is beneficial.

Originality/value

Larp as an educational tool is used all over the world; however, there are still only few professional organizations. Most of them are focused on using larp (or similar role-playing methods) as a tool at elementary or secondary schools. Using larp in andragogy is currently pioneering.

Details

World Journal of Science, Technology and Sustainable Development, vol. 14 no. 2/3
Type: Research Article
ISSN: 2042-5945

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Article
Publication date: 1 June 2005

Kurt D. Squire

A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind

Abstract

Purpose

A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap

Design/methodology/approach

This paper is a critical study of Viewtiful Joe, a cult‐classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting‐edge example of how to manage that complexity. Far from button‐mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them.

Findings

The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player‐generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice.

Originality/value

Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real‐time.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

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Article
Publication date: 1 May 2002

Samuel M. Lopez and Paul K. Wright

The impact rapid prototyping (RP) can have on the design process and the product development process as a whole is demonstrated in this paper. The speed and flexibility of…

Abstract

The impact rapid prototyping (RP) can have on the design process and the product development process as a whole is demonstrated in this paper. The speed and flexibility of RP technologies decreased the overall time to complete the new product. This also ensured that the final mechanical enclosure of the new handheld video game incorporated the ergonomic design features that users desired.

Details

Rapid Prototyping Journal, vol. 8 no. 2
Type: Research Article
ISSN: 1355-2546

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Article
Publication date: 1 February 1991

Om P. Kharbanda and Ernest A. Stallworthy

The concept of company culture is now playingan ever‐increasing role in the continuing endeavourto work towards ever better companymanagement, particularly in the…

Abstract

The concept of company culture is now playing an ever‐increasing role in the continuing endeavour to work towards ever better company management, particularly in the industrial field. This monograph reviews the history and development of both national and company cultures, and then goes on to demonstrate the significance of a culture to proper company management. Well‐managed companies will have both a “quality culture” and a “safety culture” as well as a cultural history. However, it has to be recognised that the company culture is subject to change, and effecting this can be very difficult. Of the many national cultures, that of Japan is considered to be the most effective, as is demonstrated by the present dominance of Japan on the industrial scene. Many industrialised nations now seek to emulate the Japanese style of management, but it is not possible to copy or acquire Japan′s cultural heritage. The text is illustrated by a large number of practical examples from real life, illustrating the way in which the company culture works and can be used by management to improve company performance.

Details

Industrial Management & Data Systems, vol. 91 no. 2
Type: Research Article
ISSN: 0263-5577

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Book part
Publication date: 25 November 2019

Nathan Hulsey

Abstract

Details

Games in Everyday Life: For Play
Type: Book
ISBN: 978-1-83867-937-8

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Article
Publication date: 4 September 2020

Yandi Andri Yatmo, Paramita Atmodiwirjo, Diandra Pandu Saginatari and Mochammad Mirza Yusuf Harahap

This paper describes the development and implementation of a modular school building design prototype to support “build back better” after the disaster. The purpose of…

Abstract

Purpose

This paper describes the development and implementation of a modular school building design prototype to support “build back better” after the disaster. The purpose of this paper is to bridge the gap between the two standard practices of post-disaster reconstruction: the quickly temporary construction and the permanent solution with longer time to complete.

Design/methodology/approach

The modular school design prototype was developed based on three design criteria established to achieve a relatively quick construction with good quality as a post-disaster permanent solution. The prototype was implemented in Kerandangan Village, Lombok and evaluated to review its compliance with the design criteria.

Findings

Three design strategies were proposed to respond to the main design criteria: the use of modular units and components, the material durability and availability, and the “plug-and-play” configuration system. Through these strategies, the prototype demonstrated the ability to perform as a permanent solution to be implemented in a short time. The prototype evaluation suggests some possible improvement to ensure a more efficient process and further replicability.

Originality/value

The development of the modular design bridges the gap between temporary and permanent approach for post-disaster school reconstruction. The highlighted criteria and the proposed design strategies contribute to the “build back better” attempt by providing better learning experiences for children through a replicable modular design that could be flexibly adapted to various local contexts.

Details

International Journal of Disaster Resilience in the Built Environment, vol. 12 no. 1
Type: Research Article
ISSN: 1759-5908

Keywords

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Article
Publication date: 1 January 2006

Arch G. Woodside

This article sets out to describe the benefits of systems thinking in overcoming short‐sighted decision making in business and industrial marketing.

Abstract

Purpose

This article sets out to describe the benefits of systems thinking in overcoming short‐sighted decision making in business and industrial marketing.

Design/methodology/approach

The article illustrates specific tools and recent applications of systems thinking research.

Findings

The basic building‐blocks for creating microworlds are the claims made by stakeholders running and affected by real‐life systems.

Research limitations/implications

Suggestions for future research includes transforming research designs from linear one‐way models to models expressly recognizing time delays, feedback loops among variables, and seemingly hidden, unimportant relationships.

Practical implications

All business exchanges involve systems and there is more complexity than is readily apparent; systems thinking helps decision makers to deeply understand what is really happening.

Originality/value

This article advises replacing the one‐direction thinking and research paradigm that dominates business and industrial marketing with systems thinking and system dynamics modeling; the article identifies examples and the literature necessary to embrace this alternative paradigm.

Details

Journal of Business & Industrial Marketing, vol. 21 no. 1
Type: Research Article
ISSN: 0885-8624

Keywords

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Book part
Publication date: 13 December 2017

Qiongwei Ye and Baojun Ma

Internet + and Electronic Business in China is a comprehensive resource that provides insight and analysis into E-commerce in China and how it has revolutionized and…

Abstract

Internet + and Electronic Business in China is a comprehensive resource that provides insight and analysis into E-commerce in China and how it has revolutionized and continues to revolutionize business and society. Split into four distinct sections, the book first lays out the theoretical foundations and fundamental concepts of E-Business before moving on to look at internet+ innovation models and their applications in different industries such as agriculture, finance and commerce. The book then provides a comprehensive analysis of E-business platforms and their applications in China before finishing with four comprehensive case studies of major E-business projects, providing readers with successful examples of implementing E-Business entrepreneurship projects.

Internet + and Electronic Business in China is a comprehensive resource that provides insights and analysis into how E-commerce has revolutionized and continues to revolutionize business and society in China.

Details

Internet+ and Electronic Business in China: Innovation and Applications
Type: Book
ISBN: 978-1-78743-115-7

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