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Article
Publication date: 1 November 1999

Peter Wyer and Jane Mason

The concept of empowerment has received a great deal of attention in recent years. However, the empowerment knowledge base is predominantly large company‐oriented with little…

4773

Abstract

The concept of empowerment has received a great deal of attention in recent years. However, the empowerment knowledge base is predominantly large company‐oriented with little evidence of understanding what empowerment means in a small business context. It is inappropriate to treat the small firm as a microcosm of a large organisation. The small business is qualitatively as well as quantitatively different and this article propounds that it is questionable whether the concept of empowerment and its various dimensions as portrayed in the literature are readily transferable to small businesses. It is suggested that empowering management approaches are key features of successful growth‐oriented small firms but the current body of empowerment literature fails to encapsulate the idiosyncrasies and informalities of the small business operation, and thus convey understanding of the unique and novel forms of empowerment which facilitate sustainable development. Case study insight is used to support these propositions.

Details

Participation and Empowerment: An International Journal, vol. 7 no. 7
Type: Research Article
ISSN: 1463-4449

Keywords

Article
Publication date: 1 August 2000

Peter Wyer, Jane Mason and Nick Theodorakopoulos

The paper proffers a tentative conceptualisation of the “small business strategic learning process”, demonstrating the complexity of the small firm learning and management task…

5035

Abstract

The paper proffers a tentative conceptualisation of the “small business strategic learning process”, demonstrating the complexity of the small firm learning and management task. The framework, built upon personal construct theory and learning theories, is elaborated through the grounding of relevant areas of the strategic management literature in an understanding of the distinctive managerial and behavioural features of the small business. The framework is then utilised to underpin consideration of the concepts of “organisational learning” and the “learning organisation” within a small firm developmental context. It is suggested that whilst organisational learning may be a key and effective small business management approach to underpin sustainable development, the learning organisation, as currently conceived in the mainstream literature, fails to recognise and address the idiosyncrasies, problems and constraints relating to sustainable small business development. There does appear, however, to be great potential for extending understanding of the learning organisation concept into the small business context. An indicative research agenda is suggested.

Details

International Journal of Entrepreneurial Behavior & Research, vol. 6 no. 4
Type: Research Article
ISSN: 1355-2554

Keywords

Article
Publication date: 1 August 1998

Peter Wyer and Jane Mason

The contemporary business environment is characterised by unknowable, unpredictable open‐ended change. This article, portraying the small business as a potential unique…

2889

Abstract

The contemporary business environment is characterised by unknowable, unpredictable open‐ended change. This article, portraying the small business as a potential unique problem‐type, qualitatively as well as quantitatively different from the large company, uses personal construct theory to demonstrate how “complex learning” is an essential, but extremely difficult, process for the effecting of sustainable strategic development of the small firm in the face of an extremely uncertain environment. The utility of rational planning as a vehicle for strategically controlling open‐ended change is questioned and the potential for the adoption of an organisational learning perspective to enhance understanding as to how small firms learn about and act upon open‐ended change is proffered. This is supported by tentative findings of our empirical research into how small firms “complex learn” in practice. In turn this provides the foundations for consideration of the potential role of HRM in supporting the small firm strategy development process in terms of learning about and acting on open‐ended change.

Details

International Journal of Entrepreneurial Behavior & Research, vol. 4 no. 2
Type: Research Article
ISSN: 1355-2554

Keywords

Content available
Article
Publication date: 9 September 2019

Anders Örtenblad

157

Abstract

Details

The Learning Organization, vol. 26 no. 6
Type: Research Article
ISSN: 0969-6474

Article
Publication date: 18 January 2008

Levent Altinay and Eser Altinay

This paper seeks to evaluate the cultural variables which influence the growth of Turkish speaking ethnic minority businesses in London, UK.

5243

Abstract

Purpose

This paper seeks to evaluate the cultural variables which influence the growth of Turkish speaking ethnic minority businesses in London, UK.

Design/methodology/approach

The paper reports and analyses the findings of 227 face‐to‐face structured interviews with Turkish small business owners.

Findings

This study illustrates that there is a relationship between fluency in English and business growth in all sectors. Education appears to be an important variable for the business growth of the firms in the catering and service sectors. Reliance on co‐ethnic market is a key contributor to growth of firms in the retailing sector.

Research limitations/implications

Data collection was limited to London; and non‐Turkish small business owners were excluded. Therefore, care should be taken in making generalisations from the sample.

Practical implications

This paper illuminates challenges ethnic minority small business owners may face in their determination to grow and highlights the options that they may consider as part of their growth strategies.

Originality/value

In terms of theoretical value, the findings of this study clearly demonstrated linkage between internal and external environments of entrepreneurship thus providing support for the “mixed embeddedness” approach to explaining ethnic minority business growth. What is distinctive in this study is that it recognises the need for ethnic minority small business owners to scan the dynamics of business growth and the survival process.

Details

International Journal of Entrepreneurial Behavior & Research, vol. 14 no. 1
Type: Research Article
ISSN: 1355-2554

Keywords

Article
Publication date: 5 July 2022

Harleen Kaur and Harsh V. Verma

The study aims to synthesize the state of research on pride in consumer behaviour and marketing. Specifically, this study aims to understand the emergent themes of literature, the…

1177

Abstract

Purpose

The study aims to synthesize the state of research on pride in consumer behaviour and marketing. Specifically, this study aims to understand the emergent themes of literature, the key theories, analytical techniques and methodologies used, as well as key variables associated with pride in consumer behaviour and marketing.

Design/methodology/approach

Using a systematic literature review process, the study analyses 59 research articles and structures its findings by using the theory–context–characteristics–methodology framework.

Findings

The review proposes a taxonomical classification of the multiple conceptualizations of pride. It identifies that the phenomenon and regulation of pride is explained using theories from psychological self-related research. Pride has been experienced in sustainable, advertising, luxury and digital consumption contexts. Reviewed articles showed an over-reliance on the quantitative methodology and the experimental method. The review identifies that pride is associated with positive outcomes and has considerable influence on consumer behaviour. Building on this analysis, 12 research questions are developed to encourage future research.

Originality/value

To the best of the authors’ knowledge, this study is the first structured review on the emotion of pride in the domains of consumer behaviour and marketing.

Article
Publication date: 1 June 2015

Anca C. Micu and Iryna Pentina

The purpose of this paper is to examine the applicability of the economics of information-driven product categorization – search vs experience products – when investigating online…

Abstract

Purpose

The purpose of this paper is to examine the applicability of the economics of information-driven product categorization – search vs experience products – when investigating online brand advertising and news synergies.

Design/methodology/approach

Randomized controlled post-test experiment with over 400 participants in three treatment groups involving exposures to paid advertising (banner ad-plus-banner ad) and publicity (news article-plus-banner ad and banner ad-plus-news article) for four products. Questionnaire upon web site exit tested differences in brand attitudes among treatment groups and product categories.

Findings

Findings indicate that including news about the brand in the online brand communication mix – either before or after ads – generates higher brand attitude scores for experience products. For search products sequence matters and brand attitudes are more positive when consumers are exposed to news articles first followed by advertisements.

Research limitations/implications

Findings limited to the four product categories and student participants.

Practical implications

When promoting search goods online, brand managers should include publicity only before display advertising efforts. For experience goods, publicity generates higher brand attitude scores when included either before or while running display advertising.

Originality/value

First study examining online publicity and advertising synergies from an economics of information theory perspective separating search from experience goods when promoting new/unknown brands online. In the online environment, the line between journalistic/news and promotional/advertising text-based content has become increasingly blurred. Compared to paid online advertising, using third-party attributed communications sources like publicity increases message credibility. Adding product-related news and blog articles to banner advertisements may benefit from synergistic effects and have consumers process the brand message more extensively. The order of exposure to the different brand messages matters when promoting search as opposed to experience products online.

Article
Publication date: 16 November 2015

Devika Vashisht and Sreejesh S.

The purpose of this study is to enhance the knowledge of advertising effects of nature of advergame (game speed) on gamers’ brand recall and attitude. More specifically, this…

1162

Abstract

Purpose

The purpose of this study is to enhance the knowledge of advertising effects of nature of advergame (game speed) on gamers’ brand recall and attitude. More specifically, this study investigates varying effects of game speed in advergames on young Indian gamers’ brand recall and attitudes under varied game-product congruence and persuasion knowledge conditions from attention, elaboration and persuasion perspectives.

Design/methodology/approach

A 2 (nature of advergame: fast or slow) × 2 (game-product congruence: high or low) × 2 (persuasion knowledge: high or low) between-subject measures design is used. Experimental data were collected from 235 Indian graduate students. ANOVAs and MANOVA with pre-planned contrasts are used to test the hypotheses.

Findings

The results indicate that for a slow-paced advergame, low game-product congruence result in high brand recall than high game-product congruence. For a fast-paced advergame, there is no difference in brand recall between low game-product congruence and high game-product congruence. Furthermore, findings reveal that for a slow-paced advergame with low game-product congruence, subjects with high persuasion knowledge report high brand recall and less favorable brand attitude than subjects with low persuasion knowledge. On the other hand, for a fast-paced advergame with low game-product congruence, there is no difference in brand recall and brand attitude between the subjects with high persuasion knowledge and the subjects with low persuasion knowledge.

Practical implications

The findings of the study are very important for advertising practitioners, as selection of media that fit the advertised product with reference to the nature and content of the media is a planning strategy that has been widely used by media planners. Thus, if advertisers want to create high brand awareness by creating high brand memory, then slow-paced advergames with low congruent brand placements can be chosen as an effective in-game media strategy for online advertising. Additionally, game developers and marketers can plan and develop more effective advergames by taking into account the persuasion knowledge factor so that the implementation would have the strongest positive effect on consumers’ brand recall and brand attitude.

Originality/value

This study contributes to the literature of non-traditional media advertising, specifically advergaming context by exploring the impact of nature of game and game-product congruence on gamers’ ad-persuasion. Also, this study is the first attempt to understand how the game speed and its boundary conditions influence gamers’ brand recall and attitude and in attention, elaboration and persuasion perspectives.

Details

Young Consumers, vol. 16 no. 4
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 12 June 2017

Peter Schaab, Kristian Beckers and Sebastian Pape

This paper aims to outline strategies for defence against social engineering that are missing in the current best practices of information technology (IT) security. Reason for the…

1977

Abstract

Purpose

This paper aims to outline strategies for defence against social engineering that are missing in the current best practices of information technology (IT) security. Reason for the incomplete training techniques in IT security is the interdisciplinary of the field. Social engineering is focusing on exploiting human behaviour, and this is not sufficiently addressed in IT security. Instead, most defence strategies are devised by IT security experts with a background in information systems rather than human behaviour. The authors aim to outline this gap and point out strategies to fill the gaps.

Design/methodology/approach

The authors conducted a literature review from viewpoint IT security and viewpoint of social psychology. In addition, they mapped the results to outline gaps and analysed how these gaps could be filled using established methods from social psychology and discussed the findings.

Findings

The authors analysed gaps in social engineering defences and mapped them to underlying psychological principles of social engineering attacks, for example, social proof. Furthermore, the authors discuss which type of countermeasure proposed in social psychology should be applied to counteract which principle. The authors derived two training strategies from these results that go beyond the state-of-the-art trainings in IT security and allow security professionals to raise companies’ bars against social engineering attacks.

Originality/value

The training strategies outline how interdisciplinary research between computer science and social psychology can lead to a more complete defence against social engineering by providing reference points for researchers and IT security professionals with advice on how to improve training.

Details

Information & Computer Security, vol. 25 no. 2
Type: Research Article
ISSN: 2056-4961

Keywords

Open Access
Article
Publication date: 28 April 2020

Devika Vashisht, HFO Surindar Mohan and Abhishek Chauhan

This study aims to examine the effect of game newness and game interactivity on players’ brand recall and brand attitude using contrast effect, mind-engagement and transfer effect…

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Abstract

Purpose

This study aims to examine the effect of game newness and game interactivity on players’ brand recall and brand attitude using contrast effect, mind-engagement and transfer effect theories.

Design/methodology/approach

A 2 (newness: congruent or incongruent) × 2 (game interactivity: high or low) between-subjects measures design was conducted. A total of 224 undergraduate management students participated in the study. A 2 × 2 between-subjects measures multivariate analysis of variance was used to test the hypotheses.

Findings

Findings show that incongruent-newness results in higher brand recall but less favorable brand attitude. Under incongruent-newness condition, high interactivity results in higher brand recall. However, under congruent-newness condition, both high- and low-interactivity conditions result in similar brand recall. Under congruent-newness condition, high interactivity results in more favorable brand attitude, whereas under incongruent-newness condition, both high- and low-interactivity conditions result in similar brand attitude.

Practical implications

Developing high brand recall rates and attitudes are the prime goals of advertisers for selecting a medium to promote their brands. This experimental study adds to the knowledge of online media advertising, especially in-game advertising (IGA) as a media-strategy to advertise brands taking newness and game-interactivity factors into consideration.

Originality/value

From the perspectives of attention, cognitive elaboration, engagement and transportation of experience, this study adds to the literature of IGA by examining the impact of newness and game interactivity.

Propósito

Se analiza el efecto de la congruencia de la novedad del juego y su interactividad en el recuerdo y la actitud hacia la marca de los jugadores utilizando las teorías de contrast effect, mind-engagement y transfer effect.

Metodología

Se desarrolló un diseño de 2 (novedad: congruente o incongruente) x 2 (interactividad de juego: alta o baja) de medidas entre sujetos. 224 estudiantes de administración participaron en el estudio. Para contrastar las hipótesis se utilizó un MANOVA de medidas entre sujetos de 2 x 2.

Hallazgos

Los hallazgos muestran que cuando la novedad es incongruente es mayor el recuerdo de la marca, pero la actitud es menos favorable. Bajo la condición de novedad incongruente, la alta interactividad motiva mayor recuerdo de la marca. Sin embargo, en la condición de novedad congruente, tanto las condiciones de alta como las de baja interactividad resultan en el mismo nivel de recuerdo de marca. Si la novedad es congruente, la alta interactividad conduce a una actitud de marca más favorable, mientras que, en condiciones de novedad incongruente, tanto la alta como baja interactividad conducen a una actitud hacia la marca similar.

Implicaciones prácticas

Lograr altos índices de recuerdo y actitudes positivas hacia la marca son los objetivos principales de los anunciantes al seleccionar un medio para anunciar sus marcas. Este estudio avanza en el conocimiento de la publicidad online, especialmente la publicidad en juegos como estrategia de medios para anunciar marcas teniendo en cuenta la novedad e interactividad de los juegos.

Originalidad/valor

Desde las perspectivas de la atención, la elaboración cognitiva, el compromiso y la experiencia, este estudio contribuye a la literatura de la publicidad en juegos al examinar el impacto de la novedad y la interactividad de los juegos.

1 – 10 of 98