Search results
1 – 10 of over 157000In a postmodern context this paper proposes that analogical scholarship in which one conceptual schema is used to view another in order to generate new perspectives, be used to…
Abstract
In a postmodern context this paper proposes that analogical scholarship in which one conceptual schema is used to view another in order to generate new perspectives, be used to view play. Hermeneutic philosophy specifically is used in a process modelling hermeneutic inquiry. Included are a review of play, hermeneutic philosophy, and the outcomes of the juxtaposition of hermeneutic concepts against play. Resultant perspectives on key issues in play, such as the meaning of play, play in meaning making, the binaries of play, play and practice, and play in the reconceptualizing movement in early childhood education, follow.
Dannie Kjeldgaard and Matthias Bode
Brandfests are conceptualized as marketer-initiated events that facilitate consumers’ individual and social engagements with brands. After its inception in the late 1990s, the…
Abstract
Purpose
Brandfests are conceptualized as marketer-initiated events that facilitate consumers’ individual and social engagements with brands. After its inception in the late 1990s, the concept of brandfests was quickly folded into the concept of brand community, leaving conceptual and strategic opportunities untapped. The purpose of the paper is to suggest a broadened conceptualization of brandfests based on the play theory and the notion of ludic interagency.
Design/methodology/approach
This paper includes a longitudinal study and ethnographic method.
Findings
Unlike previously studied brandfests, this context entails a low-involvement product, a brand that is not the focal point for participants, a broad range of market-facing enactors, shifting roles and the realization of multiple meanings and values for multiple enactors. The findings demonstrate that brand meaning and value can be constituted through ludic engagement of a broad range of market-facing enactors through a ludic spectacle such as a brandfest. Moreover, the authors find that this can go on outside the established spatial and temporal frames normally considered by the marketing literature.
Research limitations/implications
This has implications for theories of emplacement (servicescape) and brand meaning actualization in terms of where, when and whom is involved in brand meaning actualization.
Practical implications
The paper develops four strategic propositions which broaden the type of brandfests that allow managers to define a range of potential strategies for engaging consumers and other enactors in a broader range of brandfests.
Originality/value
The paper reconceptualizes a dormant concept in the marketing literature to develop strategic implications based on the play theory. It challenges the prevalent centrality of the brand and consumer brand involvement.
Details
Keywords
Andrew Lindridge, Sharon E. Beatty and William Magnus Northington
Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous…
Abstract
Purpose
Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous research has not assessed whether gaming choice is a function of one’s personal motivations or simply a desire to gamble in general, regardless of game choice among recreational gamblers. The purpose of this study is to explore this theme by considering “illusion of control” where luck and skill may moderate gambling motivation.
Design/methodology/approach
This study applies two motivation theories, hedonic consumption theory and motivation disposition theory, and examines heuristic perspectives related to gambling. Three stages of qualitative data collection were undertaken.
Findings
The findings indicate that for recreational gamblers, gaming choice is a function of personal motives. Hence, gamblers chose games that reflect their needs or motives, focusing on the game or games that best allow them to achieve their goals and desires.
Research limitations/implications
These findings shed light on an important topic and include an in-depth examination of recreational gamblers’ motivations. Further quantitative examinations should be considered.
Practical implications
This research could be used by practitioners or researchers in better segmenting the casino recreational gambling market.
Originality/value
While many researchers have examined gambling motivations and even gambling motivations by venue (e.g. casino versus online), few researchers have focused on gamblers’ choice of games and even fewer have studied recreational gamblers’ motivations with a qualitatively rich approach, resulting in some useful perspectives on drivers of recreational gamblers by personal motives.
Details
Keywords
Fang Wang and Xiaoyu Wang
Theory is a kind of condensed human knowledge. This paper is to examine the mechanism of interdisciplinary diffusion of theoretical knowledge by tracing the diffusion of a…
Abstract
Purpose
Theory is a kind of condensed human knowledge. This paper is to examine the mechanism of interdisciplinary diffusion of theoretical knowledge by tracing the diffusion of a representative theory, the Technology Acceptance Model (TAM).
Design/methodology/approach
Based on the full-scale dataset of Web of Science (WoS), the citations of Davis's original work about TAM were analysed and the interdisciplinary diffusion paths of TAM were delineated, a supervised machine learning method was used to extract theory incidents, and a content analysis was used to categorize the patterns of theory evolution.
Findings
It is found that the diffusion of a theory is intertwined with its evolution. In the process, the role that a participating discipline play is related to its knowledge distance from the original disciplines of TAM. With the distance increases, the capacity to support theory development and innovation weakens, while that to assume analytical tools for practical problems increases. During the diffusion, a theory evolves into new extensions in four theoretical construction patterns, elaboration, proliferation, competition and integration.
Research limitations/implications
The study does not only deepen the understanding of the trajectory of a theory but also enriches the research of knowledge diffusion and innovation.
Originality/value
The study elaborates the relationship between theory diffusion and theory development, reveals the roles of the participating disciplines played in theory diffusion and vice versa, interprets four patterns of theory evolution and uses text mining technique to extract theory incidents, which makes up for the shortcomings of citation analysis and content analysis used in previous studies.
Details
Keywords
Alice Y. Kolb and David A. Kolb
The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep…
Abstract
Purpose
The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning.
Design/methodology/approach
The framework is developed by integrating two perspectives. First, from multidisciplinary theories of play to uncover the underlying play principles that contribute to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space through a case study of a pick‐up softball league where for 15 years, a group of individuals diverse in age group, gender, level of education, and ethnic background have come together to play are examined.
Findings
The case study suggests that play in a ludic learning space can promote deep learning in the intellectual, physical, spiritual, and moral realms.
Originality/value
This paper uses the play literature to inform the experiential learning concept of the learning space.
Details
Keywords
Melissa Demartini and Paolo Taticchi
The aim of this paper is to review the theoretical lenses used in performance measurement and management in a traditional and industry 4.0 environment and to contribute to…
Abstract
Purpose
The aim of this paper is to review the theoretical lenses used in performance measurement and management in a traditional and industry 4.0 environment and to contribute to understanding the current state of research in the field and its future development.
Design/methodology/approach
This paper performs a structured review of the existing performance measurement and management literature, with the objective to investigate the current state of research, looking at popular theories in more detail, as well as to propose possible avenues for future consideration for the field to develop further moving forward. Particularly, this paper focusses on and identifies (1) theoretical lenses that are dominating this field, (2) the role played by specific theories and the way different theories are used together and finally, (3) an in-depth dive into relevant theories for performance measurement and management applied in an industry 4.0 environment.
Findings
Key findings highlight the growing number of publications, leading authors and journals where research is published. The findings also include the identification and detailed analysis of the most popular theories leveraged by scholars also in reference to research methodologies. A thorough analysis of Industry 4.0 performance measurement and management is then carried out, as this is one of the identified emerging themes in the research field. Findings here include the identification of relevant research and the suggestion of significant theories that can help build this specific body of knowledge.
Originality/value
This research offers a key contribution by providing a powerful “theoretical toolkit” to researchers and practitioners working in performance measurement and management and industry 4.0 fields.
Details
Keywords
Ben Touchette, Morgan Schanski and Seung-Eun Lee
– The purpose of this paper is to examine features of branded entertainment in apparel brands’ Facebook pages based on the conceptual framework of play themes (Zhang, 2010).
Abstract
Purpose
The purpose of this paper is to examine features of branded entertainment in apparel brands’ Facebook pages based on the conceptual framework of play themes (Zhang, 2010).
Design/methodology/approach
A content analysis was performed for 1,443 posts present on 50 apparel brands’ Facebook profile pages in the time period from November 28, 2011 to December 25, 2011.
Findings
The findings provide meaningful insights into apparel brands’ use of Facebook as a social media strategy. The most dominant branded entertainment consisted of photos and advertisements and was directed toward promoting specific products and sales without using a particular play theme. Among the play themes used, play as frivolity, which includes simple and fun activities, was predominant. Overall, apparel brands utilized limited types of branded entertainment on their Facebook pages.
Research limitations/implications
By integrating play themes into branded entertainment, apparel brands can optimize their branded contents on Facebook to connect with consumers and increase consumer motivation to interact with the brand. More specifically, apparel brands that adopt additional play themes other than play as frivolity for their branded entertainment will stand out and cut through the clutter of competitors’ Facebook pages.
Originality/value
No previous research investigated apparel brands’ use of Facebook pages. This study fills the void in the literature by addressing how apparel brands utilize types of branded entertainment on their Facebook profile pages.
Details
Keywords
Carolyn Hunter, Dariusz Jemielniak and Agnieszka Postuła
The purpose of this paper is to present the results of a qualitative study of software engineers' playful behaviors at work.
Abstract
Purpose
The purpose of this paper is to present the results of a qualitative study of software engineers' playful behaviors at work.
Design/methodology/approach
The interviewed software engineers come from two European and three American companies. The research is based on ethnographical data, gathered in two longitudinal studies 2005‐2008. The methods used in the study include open‐ended unstructured interviews, participant observations, stories collection, and shadowings.
Findings
It is found that the currently dominant theory of normative control explaining software engineers workplace diminishes leisure and entertainment attributes of knowledge work. Fun at workplace is discovered to be an important, if not crucial, element of everyday programmers' job.
Originality/value
The study contributes to the literature by replying to the call for more research on high‐tech organizational practices, and on non‐job related behaviors at workplace. It reveals playful performance as a constituent for knowledge work and may contribute towards a better understanding of the role played by fun and playful behavior in creative problem‐solving and inventing.
Details
Keywords
Bria Davis, Xintian Tu, Chris Georgen, Joshua A. Danish and Noel Enyedy
This paper aims to build on work that has demonstrated the value of play or game-based learning environments and to further unpack how different kinds of play activities can…
Abstract
Purpose
This paper aims to build on work that has demonstrated the value of play or game-based learning environments and to further unpack how different kinds of play activities can support learning of academic concepts. To do so, this paper explores how students learn complex science concepts through collective embodied play by comparing two forms of play labeled as Inquiry Play and Game Play.
Design/methodology/approach
This study builds off of previous research that uses the Science Through Technology Enhanced Play (STEP) technology platform (Authors et al., 2015). STEP is a mixed reality platform that allows learners to playfully explore science phenomena, such as the rules of particle behavior in solid, liquid and gas, through collective embodied activity. A combination of interaction analysis and qualitative coding of teacher and student interactions are used to examine patterns in the learning processes during embodied play activities.
Findings
Both forms of play led to similar learning gains. However, Inquiry Play promoted more emergent, flexible modeling of underlying mechanisms while Game Play oriented students more towards “winning”.
Originality/value
By contrasting play environments, this paper provides new insights into how different features of play activities, as well as how teachers orient their students according to these different features, support students’ learning in collective activity. As a result, these findings can provide insights into the design of future play-based learning environments that are intended to support the learning of academic concepts.
Details