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1 – 10 of 13Kung Wong Lau and Pui Yuen Lee
The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive…
Abstract
Purpose
The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices.
Design/methodology/approach
A quantitative survey with a 20-item questionnaire and a serious game have been used for collecting 57 DN’s opinions on the five significant features, and they are visualization, enjoyment, interactivity, immersion and communication.
Findings
The results found a significant gap between DN’s expectation and perception.
Originality/value
Researcher suggests that employers should consider the application of a friendly interaction design and cognitive control system in creating serious games for training design.
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Pui Yuen Lee and Kung Wong Lau
Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of…
Abstract
Purpose
Appropriate and deliberate use of drug prevention methods is the key to educating children about the dangers of addiction and the way of prevention. With the growing prevalence of digital games among youngsters, health education and communication among children can try adopting advergames on digital television instead of traditional media, which has also been supported by prior research. It is, therefore, this research attempts to apply digital games as a means of health promotion and carry drug prevention messages through digital gameplay. Based on behavioral models, this research investigated the communication design and effectiveness of advergames for children's health promotion.
Design/methodology/approach
Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into advergames, which affect the health behaviors of children, they are (1) Knowledge about Drug, (2) Attitude Toward Drug and (3) Perceived Severity toward Drug-abuse. In Study 2, this research investigated the effects of the advergames on children through a between-group experiment. A pre-test/post-test for the control group and experimental group with 180 primary school children in Hong Kong was conducted.
Findings
The finding showed the potential use of advergames in health communication among children. The result proved that the anti-drug advergame is a more successful intervention among the participating children in the experimental group than the control group. The result triggers further investigations in academic, professional and educational values for advergames design, health education and communication areas.
Research limitations/implications
Because of the chosen small sampling locally in Hong Kong, the research results may lack generalizability for other countries or practices.
Practical implications
The study evokes children's awareness of drug prevention, encourages their physical and emotional wellness, and finally advocates a healthy lifestyle for them, through the deployment of health game communication.
Originality/value
Despite this research studied the use of advergames, instead of digital games in general, for health promotion and delivering drug prevention messages. The research design distinctively allowed the primary students to participate in the design of the advergames instead of being passive players and/or in the information delivery process. This approach is indeed a pioneer attempt in that limited practice has been found academically. The study expands academic and practical knowledge on health game communication.
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Kung Wong Lau, Pui Yuen Lee and Min Ying He
The purpose of this study is to explore the potential of immersive situated learning with adoption of 360-degree videos in organizational learning improvement.
Abstract
Purpose
The purpose of this study is to explore the potential of immersive situated learning with adoption of 360-degree videos in organizational learning improvement.
Design/methodology/approach
A quasi-experimental research method was used to investigate employees’ learning achievement. A criterion-referenced assessment scale was chosen to exam their learning progress on Omni-channel retailing practices and knowledge after 12 h in four weeks, from four perspectives including professional knowledge, problem-solving, independent learning, and critical reflection.
Findings
The result shows us the significant enhancement of employees’ learning outcomes when using virtual reality (VR), compared with traditional apprenticeship practices.
Originality/value
This study reinforces the opinion that situated learning approaches with 360-degree videos evoke employees to explore new learning behaviors and experience and make proactive adjustments on their own learning pace, based on the view from prior study that VR in situated learning can enrich learning experience.
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Kung Wong Lau, Pui Yuen Lee and Yan Yi Chung
Organizational learning is traditionally structured with conventional in-house learning models aiming to equip employees with practical skills for operational needs. In contrast…
Abstract
Purpose
Organizational learning is traditionally structured with conventional in-house learning models aiming to equip employees with practical skills for operational needs. In contrast, contemporary goals emphasize unstructured organizational learning provided with learning environments to facilitate employees’ formal and informal knowledge creation. Therefore, the conventional organizational learning models are facing tremendous challenges, and it is crucial to change the traditional modes of practice into a new approach of collective learning and knowledge transfer. As well, the emergence of innovative business environments and tacit knowledge-based society urges a new form of organizational learning model to cope with employees’ learning, knowledge transfer and even knowledge management. The paper aims to discuss these issues.
Design/methodology/approach
In this study, the authors’ team applied a typological review for systematically analyzing current organizational learning models aiming to modify and create a new collective model.
Findings
The new model covers the strengths of existing approaches from which the fundamental 3Ps (i.e. principles, purposes and processes of organizational learning) concept is derived from incorporating a development perspective of organizational trajectories and technological innovations.
Originality/value
The authors envisage that the new model can facilitate organizations to assess and adapt their organizational learning needs and orientations by applying this organic and dynamic model which emphasizes assessment in relation to the competitive environment, technological trends and organizational growth.
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Pui Yuen Lee and Kung Wong Lau
The rise of social media marketing has brought significant implications for advertising industry and its organizations. The traditional role of advertising professionals had been…
Abstract
Purpose
The rise of social media marketing has brought significant implications for advertising industry and its organizations. The traditional role of advertising professionals had been changing from a clear identity to an unclear one. However, previous research has studied relatively little about advertising professionals’ roles and identities or how they may be changing in the social media marketing era. The paper aims to discuss these issues.
Design/methodology/approach
A qualitative, interpretive approach was taken in this study. It involved 32 in-depth interviews with advertising professionals in advertising organizations differing in size, digital focus and ownership in different multinational full-service advertising organizations and digital organizations.
Findings
The findings indicated that the role of advertising professionals is innovating from a traditional “idea generator” to a “solution facilitator” in response to the social media marketing.
Originality/value
This study identified the key experiences of advertising professionals that they were found to have divergent role identities linked to their identification with traditional and digital organizations.
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Kung Wong Lau, Chi Wai Kan and Pui Yuen Lee
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development…
Abstract
Purpose
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced.
Design/methodology/approach
To implement the suggested educational approaches of SCL, a set of teaching and learning materials with emphasis on the application methods was revised from the existing subjects. The architecture of SCL includes building of virtual objects with the Autodesk software Maya and designing of interactivity by using Unity, a game engine system. Prototype version of the SCL has been passed to selected academic colleagues and students for further evaluation and application feedback.
Findings
Textile students can conduct laboratory experiments associated with coloration and finishing of textile technologies in a stereoscopic 3D and multisensory laboratory, and hence enhance their learning experience. With the use of SCL, students can learn relevant experiment tools, experimental processes, procedures, and safety and health precautions.
Originality/value
There is very limited educational or training approach in applying stereoscopic virtual reality in teaching activities. In the area of textile experiment, the authors could say it is virtual and does not exist in current research domains.
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This paper aims to analyse how both Lin’s birthplace identity and his Christian identity contributed to his fruitful public career and to ascertain which identity became the most…
Abstract
Purpose
This paper aims to analyse how both Lin’s birthplace identity and his Christian identity contributed to his fruitful public career and to ascertain which identity became the most significant.
Design/methodology/approach
Archival research is the main method used in this paper. The most important archives drawn from are the Daniel Tse Collection in the Special Collection and Archives of the Hong Kong Baptist University Library. Oral history has also been used in this paper to uncover more material that has not yet been discussed in existing scholarly works.
Findings
This paper argues that although Lin’s birthplace identity and social networks helped him to start his business career in Nam Pak Hong and develop into a leader in the local Chaozhou communities, these factors were insufficient to his becoming a respectable member of the Chinese elite in post-war Hong Kong. He became well known not because of his leading position in local Chaozhou communities or any great achievement he had obtained in business but because of his contribution to the development of Christian education. These achievements earned him a reputation as a “Christian educator”. Thus Lin’s Christian identity became more important than his birthplace identity in contributing to his successful public career.
Originality/value
This paper has value in showing how Christian influences interacted with various cultural factors in early Hong Kong. It also offers insights into Lin’s life and motivations as well as the history of the institutions he contributed to/founded. It not only furthers our understanding of the Chinese Christian business elite in early Hong Kong but also provides us with insights when further studying this group of people in other British colonies in Asia.
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A personal injury claim for compensation is one of the most common kinds of litigation in Hong Kong. In recent years, a number of cases have emerged which involve accidents…
Abstract
A personal injury claim for compensation is one of the most common kinds of litigation in Hong Kong. In recent years, a number of cases have emerged which involve accidents resulting from mismanagement of buildings and, in particular, in which the unit owners within the buildings were held liable to pay a portion of the damages. The relevant court cases, relating to domestic property, are researched, to find out the amounts of damages awarded, the effects of the compensations on individual unit owners in the relevant buildings and on their return on investment and the factors that may affect the investment. This kind of litigation is likely to grow, owing to the increase in the proportion of old buildings as a result of the downturn in the local property development market. The research results are likely to be of use to other common law countries where multi‐storey buildings are the major form of property for property investment.
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Chechen Liao, Pui‐Lai To and Chuang‐Chun Liu
There has been an explosive growth of blog usage recently. However, little research has explored the forces motivating people to engage in blog activities. The purpose of this…
Abstract
Purpose
There has been an explosive growth of blog usage recently. However, little research has explored the forces motivating people to engage in blog activities. The purpose of this paper is to suggest that the driving forces to engage in blog participation not only includes utilitarian motivation (i.e. perceived usefulness) and hedonic motivation (i.e. perceived playfulness) but also habitual behaviour and social identity (blog identification). The quality of the blog is included as an antecedent to perceived usefulness and perceived playfulness.
Design/methodology/approach
In total, 225 valid questionnaires were collected from blog users. Structural equation modelling was used to test the research hypothesis.
Findings
The results show that blog users' intentions to participate in blogs are determined by all four key drivers: habit, perceived playfulness, blog identification, and perceived usefulness. Blog quality has an effect on perceived usefulness and perceived playfulness.
Research limitations/implications
Previous studies emphasise the importance of perceived usefulness as the key determinant for user acceptance of technology. However, in the blog context this study finds habit, perceived playfulness, and blog identification have more significant effects on users' intention than perceived usefulness.
Practical implications
Blog hosts should encourage habitual blog usage (habit), pay more attention to the hedonic nature of the blog (perceived playfulness) and establish a stronger sense of blog identification among participants, in order to retain active users.
Originality/value
This study articulates and empirically validates a motivational research model of blog usage, helping researchers to better understand such behaviour.
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