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1 – 10 of 488Shuliang Zhao and Qi Fan
It has been ten years since the policy was implemented, but the effect of the policy needs to be tested empirically. This paper aims to explore the mechanism of policy influence…
Abstract
Purpose
It has been ten years since the policy was implemented, but the effect of the policy needs to be tested empirically. This paper aims to explore the mechanism of policy influence on regional innovation ability by measuring the effectiveness of policy by innovation ability indicators. Further, it reflects the problems in the process of the transformation and development of resource-based cities in recent years and points out the direction for the development of the cities in the future. In addition, this paper discusses the differences between regions and cities in China and seeks the path to narrow the gap.
Design/methodology/approach
This paper mainly uses the difference-in-difference method for the research. This study divided China’s resource-based cities and non-resource-based cities into experimental groups and control groups, and explored the effect of the transformation and development of resource-based cities and the changes of their innovation ability under the influence of the National Sustainable Development Plan for Resource-based Cities (NSDPRC). More carefully, this paper uses the fixed effects regression model, propensity score matching method, bootstrap method and other methods to improve the empirical results.
Findings
This paper finds that NSDPRC significantly improves the innovation ability of resource-based cities, although there is some lag in this effect. Research on the influence mechanism of policies shows that NSDPRC improves the marketization degree of resource-based cities and reduces the proportion of the secondary industry in such cities. Finally, the results of the heterogeneity analysis confirm that policies are more popular in western China and that resource-based cities in growth, maturity and decline are more vulnerable to policy influence. The development of policy effectiveness also requires the size of a city, and maintaining a healthy and reasonable scale is necessary for urban development.
Originality/value
First, the existing research on the development of resource-based cities is mainly from the perspective of economy and environment, but rarely from the perspective of innovation ability, and the index to measure urban development is relatively single. This paper will compensate for this deficiency. Second, different from the European and American countries that have basically completed the industrial transformation, the research on Chinese cities will provide a reference for the transformation of developing countries. Finally, from the perspective of resource endowment theory and innovation theory, this paper discusses the influence of SDPNRBC mechanism on the innovation ability improvement of resource-based cities, and further improves and enriches the theory.
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Yang Li, Jiaze Li, Qi Fan and Zhihong Wang
The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased…
Abstract
Purpose
The teenager community is the most affected community by cybercrime in the COVID-19 era. Increasing social networks and facilitating teenager access to the Internet have increased the probability of cybercrimes. On the other hand, entertainment such as mobile and computer games is top-rated among teenagers. Teenagers' tendency to cybercrime may be influenced by individual, parent, social, economic and political factors. Studying the impact of social networks, mobile games and parents' religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era is the primary goal of this paper.
Design/methodology/approach
The outbreak of COVID-19 caused a considerable change in the world and the lifestyle of all people. Information and Communication Technology (ICT) was also affected by the special conditions of this virus. Changes in ICT and rapid access to it have empowered individuals and organizations, and people have increased civic participation and interaction through ICT. However, the outbreak of COVID-19 has created new challenges for the government and citizens and may cause new crimes. Cybercrime is a type of crime that occurs in a cyber environment. These crimes range from invasions of privacy to crimes in which the offender vaguely paralyzes the macroeconomic. In this research, 265 students of high schools and universities are used for collecting data by utilizing a survey. Measuring actions have been done in all surveys employing a Likert scale. The causal pattern is assessed through a constructional equation modeling procedure to study the scheme's validity and reliability.
Findings
The outcomes have indicated that social networks have no significant relationship with teenagers' tendency to cybercrimes in the COVID-19 era. Mobile games have a mild effect on teenagers' tendency to cybercrimes in the COVID-19 era, and parents' religious attitudes significantly impact teenagers' tendency to cybercrimes in the COVID-19 era.
Research limitations/implications
Current research also has some restrictions that must be noticed in assessing the outcomes. First, sample research was selected from high schools and universities in one city. So, the size of the model is small, and the generalization of results is limited. Second, this research may have ignored other variables that affect the tendency of teenagers' to cybercrime. Future researchers intend to investigate the parents' upbringing system's impact on teenager's trend to cybercrime in the COVID-19 era. Future research can also examine practical factors such as parental upbringing, attitudes toward technology development and virtual addiction in the COVID-19 era.
Originality/value
In this study, teenagers' tendency to cybercrimes in the COVID-19 era is investigated, and a procedure is applied depending on a practical occasion. This article's offered sample provides a perfect framework for influencing parents' social networks, mobile games and religious attitudes on teenagers' tendency to cybercrimes in the COVID-19 era.
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Ivan Ho San Wong, Chi Man Fan, Dickson K.W. Chiu and Kevin K.W. Ho
Social media celebrities are getting popular in promotions, and more people have experienced social media to receive information on diet and health tips. This research presents a…
Abstract
Purpose
Social media celebrities are getting popular in promotions, and more people have experienced social media to receive information on diet and health tips. This research presents a study showing how social media can influence young people's diet behavior through collaboration with social media celebrities.
Design/methodology/approach
Through recruiting on various social media and online education forums, this research recruited 196 young Hongkongers to participate in an online survey developed based on the AIDA (Action, Interest, Desire, Attention) marketing communication model on how youths access diet information from social media celebrities in Hong Kong.
Findings
Hong Kong youths consume diet information from social media celebrities through instant messaging systems, social networking sites and online videos, and, in particular, information on food calories and nutrition. However, sponsorship from vendors would decrease their desire to agree with the messages from social media celebrities. After receiving this information, some participants would follow tips and guides from social media celebrities. However, they seldom share such information. Interestingly, males are more willing to follow these tips and guides.
Originality/value
First, this study fills the gap of prior research, which did not study much on how social media celebrities contribute to diet promotion to youths in Asia. Second, through the AIDA Model, this study shows how social media can affect the awareness and accessibility of diet information by young Hongkongers, followed by initiating their interest in this topic and retrieving more relevant information. Furthermore, the authors further understand their desire to follow and improve their behavior as promoted by social media influencers and how they practice such behavior. Based on these findings, health-related brands could consider using social media influencers helping to promote their products and services, and these brands could further use social media to secure customer engagement.
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Wanqi Li and Huaxin Peng
Cyberbullying is a globally pervasive problem and not novel in academia. Previous studies mainly focussed on the features, consequences and technological management of…
Abstract
Purpose
Cyberbullying is a globally pervasive problem and not novel in academia. Previous studies mainly focussed on the features, consequences and technological management of cyberbullying. However, most of the studies took cyberbullying examples in the West, and some issues still need to be addressed in the Chinese context. Thus, this study investigates how participants use cyberbullying words and why they use them in that particular way in China.
Design/methodology/approach
This study uses content analysis to summarise the typical features of cyberbullying words, revealing a positive relationship between cyberbullying words and sentimental expressions. This paper also uses the questionnaire (N = 705) to explore the prevalence of cyberbullying among Chinese Internet users and to compare the gender differences in the cognition of cyberbullying words and involvement in cyberbullying, in line with the social cognitive theory.
Findings
This study stated that people prefer repetitively using offensive words to achieve cyberbullying goals. Interestingly, this study does not find obvious gender differences in cyberbullying roles and cyberbullying language use. However, it explained the relationship between cognition and the use of cyberbullying words from a gender perspective.
Practical implications
Theoretically, this study expands cyberbullying studies into a new cultural environment, pointing to a novel term, “imbalanced relation,” for exploring cyberbullying behaviours. This study highlights the significance of technology and education in detecting and preventing cyberbullying, suggesting that educators and social media platforms can directly predict and prevent cyberbullying through textual perspectives and individuals' cognition of cyberbullying.
Originality/value
This study aims to examine cyberbullying linguistic and emotional features and individual differences in cyberbullying behaviour in a high-context culture like China. Its values include comparing the differences between cyberbullying in China and cyberbullying in the West from the linguistic and cultural directions and reconsidering the “power imbalance” feature of cyberbullying.
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The purpose of this paper is to analyse the metaverse platform in a social context to better understand the future of this tool in tourism cities and how this can help to improve…
Abstract
Purpose
The purpose of this paper is to analyse the metaverse platform in a social context to better understand the future of this tool in tourism cities and how this can help to improve the well-being of residents in both digital and physical scenarios.
Design/methodology/approach
In this paper, the current and probable developments in the metaverse, and its use in tourism cities and companies have been investigated. Moreover, this study develops, collects and examines the main metaverse definitions by expert authors and organizations as a methodology to ensure the transparency and credibility of the metaverse analysis.
Findings
Findings suggest that the fusion of the metaverse and tourism cities must create residents’ services and experiences in the new MetaTourPolis to help interact and connect citizens with the city’s institutions and companies, as well as make tourism cities more attractive, innovative, environmentally friendly and healthier places to live. Metaverse will bring new changes for residents and tourists, in fact, this virtual platform is already changing and improving the residents’ quality of life and people with disabilities in tourism cities. For instance, the metaverse platform has been implemented in Seoul, Santa Monica and Dubai MetaTourPolis to interact with their residents, including people with disabilities, to resolve bureaucratic and administrative problems, avoiding this group and the rest of the residents travelling by bus or car to the city’s institutions. In addition, several metaverse applications based on softbot tutors or metaverse virtual social centres have been developed to improve blind and impaired people, and elderly people’ quality of life, respectively.
Originality/value
A new concept called “MetaTourPolis” has been included to stage the relationship between tourism cities and the metaverse platform, where the fusion of metaverse and the new tourism polis of the 21st century will be at the service of citizens, tourists and companies, to create more sustainable, efficient, quantitative and environmental tourism cities.
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Bing Lei, Saihua Shi and Wei Liu
The purpose of this study is to use the grounded theory to summarize the types of celebrity persona and to construct a theoretical model for celebrity persona on consumer purchase…
Abstract
Purpose
The purpose of this study is to use the grounded theory to summarize the types of celebrity persona and to construct a theoretical model for celebrity persona on consumer purchase intention. Based on the study results, it provides better suggestions for merchants and live streamers and is an expansion of previous research on live-streaming e-commerce.
Design/methodology/approach
The grounded theory is recognized as the most scientific qualitative research method and is the ideal explorative method for generating theory. First, the participants were interviewed, and interview data were collected. Then the interview data were organized and analyzed. Finally, this paper summarizes the types of celebrity persona and constructes a theoretical model framework of celebrity persona on consumers' purchase intention.
Findings
The results show that the celebrity live streamer persona can be divided into two types: personalized persona and professional persona. Through emotional attachment, the celebrity's persona affects the consumer's purchase intentions. As well as, product type plays a moderating role between celebrity persona and consumer purchase intentions.
Originality/value
The contribution of this research is to start from the celebrity persona, link the celebrity persona with the consumer purchase intentions and expand the research scope of the celebrity persona. It opens the “black box” of the heterogeneity of celebrity live streamers' characteristics on consumer purchase intentions.
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Mohammad Yasser Arafat and Sonal Atreya
The study investigates the relationship between hospital environmental factors and the well-being of geriatric in-patients. It aims to identify the impact of architectural design…
Abstract
Purpose
The study investigates the relationship between hospital environmental factors and the well-being of geriatric in-patients. It aims to identify the impact of architectural design on comfort, safety, privacy and stress levels experienced by elderly patients during their hospital stays.
Design/methodology/approach
Employing a mixed-methods approach, the research assesses the experiences of 100 geriatric in-patients across various hospital types through surveys, observational checklists and state anxiety measurements. The methodology involves examining architectural features, patient perceptions and correlations among environmental variables and patient experiences. Statistical analyses, including correlations and chi-square tests, were employed to discern associations between environmental variables and patient experiences.
Findings
The research identified key architectural features significantly impacting geriatric patients' experiences. Factors such as sturdy beds, furniture quantity, lighting conditions, proximity to facilities and ward occupancy levels were found to influence spatial, sensory and social comfort. Notably, proximity to facilities and control over the immediate environment were crucial for self-control and safety perceptions. Privacy, highly valued by patients, correlated with the presence of curtains and ward occupancy. Moreover, patient stress levels exhibited correlations with autonomy, privacy and ward occupancy.
Originality/value
This research offers significant insights into the criticality of specific architectural elements in enhancing comfort and reducing stress for geriatric in-patients. These findings hold substantial value for healthcare facility design, emphasizing the need to prioritize certain design aspects to promote the well-being of elderly patients during hospitalization.
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Jijiao Jiang, Xiao Yang and Cong Zhou
This article explores how the social media usage affect team creative performance via transactive memory system, knowledge interaction and expertise coordination.
Abstract
Purpose
This article explores how the social media usage affect team creative performance via transactive memory system, knowledge interaction and expertise coordination.
Design/methodology/approach
The study is based on the perspective of transaction memory system and expertise coordination theory. A research model was constructed and tested, involving 289 individuals from 67 distributed agile software development teams.
Findings
The results indicate that social media usage is positively correlated with transactive memory system, and social media usage and transactive memory system have positive relations to knowledge interaction and expertise coordination. Moreover, this analysis shows that knowledge interaction has a positive relationship with expertise coordination, and expertise coordination positively affects team creative performance. However, knowledge interaction has no direct relationship on team creative performance, and its indirect impact on team creative performance was fully mediated by expertise coordination. This research shows that social media usage by distributed agile software development teams can support the development of transactive memory system and promote expertise coordination. In addition, knowledge interaction alone is not enough, and expertise coordination must be achieved to increase team creative performance.
Originality/value
First, this paper explores the mechanism of transactive memory system in distributed Agile Software Development teams from the perspective of social media, which is different from the previous information processing theory framework that confined transactive memory system to the cognitive aspects of knowledge coding, storage and retrieval. Second, this research focuses on the knowledge interaction and expertise coordination formed by team members in the process of communication in the context of social media usage, which confirms the crucial roles of social media usage and transactive memory system in team knowledge management and team creative performance. Then, this research also shows that the development of transactive memory system in the team is indeed an important factor to promote knowledge interaction and professional expertise coordination.
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Hyunseok Song, Kevin K. Byon and Paul M. Pedersen
To extend research into sport consumer behaviors related to online sports betting, this study is designed to identify and examine the relationship between online sports betting…
Abstract
Purpose
To extend research into sport consumer behaviors related to online sports betting, this study is designed to identify and examine the relationship between online sports betting motivations and online sports betting intentions. By applying a push-pull framework from online sport consumption and gambling studies, nine motivations to engage in online sports betting were identified. These motivations were hypothesized to motivate online sports betting intentions.
Design/methodology/approach
A quota sampling technique based on the sports bettor demographics available in the American Gaming Association (AGA, 2019) and the Pew Research Center (2022) obtained a total of 550 completed surveys that met the inclusion and exclusion criteria. For data analyses, confirmatory factor analysis (CFA) and structural equation modeling (SEM) were used to examine the measurement model and the hypothesized model, respectively.
Findings
The results revealed that four motivations (i.e. monetary gain, excitement, convenience and negative technology-readiness) were related to online sports betting intention, while five motivations (i.e. sport fandom, positive technology-readiness, impulsivity, socialization and promotion) were not.
Originality/value
The results provide foundational theoretical knowledge of what motivates sports fans to participate in online sports betting. Furthermore, the findings assist practitioners in their allocation of resources by enhancing their understanding of online sports betting motivations.
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Edgar Romero-Jara, Francesc Solanellas, Samuel López-Carril, Dimitrios Kolyperas and Christos Anagnostopoulos
In a dynamic, continuously evolving sports landscape, social media have become an indispensable tool for sports organizations to cultivate meaningful connections with fans. The…
Abstract
Purpose
In a dynamic, continuously evolving sports landscape, social media have become an indispensable tool for sports organizations to cultivate meaningful connections with fans. The rapid pace of technological advancements has elevated these digital platforms from a supplementary role to a pivotal position within strategic management frameworks. The existing literature explores how football clubs can utilize social media, but analyzing social media strategies within the context of football leagues is lacking. The absence of comparative studies benchmarking clubs across different geographical regions while simultaneously analyzing multiple social media platforms is especially noteworthy. In this study, a comprehensive analysis of social media engagement is undertaken within esteemed football leagues spanning Europe, South America and North America.
Design/methodology/approach
Drawing on relationship marketing and employing content analysis as a methodological tool, the study examined 10,772 posts from the official accounts of eight football leagues on Facebook, Twitter and Instagram.
Findings
Across the leagues, the findings reveal that content quality drives engagement more than frequency. In addition, several format combinations were identified that facilitate engagement and Instagram emerged as the top social media platform for generating fan engagement.
Originality/value
This is one of the first empirical studies focusing on optimizing the use of social media to amplify fan engagement across various geographies and social media accounts and formats simultaneously.
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