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The aim of this study is to explore the host–guest relationship at a macro level, investigating the sociopsychological relationship between a destination and its markets.
Abstract
Purpose
The aim of this study is to explore the host–guest relationship at a macro level, investigating the sociopsychological relationship between a destination and its markets.
Design/methodology/approach
This study adopted netnography to fulfill the research purpose. Data were collected from Sina Microblog, the predominant social media platform in China, focused on bloggers responses to a fatal conflict between a tour participant and the guide during a shopping tour.
Findings
Bloggers' attributional discussions help to understand the nature of the host–guest relations. Responses from Chinese and Hong Kong bloggers showcased criticism toward the other community and criticism of one's own community. These were reflected in three themes: concerns with the place of conflict or the identities of the perpetrators, hospitableness or discrimination and the Chinese and Hong Kong cultures.
Research limitations/implications
The major limitation is that the subject of this study (young bloggers) does not represent a complete cross section of the residents of China and Hong Kong. This study suggests a need for a broader theoretical perspective of the host–guest encounter. The study results have practical implications for destinations receiving Chinese group package tours.
Practical implications
The study results have practical implications for destinations receiving Chinese group package tours.
Originality/value
On-site interaction has been the focus of previous studies of the host–guest relationship, and off-site interactions were seldom explored. This study bridges the gap and extends the discourse on the host–guest relationship to a wider temporal (by taking a post event view) and spatial (by assessing the issue off-site) scale.
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Cites collectivism as an element within Israeli culture from its inception. Explores the intricate mosaic of individualism/collectivism as expressed in a middle class Tel‐Aviv…
Abstract
Cites collectivism as an element within Israeli culture from its inception. Explores the intricate mosaic of individualism/collectivism as expressed in a middle class Tel‐Aviv neighbourhood. Uses a three years of fieldwork and a neighbourhood survey to describe the residents as active individuals, aiming to advance their private interests and eager to interact with each other and participate in organized local activities. Shows how some modes of collectivist action were directed towards individual interests. Shows the collectivist tendency as still strong and influenced by the dominance of social parties in Israel.
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Aaron Smith-Walter and Fatima Sparger Sharif
The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie…
Abstract
The zombie-plague apocalypse is a powerful social imaginary that focuses attention on the border between legitimate citizens and zombie “others.” The surge in the number of zombie apocalypse films provides an illuminating area for studying the role imagined for public administration by popular culture. The response to zombies in apocalyptic films brings to fore new realities with the re-conceptualization of the legitimacy and authority of government. This re-conceptualization provides content for analyzing the portrayal of existing governmental institutions overwhelmed by the apocalypse, including local governments, the military, public health agencies, emergency services, and public utilities,
Sabina Gumulak and Sheila Webber
This paper aims to identify what motivates young people to play video games, and the extent to which video games are perceived as facilitating learning and information literacy.
Abstract
Purpose
This paper aims to identify what motivates young people to play video games, and the extent to which video games are perceived as facilitating learning and information literacy.
Design/methodology/approach
The study adopted a qualitative approach, interviewing a convenience sample of 28 young people who enjoy playing video games. They were aged between 12 and 19, and all resident in Northern England. The interview transcripts were analysed thematically.
Findings
Entertainment and challenge were key reasons for playing video games. Of the respondents 89 per cent said they had learned something from gaming, including skills with real‐world application. Respondents used a variety of texts to solve gaming problems and to choose new games. Analysis of respondents' reported information behaviour showed that they were carrying out activities (e.g. searching, evaluating) that corresponded to models of information literacy, and these activities are mapped to the SCONUL Seven Pillars model. The interviewees showed determination in working out game problems and puzzles, rather than opting straight for an easy solution.
Practical implications
Librarians and other educators should design information literacy games, which challenge learners, using a problem‐solving approach. They also need to take account of learners' varying preferences for game genres.
Originality/value
There have been relatively few empirical studies into information literacy in videogaming (the focus is more usually on digital literacy, or literacy in reading and interpreting text). The paper identifies gamer preferences and behaviours that should influence design of information literacy games, and extend the information literacy model to include an attitudinal focus, fostering persistence and determination to solve information problems.
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This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting‐edge research and case studies.
Abstract
Purpose
This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting‐edge research and case studies.
Design/methodology/approach
This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context.
Findings
The lifestyle of people who spend more time at work than they should at the expense of a fulfilling social and family life is aptly described in the proverb “All work and no play makes Jack a dull boy”. Of course the saying has its origins in a time when work and play were two distinct activities. Many employers still feel that the separation should be set in stone, especially with the arrival of that multitude of distractions the internet offers to people who are supposed to be working.
Practical implications
The paper provides strategic insights and practical thinking that have influenced some of the world's leading organizations.
Originality/value
The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy‐to digest format.
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Christèle Boulaire, Guillaume Hervet and Raoul Graf
The purpose of this paper is to analyse how individual creativity of internet users is expressed in the production of online music videos and how the creative dynamic among…
Abstract
Purpose
The purpose of this paper is to analyse how individual creativity of internet users is expressed in the production of online music videos and how the creative dynamic among amateur internet video producers can be characterized.
Design/methodology/approach
The researchers became readers and authors in the aim of providing the academic community with a scholarly narrative of creative YouTube video production. To develop their narrative, they explored the narrative woods that have grown up on the other side of the monitor screen in the form of videos inspired by one song.
Findings
The collective creative force is shown not to be expressed merely through the semantic and non‐semantic montages that make internet users into postmodern tinkerers, but also through such mechanisms as imitation, diversification and ornamentation. This force and these mechanisms give rise to chains that link and connect individual minds, imaginations, interests, enthusiasms, talents, abilities and skills.
Practical implications
As part of a relationship, or even a “conversation” to be initiated, sustained, and maintained on behalf of an industry organization, or brand with its consumers, the authors believe that the way to deal with digital participatory culture and the creative force manifested in innovation communities is to capitalize on these creative chains as judiciously as possible.
Originality/value
The authors suggest that this process should be part of a high‐impact interactive marketing strategy likely to promote (self‐) enchantment and foster loyalty among community members through (self‐) enchantment, particularly via the coproduction of a story, with community members creating the scripts.
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This paper focuses on the problems that arise when there is a power asymmetry between buyers and suppliers that is further complicated by risk and uncertainty. The case study…
Abstract
This paper focuses on the problems that arise when there is a power asymmetry between buyers and suppliers that is further complicated by risk and uncertainty. The case study analyses the film or movie industry supply chain and the power regime within it. The paper shows that relationships and contracts in the industry are structured to reflect the dominance of key players seeking to protect their own interests at the expense of others. It is argued that this problem of supplier self‐interest is reinforced for buyers in circumstances of uncertainty with high levels of pre‐ and post‐contractual risk. Buyers must enter into collaborative relationships with their suppliers to minimize risk and uncertainty, but the suppliers can appropriate a disproportionate share of value if a project is successful with the buyer taking all of the upfront risk.
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Emerson Taylor and Chern Li Liew
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and…
Abstract
Purpose
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.
Design/methodology/approach
A qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.
Findings
Video games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.
Originality/value
As with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.
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