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Book part
Publication date: 14 December 2018

Sun-Ki Chai, Dolgorsuren Dorj and Katerina Sherstyuk

Culture is a central concept broadly studied in social anthropology and sociology. It has been gaining increasing attention in economics, appearing in research on labor market…

Abstract

Culture is a central concept broadly studied in social anthropology and sociology. It has been gaining increasing attention in economics, appearing in research on labor market discrimination, identity, gender, and social preferences. Most experimental economics research on culture studies cross-national or cross-ethnic differences in economic behavior. In contrast, we explain laboratory behavior using two cultural dimensions adopted from a prominent general cultural framework in contemporary social anthropology: group commitment and grid control. Groupness measures the extent to which individual identity is incorporated into group or collective identity; gridness measures the extent to which social and political prescriptions intrinsically influence individual behavior. Grid-group characteristics are measured for each individual using selected items from the World Values Survey. We hypothesize that these attributes allow us to systematically predict behavior in a way that discriminates among multiple forms of social preferences using a simple, parsimonious deductive model. The theoretical predictions are further tested in the economics laboratory by applying them to the dictator, ultimatum, and trust games. We find that these predictions are confirmed overall for most experimental games, although the strength of empirical support varies across games. We conclude that grid-group cultural theory is a viable predictor of people’s economic behavior, then discuss potential limitations of the current approach and ways to improve it.

Details

Experimental Economics and Culture
Type: Book
ISBN: 978-1-78743-819-4

Keywords

Article
Publication date: 4 November 2014

Eunju Suh and Matt Alhaery

This paper aims to, considering the potential to generate additional revenue from cross-gamers, identify variables predicting predominant slot-players’ propensity to play table

Abstract

Purpose

This paper aims to, considering the potential to generate additional revenue from cross-gamers, identify variables predicting predominant slot-players’ propensity to play table games, as well as predominant table-game players’ propensity to play slots (cross-game play). Casino marketers often promote cross-game play through game lessons and coupons for game trial.

Design/methodology/approach

Logistic regression analysis was performed on the player data provided by a destination hotel casino on the Las Vegas Strip. Furthermore, the authors described how to estimate propensity scores, the probability of cross-game play, at the individual level, using a logistic regression equation.

Findings

Comparisons of cross-gamers versus non cross-gamers indicated that the amount of play and gaming values of cross-gamers were much higher than those of slot-only players. The results of a logistic regression analysis show that a player’s cross-gaming propensity can be predicted using gaming-related behavioral data. More specifically, cross-gaming propensities were associated with the frequency and recency of casino trips, the amount of money won or lost in gaming, player values to the casino, the duration of play and the length of a customer–casino relationship.

Research limitations/implications

It is recommended that future research apply the model tested herein to other samples and investigate other predictor variables to develop a better predictive model for cross-game play.

Practical implications

The findings and the model introduced herein could help casino marketers identify players with cross-gaming propensity and develop more targeted strategies for customer-relationship management and database marketing.

Originality/value

This study is the first attempt to estimate the cross-gaming propensity at the individual level and offers detailed guidance on how to use the propensity scores for targeting specific customers.

Details

International Journal of Contemporary Hospitality Management, vol. 26 no. 8
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 16 August 2013

Sang Mi Jeon, Vincent P. Magnini, Insin Kim and Sunghyup Sean Hyun

The purpose of this paper is twofold: first, to examine the roles of five drivers of service quality (tangibles, reliability, responsiveness, assurance, and empathy) and perceived…

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Abstract

Purpose

The purpose of this paper is twofold: first, to examine the roles of five drivers of service quality (tangibles, reliability, responsiveness, assurance, and empathy) and perceived winning in the gaming behavior of table game players; and second, to test the moderating effects of table game players' demographic and situational factors (gender, education level, parenting status, and proximity to a casino).

Design/methodology/approach

A review of the current literature in the above‐mentioned areas revealed 13 theoretical hypotheses, from which the authors derived a structural model. The model was tested utilizing data collected from 383 US casino patrons that primarily played table games during visits to casinos. Confirmatory factor analysis and structural equation modeling were utilized to test the proposed theoretical relationships.

Findings

The results indicate that various dimensions of perceived service quality (including tangibles, responsiveness, assurance, and empathy) in casinos, as well as casino patrons' perceived winning have considerable influence on their satisfaction. Brand affect and game spending were found to be influenced by the patron satisfaction with table games. The relationship between perceived empathy and table game satisfaction was stronger for females than for males; the relationship between perceived winning and table game satisfaction was stronger for those with lower levels of formal education; and the relationship between table game satisfaction and game spending was stronger for table game players without children and for those residing near a casino.

Originality/value

This study provides an empirical analysis of the effects of perceived service quality at table games and perceived winning on table game players' satisfaction, brand affect, and game spending. The results of this study may be utilized to aid casino operators to better tailor their marketing efforts and improve returns on investments.

Details

International Journal of Contemporary Hospitality Management, vol. 25 no. 6
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 13 October 2023

Jinquan Zhou and Wenjin He

This paper aims to establish a service efficiency-oriented framework for training design and evaluation as a pivotal service procedure in the workplace to fill the gap between…

Abstract

Purpose

This paper aims to establish a service efficiency-oriented framework for training design and evaluation as a pivotal service procedure in the workplace to fill the gap between training and organizational performance in a service context.

Design/methodology/approach

A semi-structured interview was first employed to confirm the primary indicator for training programs and criteria design as the pivotal factor for operational efficiency. An observation experiment was subsequently conducted to reveal that the training program can be redesigned according to the concrete operation effects and influencing factors for operational efficiency in the workplace.

Findings

The proposed service efficiency-oriented training model is suggested to underline and guide the activities for training requirements, training methods, training criteria and training evaluation for the service sector. Training auditing, analyzing and redesigning based on service efficiency could help to integrate service efficiency so that service organizations can readjust their specific training needs and concise the training program in the human resource management practice.

Research limitations/implications

This study only conducted an on-site observational experiment on one of the casinos in Macau. An observational method assessed the conceptual model in the context of table game operations. More quantitative approaches like AI-assisted systems may be employed in the future. The representativeness of the sample is somewhat limited. In addition, the service efficiency-oriented training concept model is an open system that any organization could extend by incorporating more elements in each part that can be developed to meet their human resource management needs. Finally, other service-oriented organizations like airlines and banks can learn from the theoretical model proposed in this article. It is suggested that non-profit organizations would be a better research area.

Practical implications

The finding can provide organizations and practitioners with insights and tools on how to provide and evaluate service efficiency and assess employee performance.

Social implications

The proposed service efficiency-oriented training model provides a theoretical foundation for training and organizational performance for service organizations.

Originality/value

This study is the first to develop a service efficiency-oriented training framework with training needs, methods, criteria and evaluation. A service industry sample was used to verify the framework in the context of casino game pace and dealer training for table games. Suggestions for a combination of management are provided for casino operators to redesign and evaluate the dealer training program for service improvement.

Details

International Journal of Productivity and Performance Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-0401

Keywords

Article
Publication date: 7 March 2016

Kristin Malek and Jungsun (Sunny) Kim

– The purpose of this paper is to advance a theoretical model by estimating the effects of convention attendance on gaming volume (both monthly coin-in and table game drop).

Abstract

Purpose

The purpose of this paper is to advance a theoretical model by estimating the effects of convention attendance on gaming volume (both monthly coin-in and table game drop).

Design/methodology/approach

Performance monthly data from two casinos in South Korea are used to test the research model. Specifically, time series regression modeling was performed on the data with the dependent variables including coin-in and table drop and the independent variables including convention attendance and hotel occupancy.

Findings

The hotel occupancy variable was found to significantly increase slot coin-in at a rate of 113,603,912 KRW (approximately US$93,500) per month at Casino A. Interestingly, this variable had a significant negative relationship with coin-in per month at Casino B. Meanwhile, the hotel occupancy variable failed to produce any significant effect in the table drop model at both casinos. The convention attendance variable also had no significant effect on both coin-in and table drop at both casinos.

Originality/value

This research represents the first attempt to empirically examine the effects of convention attendance on gaming revenues in Asian markets.

Details

International Journal of Event and Festival Management, vol. 7 no. 1
Type: Research Article
ISSN: 1758-2954

Keywords

Article
Publication date: 6 February 2017

Yi Zhang and Kevin K. Byon

The purpose of this paper is to examine the push and pull factors associated with the consumption of Chinese Table Tennis Super League (CTTSL) game events by online audiences and…

Abstract

Purpose

The purpose of this paper is to examine the push and pull factors associated with the consumption of Chinese Table Tennis Super League (CTTSL) game events by online audiences and on-site attendants.

Design/methodology/approach

Conducting a comprehensive review of literature and a test of content validity, a questionnaire was formulated to assess push and pull motives, event consumption, and sociodemographic variables. A total of 433 CTTSL event consumers, including 225 respondents who primarily followed CTTSL game events via television and webcasting and 208 respondents who primarily consumed the events by attending live game events.

Findings

Structural equation modeling analyses revealed that for online consumers, two push factors, self-esteem and drama excitement, were found to be positively related to the event consumption factors; whereas, social interaction and sport performance factors were found to be negatively predictive of event consumption factors. For on-site consumers, none of the push and pull factors were found to be related to the consumption factors.

Research limitations/implications

These results indicate that unlike research findings derived in other research settings mainly conducted in Western countries, push and pull factors are more functional for online CTTSL consumers who are of comparatively stronger fandom level, which are likely affected by CTTSL’s contemporary operations.

Originality/value

Enriching the dual process theory through examining its applicability in studying sport consumer behavior, from both perspectives of internal and external motivations; applying theories and research findings of internal and external motivations that have primarily been derived in Western countries into a professional sport setting in China; identifying unique and diverse perspectives of professional table tennis consumers in China between online and on-site consumers; contrary to the findings derived in Western countries, the motivational factors are more functional for online CTTSL consumers who are of comparatively stronger fandom level, which are likely affected by CTTSL’s contemporary operations; and conducting micro-perspective analyses to study Chinese sport consumer behaviors, which has rarely been done in contemporary scholarly inquiries in China.

Details

International Journal of Sports Marketing and Sponsorship, vol. 18 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 2 October 2017

Eunju Suh, Matt Alhaery, Brett Abarbanel and Andrew McKenna

This study aims to examine Millennials and generational differences in online gambling activity by comparing online gambling behavior across four different generations: Silent…

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Abstract

Purpose

This study aims to examine Millennials and generational differences in online gambling activity by comparing online gambling behavior across four different generations: Silent Generation, Baby Boomers, Gen Xers and Millennials.

Design/methodology/approach

The sample comprised tracked gambling data at the individual player level provided by an online casino accepting real money wagers in a major US gambling market. Attributes of gambling behavior were examined and compared across different generations using Kruskal–Wallis test and pairwise comparisons.

Findings

Generational differences were observed in 13 of the 16 behavioral variables. Millennials spent the least amount of time on gambling and exhibited the lowest scores on the number of days for slot gambling, trip length and trip frequency among all generations. However, their average table gaming volume per play day was greater than those of other generations.

Practical implications

The results of this study provide a better understanding of the generational differences in online gambling behavior. They also help casino operators and gaming machine manufacturers develop casino games and products that can appeal to different generational groups in the online gambling market.

Originality/value

Despite the on-going industry discussion about Millennials and their potential influence on the online gambling market, there appears to be a paucity of empirical research on the online gambling behavior of the Millennial generation. This study fills that gap in empirical evidence, addressing generational differences in online gambling.

Details

Journal of Hospitality and Tourism Technology, vol. 8 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 1 April 2003

Seow Eng Ong, Fook Jam Cheng, Boaz Boon and Tien Foo Sing

Real estate developers often operate in oligopolistic environments. Pricing strategies must be made in an interactive framework that makes empirical evaluation difficult. This…

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Abstract

Real estate developers often operate in oligopolistic environments. Pricing strategies must be made in an interactive framework that makes empirical evaluation difficult. This study appeals to economic experiments to examine how developers price their properties, especially when there is an option to market pre‐completed units. In addition, the interaction between bidding for land and pricing the end product is examined. The results indicate that competitor actions are important considerations in pricing decisions. In particular, the profit maximizing pricing strategy depends critically on being competitive, not necessarily being the most aggressive. Interestingly, pre‐completed units sell only at prices that incorporate future price expectations, and successful bids tend to precipitate more aggressive pricing. Finally, competitive bidding and pricing strategies appear to the best profit maximizing strategy.

Details

Journal of Property Investment & Finance, vol. 21 no. 2
Type: Research Article
ISSN: 1463-578X

Keywords

Article
Publication date: 30 October 2009

Chien‐Ta Bruce Ho, Shih‐Feng Hsu and K.B. Oh

The purpose of this paper is to investigate knowledge sharing (KS) to characterize its behavior in companies based on the concepts of theory of reasoned action and game theory…

1970

Abstract

Purpose

The purpose of this paper is to investigate knowledge sharing (KS) to characterize its behavior in companies based on the concepts of theory of reasoned action and game theory (GT).

Design/methodology/approach

The paper proposes two models: Model A: KS process is constructed by capturing personal psychological feelings; and Model B: KS process is not only constructed by personal psychological feelings but also takes into consideration other people's decisions. By comparing the two knowledge‐sharing models' predictability performance, the authors are able to characterize the process of KS.

Findings

The results show that different companies require different models. On average, Model B with game concept has lower predictive accuracy than the Model A without game concept.

Research limitations/implications

The paper provides practical implications for manager to frame effective KS policies and also suggests future studies to improve measurement.

Originality/value

The values of this paper are: provide a methodology to determine whether individuals analyze decisions of others in making KS decisions; test the predictive ability of GT analysis in a KS modeling, and build a single‐instance two‐person game to characterize individuals' tacit KS behavior.

Details

Industrial Management & Data Systems, vol. 109 no. 9
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 1 February 2013

Sandy C. Chen, Stowe Shoemaker and Dina Marie V. Zemke

Slot machines and other machine gaming generate between 65 percent and 90 percent of a US casino's revenue. This article aims to examine the motivations, behaviors, and…

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Abstract

Purpose

Slot machines and other machine gaming generate between 65 percent and 90 percent of a US casino's revenue. This article aims to examine the motivations, behaviors, and preferences of slot machine customers, and to develop market segments.

Design/methodology/approach

The study's objectives include: understanding the demographic, gambling motivation, and gambling behavioral characteristics of slot machine players; identifying important reasons for choosing one slot machine game over another; examining player attitudes and behaviors pertaining to progressive machines; and investigating player desire for theme‐based games. This was accomplished through an online survey of slot machine players.

Findings

Profiles of slot machine players are developed and the slot players are segmented into four clusters that explain motivations and game preferences.

Practical implications

This article fills in some of the gaps in understanding the gambling behavior of slot players. This study can help gaming machine manufacturers design new products and features to serve existing machine gaming customers and to attract new customers. Casino and other gaming operators can use this information not only to select the right types of machines to provide on‐site, but also to develop advertising and promotions to attract and retain new and existing customers for slot machines and other types of gaming machines.

Originality/value

This is the first published study that segments slot machine players from a marketing perspective and identifies their preferences, behaviors, and demographic groupings.

Details

International Journal of Contemporary Hospitality Management, vol. 25 no. 1
Type: Research Article
ISSN: 0959-6119

Keywords

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