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1 – 10 of 620Fan Jun, Juanni Jiao and Philip Lin
The purpose of this paper is to investigate the effect of gamification design elements of virtual corporate social responsibility (CSR) game on customers’ continuance intention to…
Abstract
Purpose
The purpose of this paper is to investigate the effect of gamification design elements of virtual corporate social responsibility (CSR) game on customers’ continuance intention to participate in social value co-creation and the mediation effect of psychological benefit.
Design/methodology/approach
Three scenario simulation experiments of the between-subjects design were conducted to examine the influencing mechanism of reward mechanism of virtual CSR game on customers’ continuance intention to participate in social value co-creation.
Findings
The findings indicated that: there are significant differences between the effect of behavior-based reward and result-based reward on customers’ continuance intention to participate in social value co-creation; the psychological benefit plays a moderating role between game reward mechanism and customers’ intention to continuously participate in social value co-creation; the game narrative mode plays a moderating role in the influence of game reward mechanism on customers’ intention to continuously participate in social value co-creation; the background for game placement moderates the interactions of game narrative mode and game reward mechanism on customers’ continuance intention to participate in social value co-creation, namely there is significant interaction of gamification design elements on psychological benefit and customers’ continuance intention to participate in social value co-creation.
Research limitations/implications
This research has the following limitations. First, restricted by research conditions, the game scene, as the experiment material, can only be exposed to the participants in the form of text, thus customers’ psychological benefit (especially the entertainment experience) may be affected. Second, theoretical argument and literature support were not enough when the authors put forward the research hypotheses, due to the lack of research on the application of gamification in the CSR field. Third, considering the complexity, the authors took the psychological benefit as a unidimensional variable, in this research; it may be funnier to divide it into three variables. Finally, because the game design elements form into a virtual customer environment that jointly influences customers’ psychological benefit, the method of qualitative comparative analysis can be considered in future research.
Practical implications
It provides insights for marketers on the planning and design of a CSR strategy. The conclusions of this research have a certain guiding significance to the formulation of CSR strategy and the practice of social value co-creation. First, enterprises can apply gamification to the design of virtual CSR projects to promote customers’ continuance intention to participate in social value co-creation. Second, on the consideration of customers’ psychological benefit, enterprises should reasonably match such game design elements as game placement background, game narrative mode and game reward mechanism, when designing a virtual CSR game, so as to promote customers continuously participating in a virtual CSR project.
Social implications
Virtual CSR projects are in fact the activities that enterprise co-create social value with their stakeholders. So, the research on customers’ continuous participation in virtual CSR projects is helpful for increasing social welfare.
Originality/value
This study confirms the effect of reward mechanism of a virtual CSR game on customers’ continuance intention to participate in social value co-creation from the perspective of customer psychological benefit. It also provides insights for marketers on the planning and design of a CSR strategy.
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W. Timothy Coombs and Sherry J. Holladay
Corporate managers must find a way to communicate their CSR activities to stakeholders without creating a boomerang effect where the CSR messages create resentment of instead of…
Abstract
Purpose
Corporate managers must find a way to communicate their CSR activities to stakeholders without creating a boomerang effect where the CSR messages create resentment of instead of support for the corporation. One alternative is to use social media channels because they are low cost and can use a soft sell approach, thereby reducing the likelihood of a boomerang effect. However, using social media messaging about CSR challenges managers to attract followers to those social media channels. This chapter explores the use of gamification, the use of gaming features in the CSR messaging, to present CSR messages. The case study of Kraft’s “Two-Minute Drill” is used to illustrate how gamification can be used to promote social media-based CSR messaging.
Methodology/approach
A case study method is used to illuminate how Kraft used gamification to increase the audience for its anti-hunger CSR efforts. Kraft used the “Two-Minute Drill” game to attract people to their effort to fight hunger.
Findings
The “2-Minute Trivia Drill” seemed to overcome the CSR promotional communication concerns of tone and cost. The dominant message and theme is feeding the hungry. The tone on the Facebook page and the game itself is subtle in relation to the Kraft brand because Kraft appears in the background through its logo, name, and the names of prominent Kraft products. The stakeholders are treated as the drivers of the CSR effort because the individuals playing the game are what create the donations from Kraft. Donations could even be personalized. None of the comments posted to the Kraft Fight Hunger Facebook page questioned the expense of the project. Overall the comments were very favorable suggesting there was no boomerang effect from the game.
Research limitations/implications
The study offers only one case study of gamification in CSR communication. More cases are necessary to draw stronger conclusions about the utility of gamification for CSR communication presented via social media. Moreover, more direct measures are needed to assess how stakeholders feel about CSR messages using gamifications and if the strategy can consistently prevent a boomerang effect.
Practical implications
The implications from the case study are that gamification can be an effective way to attract stakeholders to social media-based CSR messages and to generate positive reactions to the CSR messaging.
Originality/value
This chapter is one of the first detailed explorations of gamification as a means to avoid the dangers of the CSR promotional communication dilemma (stakeholders wanting CSR information but reacting negatively to the promotion of CSR activities).
Namita Jain, Asha Thomas, Vikas Gupta, Mario Ossorio and Daniele Porcheddu
The research aims to measure the effectiveness of collaborative learning exchanges transpired through digital tools and technologies (DT&Ts) employed by the mentor universities…
Abstract
Purpose
The research aims to measure the effectiveness of collaborative learning exchanges transpired through digital tools and technologies (DT&Ts) employed by the mentor universities during the COVID-19 pandemic by conducting an empirical study on undergraduate students in Indian higher educational institutions (HEIs) under the mentorship program based on the corporate social responsibility (CSR) initiative. The pandemic scenario, its impact on the mentor university's social responsibility and the way DT&Ts can assist are investigated in this article.
Design/methodology/approach
The interactions with experts and students were conducted to explore the DT&Ts for learning exchanges. Next, structural equation modeling (SEM) was performed to validate the model and perform regression analysis. The quantitative data collection was made through questionnaires during the second deadly wave of COVID-19 that hit India.
Findings
The independent variables (IVs) such as the IT infrastructure support (IT_IS), virtual collaborative tools (VCTs) and future-oriented technologies (FOTs) have a significant impact on the CSR learning outcomes (CSR_LOs) of undergraduate students under the mentorship program. However, IV research instruments for innovation could not make a significant effect.
Research limitations/implications
The IVs IT_IS, VCTs and FOTs influence the CSR_LOs, while RII does not have an influential impact.
Practical implications
As the online learning environment is expected to stay at least in a blended form, adequate CSR funding in infrastructure is necessitated to harness the full potential of this important resource, technology. The results of this empirical investigation affirm that IT_IS, VOTs and FOTs significantly impact CSR_LOs during the crisis. The study findings would encourage the mendtor universities and their stakeholders, including the mentee universities, to evolve and create an ecosystem for effective management of these resources to attain positive outcomes. The study findings can guide the mentor universities in managing uncertainties like pandemics and effectively using the earlier-mentioned critical resources for social responsibility. This research also allows the development of future applications adnd models in mentor-mentee universities for social responsibility, post-pandemic transformation and resilience.
Social implications
The DT&Ts came to the immediate rescue during the pandemic and positively affected collaborative CSR_LOs by the mentor universities, but they have not evolved to a level where offline learning can be replaced entirely. Hence, it can be inferred that a hybrid model is preferable. The study also improves the understanding of how DT&Ts are being harnessed to aid collaborative learning in fulfilling the mentors' CSR in fatal emergencies. The purpose is to equip the education system through mentorship so that universities can sustain, innovate and grow even in trying times. Also, it discusses the dynamics of various DT&Ts for creating a sustainable learning environment and utilizing them to make the teaching prolific and influential.
Originality/value
There is a scarcity of literature regarding the learning outcomes realized through CSR initiatives and collaboration between mentor-mentee institutions. There is a need to understand how these knowledge exchanges continued despite the physical restrictions during the pandemic. In this direction, this study helps to understand how the DT&Ts played a critical role in continuing learning and keeping abreast in a knowledge society from the perspective of resource-based view (RBV) in these precarious situations.
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Lars Moratis, Jeroen Hoff and Bert Reul
In anticipation of the demands of its constituents, management schools have to deal with the dual challenge facing management education: the challenge of relevance, in particular…
Abstract
Purpose
In anticipation of the demands of its constituents, management schools have to deal with the dual challenge facing management education: the challenge of relevance, in particular to integrate the subject of corporate social responsibility (CSR) into the management curriculum, and the challenge to develop and implement innovative learning methods for educating students. This article seeks to expound on these challenges.
Design/methodology/approach
The authors first reflect on the imminent and essential need to pay attention to CSR, as driven by general trends and developments in the corporate context as well as by recent business scandals. The uses, roles and functions of simulations are then reviewed, followed by a report of a project at Rotterdam University/HES, a Dutch university of professional education, that aimed to counter both identified challenges. This project involved two simulations in the field of CSR.
Findings
Recognizing the changes in this environment, opines that the school has to reconsider its approach to management education consequently if it wants to offer relevance to the communities the school serves. At the same time, the school has to explore new methods of learning that contribute to creating effective management learning environments. Simulations, particularly since they enable comprehensive learning, may offer a viable and fertile direction to achieving this objective. The conclusions drawn from this project and the project evaluations clearly support this.
Originality/value
Based on the experiences, the article identifies a number of conditions for the effective implementation of innovative educational projects, which include the school having a vision on CSR and displacing learning responsibilities.
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Kateryna Maltseva, Christian Fieseler and Hannah Trittin-Ulbrich
A growing number of research report positive effects of gamification, that is the introduction of game elements to non-game contexts, on stakeholder intentions and behaviors…
Abstract
Purpose
A growing number of research report positive effects of gamification, that is the introduction of game elements to non-game contexts, on stakeholder intentions and behaviors. Hence, gamification is proposed as an effective tool for organizations to educate their stakeholders about corporate social responsibility (CSR) and sustainability-related topics. The paper aims to discuss these issues.
Design/methodology/approach
In this paper, the authors ask whether gamification can communicate matters of social and environmental concern. Based on three consecutive experimental studies, the authors show that there are boundary conditions to the effectiveness of gamified communication on stakeholder attitude, intention and behavior.
Findings
The authors find positive, negative and insignificant effects of gamification on pro-environmental attitude, intention and behavior. Based on these ambiguous results, the authors conclude with a call for more rigorous forms of designing gamified experiences to foster stakeholder learning and highlight and develop several such future research and engagement opportunities.
Originality/value
The study is the first to apply gamification to the context of corporate and in particular CSR communication. It is furthermore one of the first studies that actually research the effects of gamification empirically, and in controlled experimental conditions.
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Arbia Chatmi, Karim Elasri and Frédéric Ponsignon
The strategy of co-creation with customers is a fast-growing topic within the academic community, which companies are trying to master. This study aims to elucidate the range of…
Abstract
Purpose
The strategy of co-creation with customers is a fast-growing topic within the academic community, which companies are trying to master. This study aims to elucidate the range of possible co-creation strategies and identify how service firms can assess and improve co-creation to reap the most benefits.
Design/methodology/approach
This study examines 13 companies from five service industries, using netnography to analyse how they approach co-creation. The firms’ co-creation strategy is analysed according to the forms of co-creation they choose and the type of activities involved in the value chain, primary, support and corporate social responsibility (CSR).
Findings
This study identifies three co-creation axes (C3) for companies: primary activities, support activities and CSR activities. Then, four levels of customer involvement (A4) are defined as follows: levels zero (await), one (advise), two (assist) and three (act). As such, this study positions firms according to the A4C3 customer-centric matrix.
Practical implications
In this co-creation benchmark, firms should use the A4C3 customer-centric matrix to understand their positions vis-à-vis competitors. This allows firms to establish an appropriate co-creation strategy for their services so that customers are the actors in their personalised service.
Originality/value
This study is the first to propose a framework through which a company can identify three types of co-creation activities (primary, secondary, CSR; C3), using it to increase co-creation and draw inspiration from other companies.
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Public relations practitioners worldwide are attempting to enhance the overall organization–stakeholder relationships by applying strategic communication techniques and skills to…
Abstract
Purpose
Public relations practitioners worldwide are attempting to enhance the overall organization–stakeholder relationships by applying strategic communication techniques and skills to corporate social responsibility (CSR) management and communications. In this light, drawing on the prosocial motivation literature, this paper aims to investigate consumers’ implicit and explicit motivations for prosocial behavior, and how these two motivations interact to affect consumers’ willingness to contribute to CSR activities. Second, through the lens of sensemaking theory, this study evaluates the influence of successful prosocial behavior engagement on consumers’ perceptions of both self and companies’ prosocial identities, CSR authenticity and company evaluations.
Design/methodology/approach
This study adopts a dictator game experiment with 2 × 2 factorial design to gauge consumers’ prosocial behavioral response toward companies’ CSR communication with implicit and explicit motivations and to examine its effect on company evaluation.
Findings
In all, the results of this study suggest that implicit motivation, i.e. self-affirmation intervention, in CSR communication will cause consumers to donate more money to CSR programs; whereas explicit motivation does not exert an effect on consumers’ prosocial behavior. In addition, such donation will trigger consumers’ prosocial sensemaking process and lead to strong identification with the company, positive attitudes and behavioral intentions toward the company.
Originality/value
This study aims to build a consumer- and social cause-oriented CSR communication model, which maximizes the impact of CSR investments on consumer relationship building, business bottom line and social causes.
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Caroline Ingvarsson, Anette Hallin and Christof Kier
The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.
Abstract
Purpose
The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.
Design/methodology/approach
The paper presents the results of a systematic literature review of extant research concerning the gamification of projects. Based on this, an agenda for future studies is outlined.
Findings
Extant research on the gamification of projects is scarce and scattered among various disciplines, but the engineering fields dominate. The research performed does indicate that gamification may be used for involving stakeholders in projects, primarily by promoting learning, but also by engaging them, motivating action and solving problems.
Research limitations/implications
In several cases, extant research display poor quality in research design and a lack in cross-disciplinary perspectives, which means that more research is needed. The users’ perspective is often lacking. Furthermore, the ideas gamification might be “hidden” within other technologies.
Practical implications
The findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders.
Originality/value
The study fills a gap in summarizing the research on how gamification may be used to promote project stakeholder engagement. Based on this, it proposes a research agenda for future research on the use of gamification to promote project stakeholder engagement.
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The aim of this paper is to examine how money laundering occurs through electronic gaming devices, the regulatory requirements for operators of electronic gaming machines, the…
Abstract
Purpose
The aim of this paper is to examine how money laundering occurs through electronic gaming devices, the regulatory requirements for operators of electronic gaming machines, the issues of on-line versus land-based gambling and a discussion about ethics and social responsibility.
Design/methodology/approach
This is primarily a conceptual paper which includes an identification of several theories relevant to money laundering. Primary data were obtained from one respondent through a face-to-face meeting and another through a telephone conversation.
Findings
A strong, globally co-ordinated effort is required to fight against the increasingly “dark side” of money laundering. The tenets of corporate social responsibility (CSR), including a strong focus on ethics, is vitally important in the gambling industry in helping to wipe out money laundering, which is used to make “dirty” money “clean” and in some instances, used to fund terrorism.
Research limitations/implications
Further studies could be conducted incorporating a sample of primary data within, and between, jurisdictions. Further work is recommended for developing a form of global collective targeted practical deterrents, supported by technology including artificial intelligence as identified to some degree in this paper. Whilst this paper has included a discussion on CSR, moral management and ethics as a means of arbitrating money laundering, future research could put this idea to the test.
Practical implications
Efforts (including technological) to combat money laundering at the venue level continue to be developed. Further, regulations could include mandatory training in CSR and ethics for all employees in organisations identified by regulators as being particularly susceptible to money laundering.
Social implications
Terrorist actions have gained increasing attention as various countries have had to endure seemingly escalating atrocities in their jurisdictions. Government has an important role to take the necessary steps to strike out terrorism to protect its citizens.
Originality/value
No peer-reviewed academic articles could be identified using a Google Scholar search on money laundering and/or marketing and or CSR. A limited number of articles were identified using the search terms “money laundering and gambling”.
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