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Article
Publication date: 31 March 2023

S. Ray Cho, Anthony F. Lucas and Ashok K. Singh

This study aims to understand how free-play credits affect risk-seeking behavior in slot players. Extant results suggest they encourage risk aversion, counter to the primary aim…

Abstract

Purpose

This study aims to understand how free-play credits affect risk-seeking behavior in slot players. Extant results suggest they encourage risk aversion, counter to the primary aim of increasing spend per visit. The results inform operators as to the effectiveness of what has become the primary play incentive for casino marketers within many of the world’s markets.

Design/methodology/approach

Within a quasi-experimental grouped design, 365 days of player-level performance data from four different casinos were analyzed to determine whether player losses (casino revenues) and time played differed on visits that included free-play redemptions from those that did not. Hypotheses were tested via paired-samples t-tests and Mann–Whitney U tests.

Findings

On balance, neither player losses nor time played were significantly different on the free-play visits. Neither the house money effect nor the endowment effect was supported. The results were most consistent with the prospect-theory-with-memory editing rule. No findings indicated increased risk-seeking behavior associated with the free-play offers.

Practical implications

Casino operators are afforded insight related to how costly free-play campaigns affect gaming spend and playtime. Both are critical to understanding the impact of free-play on the gambler’s experience.

Originality/value

The 365-day samples extended existing research by analyzing the impact of free-play offers on risk-taking behaviors within the scope of a perpetual/ongoing campaign. Comparisons of observed daily behavior/outcomes were made between separate tiers of like-kind gamblers from each of four different casinos. Quasi-hedonic editing rules were applied to a multistage decision framework.

Details

International Journal of Contemporary Hospitality Management, vol. 35 no. 12
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 22 August 2023

Leandro dos Santos, Elsebeth Holmen, Ann-Charlott Pedersen, Maria Flavia Mogos, Eirin Lodgaard and Daryl John Powell

Toyota had mature lean capabilities when developing its supplier network. This paper aims to explore how companies can develop a Toyota-style supplier network (TSN) while their…

Abstract

Purpose

Toyota had mature lean capabilities when developing its supplier network. This paper aims to explore how companies can develop a Toyota-style supplier network (TSN) while their lean capabilities are still evolving.

Design/methodology/approach

Theoretically, this paper relies on the literature on lean maturity levels and lean supplier network development. Empirically, the paper portrays a Toyota-style initiative, detailing the buyer’s efforts to develop internal lean capabilities concurrently with developing lean in its supplier network. It compares the Network for supplier innovation (NSI) initiative with TSN development regarding activities, organizations and knowledge-sharing routines.

Findings

Unlike the sequential development in the case of Toyota, NSI improved performance and capabilities in the buyer’s supplier network by implementing lean in the firm and its supplier network concurrently. Third-party involvement was the key to the initiative’s success.

Research limitations/implications

The findings are based on an in-depth single-case study which allows theoretical generalization but not statistical generalization. Furthermore, the case study concerns an initiative with Norwegian firms during a financial recession. Future studies should consider these limitations on how firms with evolving lean capabilities can develop a TSN-style supplier network and the importance of involving third parties operating in the role of lean master.

Practical implications

This study suggests what buying firms should consider when designing a TSN initiative, enrolling suppliers and engaging third parties that can take on the role of lean master.

Originality/value

Previous research has focused on how mature lean firms develop lean suppliers and networks. This paper extends this to firms whose lean capabilities are still evolving.

Details

International Journal of Lean Six Sigma, vol. 15 no. 2
Type: Research Article
ISSN: 2040-4166

Keywords

Article
Publication date: 16 February 2024

Sihan Cheng and Cong Cao

Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable…

Abstract

Purpose

Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable behaviour and how new trends in Ant Forest influence its impact on green intrinsic motivation to support sustainable behaviours.

Design/methodology/approach

The authors developed a research model to explore the mechanisms underlying gamification affordances, psychological needs and green intrinsic motivation. Partial least squares structural equation modelling was used to assess the survey data (n = 393) and test the research model.

Findings

The results show that different gamification affordances can satisfy users’ needs for autonomy, competence and relatedness, which positively influences their green intrinsic motivation and engagement in sustainable behaviours. However, some affordances, such as competition, might negatively impact these psychological needs.

Originality/value

This research updates information system research on environmental sustainability and the Ant Forest context. The authors provide a new framework that links gamification affordances, psychological needs and sustainable behaviour. The study also examines changing trends in Ant Forest and their implications.

Details

Industrial Management & Data Systems, vol. 124 no. 4
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 16 November 2022

Asim Mehmood Khan, Saira Hanif Soroya and Khalid Mahmood

The purpose of this systematic literature review was to collect and review the studies published worldwide in English language presenting the persuasive role of…

Abstract

Purpose

The purpose of this systematic literature review was to collect and review the studies published worldwide in English language presenting the persuasive role of information/content credibility (IC) on the information adoption behavior (IAB) of social media users.

Design/methodology/approach

The relevant literature was searched by the reviewers from two specialized databases, i.e. Library, Information Science and Technological Abstract (LISTA) and Library and Information Science Abstracts (LISA), whereas five general databases, i.e. Emerald, Springer Link, Taylor and Francis Online, ProQuest Dissertations and Theses Global and Google Scholar, using the Internet (portal) services available at the two Pakistani universities, i.e. University of Sargodha and the University of the Punjab. The search was updated in February 2022.

Findings

The results of this study revealed that there was a significant impact of IC over the IAB of social media users.

Originality/value

This study is the first of its nature that aims to collect and present a systematic review of the literature based on empirical evidence of the influential role of IC on the IAB of social media users.

Article
Publication date: 9 January 2023

David Lynn Painter and Brittani Sahm

This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations'…

Abstract

Purpose

This investigation analyzes Asian, European and North American coverage of esports' justice, equity, diversity, and inclusion (JEDI) issues as a case study of media organizations' communications on these topics.

Design/methodology/approach

This quantitative content analysis describes coverage of esports' race, gender, age and social class issues to draw inferences about media organizations' abilities to meet the organizations' social responsibilities when reporting on organizational JEDI issues.

Findings

There were significant differences across continents; however, most stories only mentioned gender and age, seldom noting esports' race or social class issues.

Research limitations/implications

Although all stories analyzed were published in English, the findings extend research suggesting culture may shape the tones, frames and salience of social justice issues in the media.

Practical implications

JEDI issues were not the most prominent topic in at least 80% of the coverage, indicating the normative framework guiding professional journalism since the Cold War fails to guide responsible engagement with contemporary social justice issues.

Originality/value

As one of the first studies analyzing media coverage of organizational JEDI issues, the results of this content analysis (N = 763) provide a quantitative basis for a critique of media organizations' social responsibility when reporting on these issues.

Details

Corporate Communications: An International Journal, vol. 28 no. 3
Type: Research Article
ISSN: 1356-3289

Keywords

Article
Publication date: 16 May 2023

Garima Saxena, Sheetal Jain and Sita Mishra

This study aims to examine the effect of consumers’ gaming motivations on customer–brand engagement and the potential of this engagement to develop self–brand connections and…

1047

Abstract

Purpose

This study aims to examine the effect of consumers’ gaming motivations on customer–brand engagement and the potential of this engagement to develop self–brand connections and affective commitment toward luxury brands. Second, it explores if the setup game mechanics and self-congruity with the brand can strengthen the effectiveness of motivation to engage with gamification on customer–brand engagement and self-brand connection.

Design/methodology/approach

Data were collected through the survey method using a structured questionnaire. The sample comprised 249 millennial luxury consumers in India. Data analysis was conducted using AMOS 25 and PROCESS Macro for SPSS.

Findings

The findings support the mediating role of customer–brand engagement and self–brand connection in the relationship between motivation to engage with gamification and affective commitment. While setup game mechanics and self-congruity with brand positively moderate the effect of motivation to engage with gamification on affective commitment via self–brand connection, a similar effect is not found for the relationship via customer–brand engagement. This study presents important implications for both marketers and academicians.

Originality/value

This study applies the mechanics–dynamics–emotions framework and social exchange theory to explain gamified services as a cocreation process between consumers and luxury brands, fostering customer engagement, connection and commitment with the brands. It highlights the role of setup game mechanics and self-congruity in strengthening the effect of luxury consumers’ gaming motivations on engagement and connection with the brand.

Details

Journal of Services Marketing, vol. 37 no. 8
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 18 July 2023

Juan Lafont-Torio, Esther Calderon-Monge and Domingo Ribeiro-Soriano

Achieving the Sustainable Development Goals (SDGs) is a global initiative that is becoming increasingly important in the industrial and service sectors. This paper analyses how…

Abstract

Purpose

Achieving the Sustainable Development Goals (SDGs) is a global initiative that is becoming increasingly important in the industrial and service sectors. This paper analyses how the SDGs are being implemented in the agrifood supply chain by social economy enterprises.

Design/methodology/approach

Case study methodology was used to understand how companies implement the SDGs. Semi-structured interviews were conducted with managers from two cooperatives in the agrifood sector.

Findings

There are no differences in the way that the SDGs are implemented by social economy enterprises involved in the food sector supply chain. Therefore, the SDG approach is an alternative that can be applied by food sector supply chain companies to achieve the sustainability favoured by the cooperative model.

Originality/value

The value of the present study lies in its analysis of the sustainability of the agrifood supply chain from an SDG-based approach that is more comprehensive than other commonly cited approaches in the academic literature.

Details

British Food Journal, vol. 125 no. 11
Type: Research Article
ISSN: 0007-070X

Keywords

Article
Publication date: 25 April 2023

Karol Moszyk and Mariusz Deja

The purpose of this paper is to investigate ways to reduce the average amount of exceeded guaranteed service time for external trucks at Deepwater Container Terminal Gdańsk Sp z…

Abstract

Purpose

The purpose of this paper is to investigate ways to reduce the average amount of exceeded guaranteed service time for external trucks at Deepwater Container Terminal Gdańsk Sp z o.o. (DCT Gdańsk) via dosing the gate activities, in particular IN-Gate entry process, of trucks carrying import/export/transit containers.

Design/methodology/approach

A Six Sigma methodology with the define, measure, analyze, improve, and Control (DMAIC) methods along with the SIPOC chart, cause and effect diagram, scatterplot, benchmark and brainstorming and finally multi-voting tool are used as analyses tools in this research.

Findings

DCT Gdańsk reorganized and modernized the gate operations. Gate reorganization and modernization include streaming line traffic at the gates, external parking lot optimization, implementation of dedicated supporting software and installation of dedicated CCTV cameras to provide 24 h live view. During gates development, the external truck service times data were collected and analysed. The obtained materials concerned the measurement of the average truck turnaround time before and after the implementation of the improvements.

Originality/value

The proposed approach of reducing the average amount of exceeded guaranteed service time of external trucks at the container terminal is unique and relatively cheap mainly due to organizational changes with some widely available low-cost investments and can be applied on a different scale to other container terminals or to transport and logistics companies.

Details

International Journal of Lean Six Sigma, vol. 14 no. 7
Type: Research Article
ISSN: 2040-4166

Keywords

Article
Publication date: 8 March 2024

Wenqian Feng, Xinrong Li, Jiankun Wang, Jiaqi Wen and Hansen Li

This paper reviews the pros and cons of different parametric modeling methods, which can provide a theoretical reference for parametric reconstruction of 3D human body models for…

Abstract

Purpose

This paper reviews the pros and cons of different parametric modeling methods, which can provide a theoretical reference for parametric reconstruction of 3D human body models for virtual fitting.

Design/methodology/approach

In this study, we briefly analyze the mainstream datasets of models of the human body used in the area to provide a foundation for parametric methods of such reconstruction. We then analyze and compare parametric methods of reconstruction based on their use of the following forms of input data: point cloud data, image contours, sizes of features and points representing the joints. Finally, we summarize the advantages and problems of each method as well as the current challenges to the use of parametric modeling in virtual fitting and the opportunities provided by it.

Findings

Considering the aspects of integrity and accurate of representations of the shape and posture of the body, and the efficiency of the calculation of the requisite parameters, the reconstruction method of human body by integrating orthogonal image contour morphological features, multifeature size constraints and joint point positioning can better represent human body shape, posture and personalized feature size and has higher research value.

Originality/value

This article obtains a research thinking for reconstructing a 3D model for virtual fitting that is based on three kinds of data, which is helpful for establishing personalized and high-precision human body models.

Details

International Journal of Clothing Science and Technology, vol. 36 no. 2
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 11 April 2023

Behzad Foroughi, Mohammad Iranmanesh, Mahaletchimi Kuppusamy, Yuvaraj Ganesan, Morteza Ghobakhloo and Madugoda Gunaratnege Senali

Gamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly…

Abstract

Purpose

Gamification applications (apps) are gaining great attention in many contexts and have grown increasingly. Despite their significant role in many settings, prior research mainly focused on initial adoption, and there are limited studies on the post-adoption stage. This study aims to explore the factors influencing individuals’ continuance intention to use gamified task manager apps, drawing on the technology continuance theory (TCT) by integrating enjoyment, habit and social influence.

Design/methodology/approach

Data were obtained from 318 Malaysian who had prior experience with task management gamified apps and analysed with the partial least squares approach.

Findings

According to the results, confirmation, perceived usefulness (PU) and enjoyment positively influence satisfaction. PU, enjoyment, satisfaction and social influence affect attitude, while the result failed to confirm the association between perceived ease of use and attitude. Furthermore, PU, attitude and habit are strong determinants of users’ continuance intention. Moreover, continuance intention was not predicted by users’ satisfaction and social influence.

Practical implications

The findings provide directions for developers and marketers of gamified task manager apps. Besides the technological and functional benefits of applications, they should also consider social, hedonic and individual factors in the designing and marketing stages.

Originality/value

This study extends the literature by assessing the determinants of continuous intention to use gamified task manager apps; and extending the TCT in the context of gamification by incorporating three contextual factors, namely, perceived enjoyment, social influence and habit.

Details

The Electronic Library , vol. 41 no. 2/3
Type: Research Article
ISSN: 0264-0473

Keywords

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