9,707 research outputs found

    Ethics and taxation : a cross-national comparison of UK and Turkish firms

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    This paper investigates responses to tax related ethical issues facing busines

    A Critical Review of Contemporary Practice and Educational Research in Internationalisation within the business education subject communities

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    This report critically reviews contemporary educational research and practice in the field of internationalisation within the business education subject communities in order to inform curriculum development and pedagogy geared towards the development of international perspectives and intercultural learning. Drawing on current pedagogical literatures as well as staff and student consultations, it identifies a number of key points which reflect good practice in business education curricula. Due to the broad disciplinary scope of the subject area in focus and the diversity of curricular activities across the UK, this critical review is selective rather than exhaustive and seeks to stimulate further discussion and research in the field. The report is structured as a reference text around key themes and issues emerging from the review, providing the reader who has a particular interest or issue in their practice with an outline of key texts which can be followed up as appropriate

    The History of the Quantitative Methods in Finance Conference Series. 1992-2007

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    This report charts the history of the Quantitative Methods in Finance (QMF) conference from its beginning in 1993 to the 15th conference in 2007. It lists alphabetically the 1037 speakers who presented at all 15 conferences and the titles of their papers.

    InGAME international:games in/between China and the West - Conference proceedings

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    The Chinese gaming market is known as a global powerhouse, generating billions of pounds of revenue and interacting with nearly 700 million gamers. The rapid growth of the Chinese gaming industry has drawn the attention of scholars and game producers alike, both eager to understand the political, social, and commercial side of the Chinese games market and gaming culture. Increasingly, UK games companies have been looking to ‘break into’ the Chinese market, but have been met with challenges including cultural differences, the language barrier, regulatory issues, and a lack of knowledge of the Chinese gaming culture.This conference invited talks from researchers in China, the UK/Europe, and beyond, with a focus on cross-cultural (China-West) research in games. We aimed to bring together researchers from different regions to build a better understanding of the opportunities and barriers to academic and industry collaboration. The conference proceedings include abstracts for all conference talks

    InGAME international:games in/between China and the West - Conference proceedings

    Get PDF
    The Chinese gaming market is known as a global powerhouse, generating billions of pounds of revenue and interacting with nearly 700 million gamers. The rapid growth of the Chinese gaming industry has drawn the attention of scholars and game producers alike, both eager to understand the political, social, and commercial side of the Chinese games market and gaming culture. Increasingly, UK games companies have been looking to ‘break into’ the Chinese market, but have been met with challenges including cultural differences, the language barrier, regulatory issues, and a lack of knowledge of the Chinese gaming culture.This conference invited talks from researchers in China, the UK/Europe, and beyond, with a focus on cross-cultural (China-West) research in games. We aimed to bring together researchers from different regions to build a better understanding of the opportunities and barriers to academic and industry collaboration. The conference proceedings include abstracts for all conference talks

    Gathering Momentum: Evaluation of a Mobile Learning Initiative

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    A literature meta-analysis and integrative model

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    Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior, 92, 306-315. DOI: 10.1016/j.chb.2018.11.030In recent years we have witnessed a growing number of companies and institutions embedding game mechanics and game design techniques in all types of information systems, applications, and services. Following this trend, it is possible to find an increasing number of publications studying these subjects. With this meta-analysis we synthesise and integrate all the earlier literature and information available on gamification and serious games, assessing the current state-of-the-art in the field, filling a literature gap on this subject. We calculated meta-analysis effects from a total of 54 studies and 59 datasets collected from the literature. Attitude, enjoyment, and usefulness are the most relevant predictors of intention to use gamification. Intention, enjoyment, and usefulness are the most relevant predictors of the brand attitude towards gamification. Our results allow us to present a theoretical model that will be of value to future gamification studies.authorsversionpublishe
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