19,034 research outputs found

    Design Thinking and Participation: Lessons Learned from Three Case Studies

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    This paper examines how design thinking and serious games approaches can be used to support participation through the analysis of three case studies. Indeed we will analyze these approaches in three different contexts: (i) a state-owned multi-utilities company; (ii) a political party; (iii) an information system strategic committee. Our analysis framework relies on the concepts of "perceived usefulness" and "perceived ease of use" and we will use it to discuss the lessons learned. Our main finding is that these approaches really contributing in making complex and abstract matters more "tangible" and thus understandable.participation; design thinking; serious games; case study; perceived usefulness

    Corporate Social Responsibility Factors in Market Share and Financial Performance Improvement

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    Some corporate leaders lack knowledge of CSR strategies to improve corporate financial performance. Businesses increase their profit margins when the business leaders integrate social and environmental management into core business processes. Grounded in stakeholder theory, this multicase study involved an exploration of corporate social responsibility factors that contributory to improving market share and financial performance. One-on-one interviews took place, and corporate leaders of 3 Native American owned companies that have implemented successful CSR strategies to improve market share and financial performance within the Midwestern area of the United States, including Kansas, Missouri, and Oklahoma. Data triangulation involved the use of field observations, organizational background information, and review of archival records. Modified van Kaam method was instrumental to identifying the variation of potential structural meanings embedded within textural implications as well as to expose core themes and contexts that contribute to the apparent presence of the phenomenon. Some themes that emerged from this study included corporate social responsibility strategies, core value and views, and indications. These themes developed through efforts to identify the CSR strategies and outcomes of Native-owned gaming operations. Identifying successful CSR strategies encourages more companies to participate in socially responsible initiatives. Illustrating successful CSR efforts within Native gaming operations can transform business practices, enhance social performance, and generate positive social change in communities through transforming local Native American communities into vibrant cohesive societies for families to thrive in

    Enhancing Student Learning of Enterprise Integration through ERP Simulation Game

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    Difficulty of teaching concepts of business processes and business process orientation using traditional teaching and learning methods is well recognized in the literature. This paper reports on the effectiveness of an initiative that employs ‘ERPSim’, an ERP Business simulation game that uses a simulated and complex business environment supported by industry standard software, SAP. Using this simulation game, this initiative aims to teach process concepts and enterprise integration to students who have no practical experience and limited understanding of business operations and information systems in an Australian Business school. Analysis of the data indicates the success of this initiative, despite some operational problems for the academics and cognitive challenges to some students. The study particularly reports improvement in the understanding of the concepts of integration and business processes, the primary objective of introducing this game. Based on the feedback from participants and the experience of academics in administering the ERP Sim game, this study offers some suggestions for further improvement

    Understanding the customer journey to analyze how to effectively respond to private label competitor threat and build purchase intention for chips ahoy! in the Portuguese sweet biscuit market - brand community building

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    This research aims to understand the customer journey to analyze how to effectively respond to private label competitor threat and build purchase intention for Brand Yin the Portuguese sweet biscuit market. A thorough analysis of the brand’s current situation and past relevant literature allowed for the elaboration of a 2phase qualitative research design with 26respondents. The insights reveled that superior quality is not enough to create purchase intention and tackle private label threat, however, Brand Y has the opportunity to forge a meaningful brand purpose that goes beyond a marketing strategy and enhance brand community building

    A Phenomenological Study of Teachers\u27 Experiences with Educational Gamification and its Impact on Student Engagement in the Middle School Math and Science Classroom

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    The purpose of this phenomenological study was to understand digital gamification and its effect on student engagement based on the lived experiences of middle school math and science teachers in rural schools in the southeast region of the United States. Nick Pelling’s gamification theory guided the study herein. Gamification theory served as a tool to alter learner engagement which impacted instruction and learning. I used a criterion-based purposeful selection of 10 middle school math and science teachers with gamification experience. Participating teachers had three or more years of teaching experience and taught in regional rural schools. The hermeneutical phenomenological study resulted in the themes of gamification elements on student engagement, planning gamification lessons, and obstacles to gamification. The lived experiences of middle school math and science teachers positively addressed the gap in the correlation between gamification and enhancing student engagement

    Beyond just talking strategy: using gaming simulations to catalyze airline managers' buy-in to novel strategies that can shape or adapt to profit cyclicality

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    This empirical qualitative study explores the role of gaming simulations in catalyzing changes to organization-wide management’s perspectives on a novel strategy for aircraft orders and retirements. A large US airline developed the new strategy to tackle the pervasive problem of profit cyclicality, driving poor average profit performance across the cycle. Based on the dynamic model used to develop the strategy with senior management, a gaming simulation workshop was designed and delivered in groups of 20 to over 200 organization-wide managers. They tested various strategies for aircraft orders and retirements, under scenarios for market demand and conduct for competitors and regulators. A qualitative methodology was used to capture the workshop participants’ perspectives on the efficacy of various capacity strategies, before, during and after the workshop. The findings are that managers experiment risk-free with innovations in strategies for capacity orders and retirements and they do indeed discover for themselves that there are counterintuitive alternatives that can achieve large and stable profitable growth. These strategies depend on competitors (role-played by workshops participants in the simulation) cooperating to create a win-win equilibrium. Performance far exceeds the industry benchmark profit cycle. The contribution is the empirical evidence of the effectiveness of gaming simulations to catalyze managers’ shared beliefs and buy-in to a new strategy or business model. There are implications for practitioners in airlines and other sectors on the use of a gaming simulation workshop toolset, to help create such buy-in for an emerging strategy or business model. Protocols for best practice gaming simulation workshop design are discussed

    The Effects of the Quantification of Faculty Productivity: Perspectives from the Design Science Research Community

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    In recent years, efforts to assess faculty research productivity have focused more on the measurable quantification of academic outcomes. For benchmarking academic performance, researchers have developed different ranking and rating lists that define so-called high-quality research. While many scholars in IS consider lists such as the Senior Scholar’s basket (SSB) to provide good guidance, others who belong to less-mainstream groups in the IS discipline could perceive these lists as constraining. Thus, we analyzed the perceived impact of the SSB on information systems (IS) academics working in design science research (DSR) and, in particular, how it has affected their research behavior. We found the DSR community felt a strong normative influence from the SSB. We conducted a content analysis of the SSB and found evidence that some of its journals have come to accept DSR more. We note the emergence of papers in the SSB that outline the role of theory in DSR and describe DSR methodologies, which indicates that the DSR community has rallied to describe what to expect from a DSR manuscript to the broader IS community and to guide the DSR community on how to organize papers for publication in the SSB

    Strategic Human Resources in Casino Operations: Revealing the Perceptions of Casino Operators and Human Resource Leaders

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    The casino industry in America continues to grow. As the industry expands, the competition for revenue generation and market share increases. This requires the ability to differentiate from the competition and create competitive advantage, within a highly commoditized industry. In service of this need, capable gaming executives are necessary to design and execute the strategy required. Human resource (HR) leaders are not immune from this requirement. Human resource leaders are in an excellent position to create an HR strategy aligned with organizational strategy to capitalize on an employers’ workforce in support of differentiation and sustained competitive advantage. Six research objectives were established for this study to describe the perceptions of casino HR leaders and casino business-unit leaders relating to the perceived value of the HR function as a viable method to achieving sustained competitive advantage in the Mississippi casino industry. The study employed a cross-sectional, non-experimental, descriptive research design and a 23-question survey to collect descriptive, quantitative, and qualitative data. The researcher used online survey software to distribute the survey and collect data. The population consisted of approximately 294 property-level HR and Business-Unit Leaders employed in the Mississippi casino industry. Study results revealed a majority of respondents were college graduates, between the ages of 30-59 years of age and averaged approximately 18 years of experience in the gaming industry, and approximately 14 years in the Mississippi casino industry. Findings demonstrate a perception gap between HR Leader and Business-Unit Leader Groups in many areas. HR leaders overvalue their contribution to strategy development and business partnership compared to the business-unit group’s perception. HR leaders perceive their understanding of human capital and their ability to add value through talent decisions more than the management group. However, business-unit leaders perceive real value in the HR function more than just as a cost-based center of operation, and perceive the HR leaders to have the business skills necessary to be successful in the Mississippi gaming industry. Both groups report satisfaction with the HR leader’s knowledge and skills, although HR leader rank their satisfaction higher than management. However, management perceives HR leaders spend more time in file maintenance roles and less time in strategic business partnership. Although there were several benefits and barriers of achieving strategic HR alignment, the HR leader’s cross-functional knowledge was both a potential benefit and barrier to achieving alignment. Although HR has some role in strategy in Mississippi casinos, it is not as a full business partner. Results demonstrate HR plays more of a strategy implementation role. Analysis indicates when HR’s perceived role in strategy increases, anticipation of HR budget growth and HR inclusion in strategy formulation increases. Both groups perceive the HR function in Mississippi casinos has the potential to help create a sustained competitive advantage for casino organizations. Additionally, as perception of an integrated HR strategy increases, the perception of HR as a competitive differentiator and source of sustained competitive advantage increases. Recommendations for research include replicating the study in Mississippi during a period of economic growth for Mississippi casinos to account for the financial declines associated with the recession and the BP oil spill. Study replication in other jurisdictions would determine if the results of this study remain constant in other states. Additional research is warranted to understand how other casino departments add value to casinos’ strategic positioning

    Understanding hotel visitors’ motives to use hotel gamified applications

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    While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification
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