4 research outputs found

    Interactive effects of individual- and group-level variables on virtual purchase behavior in online communities

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    Focusing on social network theories, we examine the interactive influence of both group-level (i.e. community influences) and individual-level variables (intrinsic and extrinsic motivations) simultaneously as the drivers of Massively Multiplayer Online Role-Playing Game (MMORPG) players’ virtual purchase behavior. We demonstrate that several aspects of real-world behavior are reflected in virtual purchase behavior. Notably, normative interpersonal influences and community identity are critical drivers and moderators of virtual purchases. Moreover, clear advancement and enjoyment opportunities offer important triggers for virtual purchase behavior. This study provides insights for game developers to increase virtual purchases, and identifies domain-specificity of each gaming platform

    Organic food : a case of Gauteng Province in South Africa

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    The thriving consumption of organic food is not only motivated by hedonic value, interpersonal influence and preference, it is also the result of the ease of access and availability of organic food in numerous food stores, which has reduced the scarcity of organic food. Factors such as hedonic value, preferences, interpersonal influence and preference allow them to continue to purchase and stock more organic products. The present study focuses on organic products as a fundamental cue likely to impact customers and consumers to continuance purchase intentions and for retailers to market and stock more organic food. Structured questionnaires were distributed to consumers in the Gauteng province only. This study used a quantitative research methodology using Smart PLS 3. This software was employed to test the relationships among the three hypotheses. The results show that there is a positive relationship between the three proposed hypotheses. Based on the findings of this research, recommendations will be made to both the companies and the customers to purchase and stock more organic products. This study is expected to have real-world and academic implications to policy makers for food production companies and retailer shops such as Woolworths, Checkers, Makro, OK and Pick n Pay. In addition, the study will provide new insights and added first- hand knowledge to the existing body of literature, which is scant in South Africa

    Peer Effects in Consideration and Preferences

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    We develop a general model of discrete choice that incorporates peer effects in preferences and consideration sets. We characterize the equilibrium behavior and establish conditions under which all parts of the model can be recovered from a sequence of choices. We allow peers to affect only preferences, only consideration, or both. We exploit different types of variations to separate the peer effects in preferences and consideration sets. This allows us to recover the set (and type) of connections between the agents in the network. We then use this information to recover the random preferences and the attention mechanisms of each agent. These nonparametric identification results allow unrestricted heterogeneity across agents and do not rely on the variation of either covariates or the set of available options (or menus). We apply our results to model expansion decisions by coffee chains and find evidence of limited consideration. We simulate counterfactual predictions and show how limited consideration slows down competition

    O caso das Unidades Curriculares de Contabilidade e do Marketing

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    O conceito de Gamificação geralmente mais encontrado e aceite na literatura apresenta-se como o uso de elementos de design de jogo em contextos não jogo, direcionados a um público alvo cuja utilização tem como objetivo a aprendizagem de uma determinada temática de conhecimento (Deterding, Dixon, Khaled, & Nacke, 2011). Nesse sentido, a Gamificação é um fenómeno composto por diversas aplicações em diferentes áreas onde se inclui a área do ensino, podendo ser utilizada como uma ferramenta que permita potenciar a Motivação (MOT), Fluxo (FLU), Atitude (ATI) e Aprendizagem Percebida (AP) dos alunos, permitindo desse modo diferentes e importantes melhorias no processo de ensino-aprendizagem. A Gamificação já foi utilizada em diversas áreas do conhecimento como o marketing, medicina, desporto, engenharia, matemática, informática, história, línguas, física, química, biologia, entre muitas outras áreas do saber. Nesse sentido, a pertinência deste estudo deve-se à lacuna de estudos empíricos que analisem a aplicação, viabilidade e eficácia de recursos gamificados no ensino das áreas de conhecimento da Contabilidade e do Marketing. O objetivo geral desta Tese é analisar os impactos da aplicação dos recursos gamificados criados, ao nível da MOT, FLU, ATI e AP dos alunos do Ensino Superior Público Português, pertencentes à área de conhecimento da Gestão, que no Ano Letivo 2017/1018 estudaram pela primeira vez as Unidades Curriculares (UC) de Contabilidade nas Licenciaturas em Economia e Gestão e de Marketing na Licenciatura em Marketing. Para alcançarmos este objetivo geral, foram traçados os seguintes objetivos específicos:(1) Realizar uma revisão da literatura e propor um modelo conceptual de investigação;(2) Fazer um mapeamento dos estudos de investigação que abordam a aplicação da gamificação ao processo de ensino-aprendizagem em geral e do ensino da gestão em particular;(3) Adaptar, aplicar e validar a Accounting and Marketing Academic Motivation Scale (AMAMS);(4) Analisar e comparar a evolução do estado da motivação dos alunos que frequentaram estas duas UC; (5) Perceber se os recursos gamificados criados, denominados Accountingame e Marketingame, são possuidores de determinadas caraterísticas, que sob a forma de jogos educativos poderão incrementar o FLU dos alunos na aprendizagem;(6) Investigar se os factores sociais são preditores da ATI para a utilização dos recursos gamificados criados;(7) Perceber de que forma os construtos MOT, FLU, ATI obtidas com a utilização de recursos gamificados aplicados ao ensino da gestão, tem influência sobre a AP. Os resultados da revisão e mapeamento da literatura revelaram que existe diversa literatura sobre a aplicação da gamificação em geral e ao processo de ensino em particular, no entanto há uma grande escassez de estudos que comprovem a sua real eficácia no processo de ensino-aprendizagem de áreas específicas como a Contabilidade e o Marketing. Para medir a motivação dos alunos antes e após conhecerem os recursos gamificados criámos a AMAMS que após ter sido testada demonstrou ser um instrumento eficaz na medição da motivação sentida pelos alunos antes (M1) e após (M2) a utilização dos recursos criados, verificando-se que ambos os grupos apresentavam índices positivos de motivação extrínseca e intrínseca em relação ao estudo destas UC, no entanto os alunos que viriam a pertencer ao Grupo Gamificado (GG) apresentavam-se, no M1, menos motivados do que o Grupo Controlo (GC) para estudar as UC em causa. Após a aplicação dos recursos verificaram-se diferenças de motivação para aprender entre alunos do GG em comparação com alunos do GC, verificando-se assim a importância de aplicação deste tipo de tecnologia em contexto de sala de aula. Concluímos ainda que as dimensões Concentração (CON), Clareza (CLA), Feedback (FEED), Desafio (DES), Autonomia (AUT), Interação (INT) e Aprendizagem Percebida (AP) tiveram influência sobre o FLU de aprendizagem dos alunos e que os factores sociais como a Influência Social (ISO), Reconhecimento (REC) e Benefícios Recíprocos (BRE) são preditores da ATI para a utilização dos recursos gamificados concebidos para o efeito. Finalmente verificámos a influência dos principais construtos da gamificação na AP, concluindo-se que a ATI foi o construto com maior impacto, seguindo-se a MOT. O FLU apesar de ter efeito positivo sobre a AP não obteve significância estatística que permitisse validar a relação causa efeito proposta. As principais contribuições inerentes à realização deste estudo foram: (1) Sistematizar e mapear a literatura relacionada com a aplicação da gamificação ao processo de ensino-aprendizagem em geral e da gestão em particular; (2) Propor um modelo conceptual de investigação; (3) Adaptar, aplicar e validar a AMAMS em alunos das áreas da Gestão: Contabilidade e Marketing; (4) Analisar a motivação dos alunos que frequentaram pela primeira vez estas áreas da Gestão no ensino superior; (5) Enunciar quais as características de recursos gamificados que contribuem para o fluxo de aprendizagem em alunos da área da Gestão;(6) Demonstrar a forma como os factores sociais interferem na atitude para utilização da gamificação na gestão; (7) Testar a relação entre os diversos construtos resultante do modelo conceptual de investigação proposto; (8) Analisar a influência de cada construto da gamificação na aprendizagem percebida; (9) Colmatar um gap na literatura inerente ao teste das relações entre os diversos construtos da gamificação de recursos aplicados no processo de ensinoaprendizagem da Contabilidade e do Marketing. Relativamente a futuras linhas de investigação seria interessante replicar este estudo em IES de ensino privado portuguesas por forma a se poder comparar os resultados obtidos em ambos os sistemas de ensino. Por outro lado, a possibilidade de diferenciar os GG e GC em relação ao género, idade e background escolar seria relevante, pela possibilidade que daria de avaliar a forma como as diferenças sociodemográficas podem influenciar a motivação para aprender através da utilização da gamificação. Também a realização de estudos de natureza qualitativa poderá contribuir para o desenvolvimento da literatura essencialmente se for direcionada aos alunos e aos professores na tentativa de perceber se a aplicação destes recursos de ensino-aprendizagem influencia o desenvolvimento de novas competências e se interfere positivamente na qualidade pedagógica percebida pelos docentes.The gamification concept more often found in the literature and more widely accepted refers to the use of game design elements in non-game contexts, targeting an audience that uses them to acquire certain knowledge (Deterding, Dixon, Khaled, & Nacke, 2011). In that sense, gamification is applied in different areas, including education, and may be used as tool to enhance students’ Motivation (MOT), Flow (FLO), Attitude (ATT) and Perceived Learning (PLE), allowing for significant improvement of the teaching/learning process. It has been used in different fields of knowledge, such as marketing, medicine, sports, engineering, mathematics, computing, history, languages, physics, chemistry, biology, among others. Hence, the relevancy of this study in view of the lack of empirical studies on the application, feasibility and effectiveness of gamified resources in Accounting and Marketing education. The main goal of this thesis is to analyse the impacts of the use of gamified resources on MOT, FLO, ATT and PLE of Portuguese Management college students who in the 2017/1018 school year were studying Accounting and Marketing for the first time in the Economics and Management and Marketing courses, respectively. In order to achieve this general goal, other specific goals were set: (1) Doing a literature review and suggesting a research conceptual model; (2) Mapping out research studies on gamification applied to the teaching/learning process in general and, in particular to Management education; (3) Adapting, applying and validating the Accounting and Marketing Academic Motivation Scale (AMAMS); (4) Analysing and comparing motivation evolution of students attending the mentioned curricular units; (5) Trying and ascertaining whether the gamified resources that have been created, referred to as Accountingame and Marketingame, in the form of games can actually improve students’ Flow, as far as their learning is concerned; (6) Looking into how social factors can predict ATT to using the already mentioned gamified resources; (7) Seeing how MOT, FLO, and ATT constructs resulting from applying game-based resources to Management Education can affect PLE. Results of literature review and mapping out showed there are plenty of studies on the use of gamification in general and, in particular, in education; however, other studies that prove its effectiveness in the teaching/learning process in specific areas like Accounting and Marketing are few and far between. In order to measure student motivation before and after game-based resources were introduced, the AMAMS was created, which, after it had been tested, has proven to be an effective tool to measure students’ motivation before (M1) and after (M2) the resources created had been used; in fact, both groups showed positive rates of extrinsic and intrinsic motivation concerning the study of the two Curricular Units in question, although students belonging to the Gamified Group (GG) were more motivated in MI than those belonging to the Control Group (CG). After game-based resources had been used, there were differences in motivation to learn between students belonging to the GG and those belonging to the CG, which confirms the importance of using this type of technology in classroom context. It was also possible to conclude that such Dimensions as Concentration (CON), Clarity (CLA), Feedback (FEED), Challenge (CHA), Autonomy (AUT), Interaction (INT) and Perceived Learning (PLE) influenced the students’ learning FLO and social factors, such as Social Influence (SIN), Recognition (RCG) and Reciprocal Benefits (RCB) can predict the attitude to using game-based resources that have been especially designed for that purpose. Finally, the influence of gamification main constructs on PLE was looked into and it was possible to conclude that ATT had the greatest impact followed by MOT. Despite having a positive impact on PLE, FLO was not so statistically relevant that could validate the proposed cause-effect relationship. The main contributions of this study were: (1) Systematising and mapping out literature on the use of gamification in education in general and, in particular, in Management education; (2) Proposing a conceptual research model; (3) Adapting, Applying and Validating an AMAMS designed for Management students studying Accounting and Marketing; (4) Analysing the motivation of students attending these two areas for the first time; (5) Listing the characteristics of game-based resources that actually contribute to Management students’ learning Flow; (6) Showing how social factors do interfere with people’s attitude to use gamification in the context of Management education; (7) Testing the relationship between the various constructs resulting from the research conceptual model that has been proposed; (8) Looking into the influence of each construct on Perceived Learning; (9) Filling in the gap there is in the literature as regards testing the relationships between gamification’s various constructs as they are applied to Accounting and marketing education.. As to future lines of research, it would be interesting to replicate this study in Portuguese private Higher Education Institutions so that results obtained in both educational systems might be compared. Additionally, the possibility to distinguish between the GG and the CG with respect to gender, age, and school background would be relevant, in that it would make it possible to assess how sociodemographic differences can influence motivation to learn through the use of gamification. Also, the existence of qualitative studies might be an important contribution to the development of the literature, especially if they are meant for students and teachers and help them realise whether game-based learning actually leads students to develop new skills and has a positive impact on teachers’ perceived pedagogic quality
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