3,892 research outputs found
The impact of video gaming on managers\u27 adaptive leadership skills: do millennials have an advantage?
The aging Baby Boomer Generation, coupled with the large coming of age Millennial Generation and the need for more adaptive and flexible employees in business, is presenting companies with a challenge of how to develop individuals in leadership positions within their organizations to properly demonstrate and implement adaptive leadership attributes. This study compared data previously gathered by the participating organization from individuals composed of multiple generations currently in leadership positions attending a leadership orientation course. Data were collected using a selected instrument measuring adaptive leadership skills. The focus of this study was to determine if the Millennial Generation has gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a video game, could have a positive impact on the Millennials’ ability to employ adaptive leadership. The learning outcomes from video game play are accomplished either as a part of the individual video game design or via Internet games for multiple players. The applicability of this study could provide direction on how to better prepare more appropriate learning solutions to develop individuals as they move into leadership roles. The resulting analysis generated data finding no significant relationship between birth generations and scores from an instrument measuring adaptive leadership, or with the amount of video game play by generation. There was a positive relationship found between birth generation and the amount of video game play
Recommended from our members
Playing with Virtual Reality: Early Adopters of Commercial Immersive Technology
This dissertation examines early adopters of mass-marketed Virtual Reality (VR), as well as other immersive technologies, and the playful processes by which they incorporate the devices into their lives within New York City. Starting in 2016, relatively inexpensive head-mounted displays (HMDs) began to be manufactured and distributed by leaders in the game and information technology industries. However, even before these releases, developers and content creators were testing the devices through “development kits.” These de facto early adopters, who are distinctly commercially-oriented, acted as a launching point for the dissertation to scrutinize how, why and in what ways digital technologies spread to the wider public.
Taking a multimethod approach that combines semi-structured interviews, two years of participant observation, media discourse analysis and autoethnography, the dissertation details a moment in the diffusion of an innovation and how publicity, social forces and industry influence adoption. This includes studying the media ecosystem which promotes and sustains VR, the role of New York City in framing opportunities and barriers for new users, and a description of meetups as important communities where devotees congregate.
With Game Studies as a backdrop for analysis, the dissertation posits that the blurry relationship between labor and play held by most enthusiasts sustains the process of VR adoption. Their “playbor” colors not only the rhetoric and the focus of meetups, but also the activities, designs, and, most importantly, the financial and personal expenditures they put forth. Ultimately, play shapes the system of production by which adopters of commercial VR are introduced to the technology and, eventually, weave it into their lives. Situating play at the center of this system highlights that the assimilation of digital media is in part an embodied and irrational experience. It also suggests new models by which future innovations will spread to the public
Recommended from our members
CREATIVE PLACEMAKING: A CASE STUDY EXPLORATION OF HOW CREATIVE ECONOMY STRATEGIES CAN PROVIDE POTENTIAL OPPORTUNITIES FOR REVITALIZATION IN DOWNTOWN CHICOPEE, MA
Chicopee, a former industrial center in western Massachusetts, is experiencing a stagnant economy, high vacancy and a steady loss of population. City of Chicopee wants to increase downtown visibility and bolster its economy by attracting in the area people constituent of creative class. This research represents an attempt to identify creative strategies to develop the neglected downtown of Chicopee. After more than a century of economic blight, vacancy and declining population, the city wants to research and exploit the potential of arts and culture as means to a physical, social and economic revivification of its downtown.
A key aim of this study is to formulate a set of best practices and recommendation based on relevant literature and case studies. These evaluations and recommendations would assists the city of Chicopee to craft policies, as they would find appropriate, to help increasing the downtown area economic performance and at large the city economic growth. The recommendations could also serve to the community groups, such as artists, entrepreneurs, students and young professional that want to join their forces to promote community values and redevelopment
Otterbein Towers Spring 2021
Reimagining Religion and Philosophy to Tackle Complex World; Spring Fling: Otterbein Laces up for Unique Semester of Athletic Competition; Commencement; COVID-19 Vaccines Give Hope for Pandemic\u27s End; Otterbein Faculty Members Offer an Inside View into the Olympicshttps://digitalcommons.otterbein.edu/towers/1271/thumbnail.jp
English for International Business Communication
Для аудиторної та самостійної роботи студентів старших курсів напряму підготовки "Міжнародна економіка", а також для всіх тих, хто вивчає економіку та бізнес
English for International Business Communication
Для аудиторної та самостійної роботи студентів старших курсів напряму підготовки "Міжнародна економіка", а також для всіх тих, хто вивчає економіку та бізнес
Advanced corporate counsel
Meeting proceedings of a seminar by the same name, held September 24-25, 2020
Lanthorn, vol. 44, no. 51, March 25, 2010
Lanthorn is Grand Valley State\u27s student newspaper, published from 1968 to the present
To what extent are academic services able to help creative aspirations in achieving success?
Academic services have long been provided across a range of subjects. In the creative industries issues have arisen over the convergence of the creative industries in becoming a major player in the UK's economy. This thesis presents the results of research into the extent to which academic services assist creative aspirations. The research found failings and disagreements on many levels which at present is stifling the progress and successfulness of academic services within the creative industries. The thesis views all aspects of how the industries operate and its contribution to the economy in order that academic services can be most effective in serving the creative industries and furthering the skills set within them
- …