21,839 research outputs found

    Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education

    Get PDF
    This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revans’ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable. I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and re‐create it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide

    Do business games foster skills? A cross-cultural study from learners’ views

    Get PDF
    Purpose: This study seeks to analyse students’ perception of the effectiveness of business games as an e-learning method in management training. This analysis of games’ effectiveness is centred in the generic and managerial skills acquired, through the comparison of students’ opinions in different cultural contexts within Europe. Design/methodology: The analysis focuses on 120 management students at postgraduate level who use the same business game at different universities in five European countries: Spain, Ireland, Portugal, Italy and Germany. Findings: The results indicate that students positively assessed the generic and specific managerial skills fostered by the business game. The generic skills most valued were information and decision-making, and leadership. Regarding the specific skills, the most valued were management skills and the least valued, skills related to planning and the acquisition of theoretical knowledge. However, significant differences were found between students in different cultural contexts and education systems in the case of certain specific managerial skills. Practical implications: This finding suggests that the students’ perception of how a business game helps them acquire specific managerial skills is influenced by cultural aspects and previous exposure to experiential learning, which determine that the teachers’ role and the teaching process should be adapted to the students’ learning model. Originality/value: With this study, a better knowledge about the students’ perception of this e-learning method is obtained, not just considering a specific educational environment, but comparing opinions of students from different cultural contexts, which adds value to the analyses developed.Peer Reviewe

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

    Get PDF
    Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

    Get PDF
    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Play the cards, roll the dice – the integration of casinos within Asian tourism destination development strategy

    Full text link
    New Asian casino destinations continue to emerge and expand their gambling options. The historical rhetoric of being a panacea to economic and tourism woes continues to dominant decades later. Yet the excessive regulatory environments and taxation regimes by authorities on the casino industry are unlike those applied to other destination tourism products. Once the domain of the United States in the 1990s with entertainment capitals such as Las Vegas and Atlantic City, the proliferation of legalised casino gaming is now accentuated in Asia in destinations such as Macao, Korea, Singapore and the Philippines. As a tourism product, this article highlights that the arguments for and against casinos are narrowly embedded in social and economic influences, with a limited emphasis on a broader holistic approach on the implications on overall tourism management and development. Observations to date suggest greater prominence and participation by Asia’s NTOs (National Tourism Offices) and DMOs (Destination Management Companies) are needed on the future of the casino’s role within the tourism system and destination master plan and vision

    Third sector accounting and accountability in Australia: anything but a level playing field

    Get PDF
    This research report seeks to understand why some Australian not-for-profit organisations make voluntary financial disclosures beyond their basic statutory obligations. Introduction This paper surveys previous work on voluntary information disclosures in accounting reports of Australian Not-for-Profit organisations (NFPs). This is new research and is a part of a project to evolve a comprehensive explanation of why Australian NFPs disclose what they do disclose; and to capture and explain patterns of variations between NFPs between what they regard to disclose and the type of information they disclose. To accomplish this, first some background information about the NFP sector are considered. Then, the Australian NFP sector is reviewed. Third, the information needs of some key stakeholders are briefly discussed. Next, the research methodology where a literature survey which looks at not just disclosures to NFPs but to the commercial sector that are plausibly &nbsp

    Individual Differences in Cyber Security

    Get PDF
    A survey of IT professionals suggested that despite technological advancement and organizational procedures to prevent cyber-attacks, users are still the weakest link in cyber security (Crossler, 2013). This suggests it is important to discover what individual differences may cause a user to be more or less vulnerable to cyber security threats. Cyber security knowledge has been shown to lead to increased learning and proactive cyber security behavior (CSB). Self-efficacy has been shown to be a strong predictor of a user’s intended behavior. Traits such as neuroticism have been shown to negatively influence cyber security knowledge and self-efficacy, which may hinder CSB. In discovering what individual traits may predict CSB, users and designers may be able to implement solutions to improve CSB. In this study, 183 undergraduate students at San JosĂ© State University completed an online survey. Students completed surveys of self-efficacy in information security, and cyber security behavioral intention, as well as a personality inventory and a semantic cyber security knowledge quiz. Correlational analyses were conducted to test hypotheses related to individual traits expected to predict CSB. Results included a negative relationship between neuroticism and self-efficacy and a positive relationship between self-efficacy and CSB. Overall, the results support the conclusion that individual differences can predict self-efficacy and intention to engage in CSB. Future research is needed to investigate whether CSB is influenced by traits such as neuroticism, if CSB can be improved through video games, and which are the causal directions of these effects

    Online Library Tutorials: A Literature Review

    Full text link
    In 2009, the Journal of Web Librarianship published a literature review covering best practices for creating library online tutorials. These principles included (1) knowing the tutorial’s purpose, (2) using standards, (3) collaborating with others, (4) engaging students, and (5) conducting evaluations. The purpose of this current essay is to serve as an updated literature review, culling and synthesizing seven other pedagogical facets from newer literature: (1) technology updates, (2) tutorial maintenance and revision, (3) multimedia learning by gaming, (4) cognitive load theory and chunking, (5) adult education theory, (6) blended and flipped learning, and (7) the importance of ongoing engagement

    Pyramids to Players Clubs: The Battle for Competitive Advantage in Las Vegas

    Full text link
    The evolution of the Las Vegas casinos from owner operator to the institutionally financed and corporately managed casino-resort has been the predominant feature of the evolution of the US Gaming market in the past 30 years. This paper examines the strategic frameworks used by Las Vegas casino resorts and identifies the drivers for competitive advantage moving forward
    • 

    corecore