195 research outputs found

    Meaning Matters: Cognitive Crafting as a Sensemaking Mechanism and Motivational Process to Enhance Gig Driver Well-being

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    As the gig work sector of the workforce continues to grow, organizational psychologists must actively contribute to raising the bar for gig drivers (e.g., ride-hailing, food delivery) so that they are not merely surviving but also thriving through their work. In my dissertation, I tested cognitive crafting as a positive meaning-making process that helps gig drivers make sense of their interactions with customers, generates positive, motivating states such as work engagement, and promotes positive outcomes such as work-related well-being and job satisfaction. My dissertation employed a mixed-methods design. The daily diary built on qualitative data results that identified interesting - and perhaps even counterintuitive - themes about gig drivers\u27 experiences and perceptions of their work. The daily diary results demonstrated that daily positive customer interactions were positively related to daily cognitive crafting and work engagement, and daily negative customer interactions had a negative relationship with daily cognitive crafting. These relationships were moderated by psychological capital. The serial mediation effects and the moderated serial mediation effects were not supported. This study provided insight into the customer interactions – cognitive crafting relationship at the daily level. Additionally, the results supported that individual differences in psychological capital explained which gig drivers cognitively crafted in light of customer interactions. As a whole, this dissertation provides important contributions to the literature by examining cognitive crafting and well-being in the unique context of gig driving with a positive organizational scholarship lens

    Neural foundations of cooperative social interactions

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    The embodied-embedded-enactive-extended (4E) approach to study cognition suggests that interaction with the world is a crucial component of our cognitive processes. Most of our time, we interact with other people. Therefore, studying cognition without interaction is incomplete. Until recently, social neuroscience has only focused on studying isolated human and animal brains, leaving interaction unexplored. To fill this gap, we studied interacting participants, focusing on both intra- and inter-brain (hyperscanning) neural activity. In the first study, we invited dyads to perform a visual task in both a cooperative and a competitive context while we measured EEG. We found that mid-frontal activity around 200-300 ms after receiving monetary rewards was sensitive to social context and differed between cooperative and competitive situations. In the second study, we asked participants to coordinate their movements with each other and with a robotic partner. We found significantly stronger EEG amplitudes at frontocentral electrodes when people interacted with a robotic partner. Lastly, we performed a comprehensive literature review and the first meta-analysis in the emerging field of hyperscanning that validated it as a method to study social interaction. Taken together, our results showed that adding a second participant (human or AI/robotic) fostered our understanding of human cognition. We learned that the activity at frontocentral electrodes is sensitive to social context and type of partner (human or robotic). In both studies, the participants’ interaction was required to show these novel neural processes involved in action monitoring. Similarly, studying inter-brain neural activity allows for the exploration of new aspects of cognition. Many cognitive functions involved in successful social interactions are accompanied by neural synchrony between brains, suggesting the extended form of our cognition

    Assuming Data Integrity and Empirical Evidence to The Contrary

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    Background: Not all respondents to surveys apply their minds or understand the posed questions, and as such provide answers which lack coherence, and this threatens the integrity of the research. Casual inspection and limited research of the 10-item Big Five Inventory (BFI-10), included in the dataset of the World Values Survey (WVS), suggested that random responses may be common. Objective: To specify the percentage of cases in the BRI-10 which include incoherent or contradictory responses and to test the extent to which the removal of these cases will improve the quality of the dataset. Method: The WVS data on the BFI-10, measuring the Big Five Personality (B5P), in South Africa (N=3 531), was used. Incoherent or contradictory responses were removed. Then the cases from the cleaned-up dataset were analysed for their theoretical validity. Results: Only 1 612 (45.7%) cases were identified as not including incoherent or contradictory responses. The cleaned-up data did not mirror the B5P- structure, as was envisaged. The test for common method bias was negative. Conclusion: In most cases the responses were incoherent. Cleaning up the data did not improve the psychometric properties of the BFI-10. This raises concerns about the quality of the WVS data, the BFI-10, and the universality of B5P-theory. Given these results, it would be unwise to use the BFI-10 in South Africa. Researchers are alerted to do a proper assessment of the psychometric properties of instruments before they use it, particularly in a cross-cultural setting

    Reward - based advertisement in online games: a win for advertisers, developers, and gamers

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    This study examines factors affecting gamers’ attitude towards reward-based advertisements (RBA) in online games. A conceptual model is developed based on the Ducoffe’s web advertising model and tested using a quantitative design through data collected from 532 online gamers in Fiji. Covariance-based structural equation modelling (CB-SEM) was employed to perform the analysis. Results reveal that informativeness, credibility, entertainment, and incentive positively influence advertisement value. Advertisement value was found to positively influences attitude towards RBA. The moderating factors of perceived competitiveness and gamer envy were found to strengthen the positive association between perceived advertisement value and attitude towards RBA. This study is novel is it is the first exploration of RBA in online gaming. In so doing, this study contributes to both marketing and gaming literature and provides valuable insight for marketers and game developers to influence customers to be more receptive to advertisements in online games

    Gaming and luxury fashion: exploring factors driving gamers’ luxury virtual in - game fashion

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    This study investigates the factors driving gamers’ intention to purchase virtual luxury fashion in online games. The study’s conceptual framework is grounded in the social identity and social capital theory. A total of 468 responses were collected using an online survey from Fortnite players and analyzed using covariance-based structural equation modelling (CB-SEM). The results reveal that avatar identification was positively associated with perceived value, social presence, and intention to purchase virtual luxury fashion. Perceived value and social presence were positively associated with intending to purchase virtual luxury fashion. Brand love strengthened the positive association between the perceived value and social presence on the intention to purchase virtual luxury fashion. This study contributes to the marketing and information systems literature by offering the first insights into virtual luxury fashion in online games. The findings would assist game developers and marketers in better understanding gamer behaviour to capitalize on virtual luxury fashion
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