204 research outputs found

    The Influence of the Hedonic and Utilitarian Value of Digital Games on Product Recommendation

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    Grounded in the motivational aspects of product consumption, this study examines the hedonic and utilitarian value of digital games and their influence on product recommendation. The findings of an internet survey conducted among active game players who assessed the hedonic and utilitarian value of eight digital games are presented. The findings suggest that games should be viewed not only as hedonic but also as utilitarian products. Further, the results indicate that knowledge gained from game playing influences both the level of perceived hedonic and utilitarian value and the willingness to recommend a game to others. It is argued that a successful digital game offers both enjoyment and usefulness, with enjoyment being the main source of recommendation of digital games. The results extend both theoretical and empirical perspectives of the concepts of enjoyment and usefulness within information systems research

    Process hygiene control in beer production and dispensing

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    Brand equity of digital games : the influence of product brand and consumer experiences as sources of unique value

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    By demonstrating something unique a product stands out from the mass. This is the starting point of brand awareness, which exerts influence over consumers’ product evaluation processes. Particularly in the digital games industry, the creation of unique value is vital as games utilize intangible modes of distribution lacking physical form, which ultimately leads to difficulties in highlighting and facilitating evaluation of a game’s defining characteristics. The objective of this thesis is to determine and conceptualize how a game functions as a source of unique value. A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios. Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers. The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value. Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass

    Modeling of heterogeneous precipitation of iron in silicon

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    A model is presented for the growth and dissolution of iron precipitates at oxygen-related defects in silicon during thermal processing. The heterogeneous nucleation of iron is taken into account by special growth and dissolution rates, which are inserted into a set of modified chemical rate equations. This approach allows us to calculate the size distribution of iron precipitates and the residual iron concentration. By comparing the simulated results with experimental ones, it is proven that this model can be used to estimate the internal gettering efficiency of iron under a variety of processing conditions.Peer reviewe

    Cross-border Entrepreneurial Education, Development and Knowledge and Technology Transfer: Experiences with the Cambridge–Riga Venture Camp Programme—A Reflective Report

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    Over a 6-year period, a collaboration has been developed between a group in Cambridge, UK, and two Latvian Universities, Stockholm School of Economics in Riga and other organisations, including Riga City Council, supported by the British Embassy Riga and the Latvian Embassy in London, enabling structured processes to be developed to identify aspiring entrepreneurs based in Latvia and Estonia and provide education, coaching, mentoring and encouragement first in the home territory, leading to an intense whole-week development venture camp in Cambridge for selected candidates. The programme was extended to provide ongoing business development support for a number of entrepreneurial companies with global potential, and the developing venture camp activities attracted, supported and helped accelerate the evolution in Riga of an innovative ecosystem providing leadership in the Baltics. Practical examples of cross-border knowledge and technology transfers have been recorded as part of the Cambridge–Riga Venture Camp process. This report presents the development, content and outcomes of this innovative project aimed at supporting the emergence of entrepreneurial and innovative capabilities of Latvian delegates to the project. Detailed appendices including data and narrative based survey of outcomes and assessments containing structured feedback from delegates participating in the 2020 Cambridge-Riga Venture Camp are available as the Supplementary material online. This is an interim report, since the activity is ongoing and continuously developing

    Molybdenum doped titanium dioxide photocatalytic coatings for use as hygienic surfaces: the effect of soiling on antimicrobial activity

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    Titanium dioxide (TiO2) surfaces doped with molybdenum (Mo) were investigated to determine if their photocatalytic ability could enhance process hygiene in the brewery industry. Doping TiO2 with Mo showed a 5-log reduction in bacterial counts within 4 to 24 h and a 1-log reduction in yeast numbers within 72 h. The presence of a dilute brewery soil on the surface did not interfere with antimicrobial activity. The TiO2–Mo surface was also active in the dark, showing a 5-log reduction in bacteria within 4 to 24 h and a 1-log reduction in yeast numbers within 72 h, suggesting it could have a novel dual function, being antimicrobial and photocatalytic. The study suggests the TiO2–Mo coating could act as a secondary barrier in helping prevent the build-up of microbial contamination on surfaces within the brewery industry, in particular in between cleaning/disinfection regimes during long production runs

    Draught beer hygiene: cleaning of dispense tap nozzles

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    Draught beer quality can be compromised by the growth of spoilage microorganisms. Whilst best practice for assuring dispense hygiene is broadly recognized, it is not always fully or regularly implemented. In some markets, tap nozzles are removed and stored overnight at room temperature in carbonated (soda) water. The next morning they are returned (sometimes after rinsing) to the dispense tap. The effectiveness of this approach is compared with soaking in diluted line-cleaning solution (UK best practice)or a solution containing hypochlorous acid (commercial sanitizing tablets). Two novel approaches – ozonated water and use of ultrasonics – were also evaluated. Bioluminescence analysis of microbial attachment to the inner surfaces of nozzles showed that soaking in carbonated water resulted in gross contamination. Sanitizing tablets achieved ‘commercial sterility’ and a 4-log reduction in bioluminescence compared with carbonated water. The efficacy of hypochlorous acid was confirmed by incubating cleaned nozzles in fresh beer without any increase in turbidity. Diluted line-cleaning solution was less effective and achieved a 2-log reduction. Ultrasonics reduced microbial attachment but effectiveness was aligned to increasing process time. Soaking in ozonated water was without antimicrobial impact. This work has shown carbonated water to be ineffective in cleaning microbiologically contaminated nozzles. This is a concern as these microorganisms derive from the dispense line, the environment and likely human interaction. To minimize the risks of transfer to dispensed product or back-contaminating the dispense line, soaking draught beer nozzles in an effective sanitizing solution is strongly recommended

    Nutrição mineral da soja (Glycine max. L. Merril) na floração

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    The principal objetive of the present work was to obtain information of avaliability, absorption and distribution of nutrients and the state nutritive of three varieties of soybean, before and begin of the flowering.The experiment was conducted on soil Santa Maria at the Central Depression of the Rio Grande do Sul, Brazil, using the varieties "IAS-2", "Bragg" and "Hardee". The concentrations of calcium (Ca), magnesium (Mg), of Copper (Cu), of iron (Fe) and zinc (Zn) were determined by the atomic absorption spectrophotometer; the phosphorus (P) by the colorimetry and the potassium (K) by flame photometer.The chemical composition of the mineral analysis of the leaves between the vegetative stage and reprodutive stage showed the high demand, the translocation and the concentrations of macronutrients and micronutrientes according the varieties.Este trabalho visou obter informaçÔes da disponibilidade, absorção e distribuição de nutrientes e estado nutritivo da cultura de trĂȘs variedades de soja, antes e no inĂ­cio do reflorestamento, em duas Ă©pocas de semeadura, com duas fertilidades e com diferentes populaçÔes de plantas e espaçamento. O experimento foi conduzido em solo Santa Maria situado na DepressĂŁo Central do Rio Grande do Sul, Brasil, utilizando as variedades de soja “IAS-2”, “Bragg” e “Hardee” que receberam as mesmas intensidades de temperatura, precipitaçÔes pluviomĂ©tricas e de luminosidade. As condiçÔes do cĂĄlcio, de magnĂ©sio, de cobre, de ferro e de zinco foram determinadas por espectrofotometria de absorção atĂŽmica; o fĂłsforo por colorimetria e o potĂĄssio por fotometria de chama. A composição quĂ­mica da anĂĄlise foliar do perĂ­odo entre a fase vegetativa e a fase reprodutiva mostra a alta exigĂȘncia, a translocação e a variabilidade dos teores dos elementos segundo o cultivar estudado

    PERBANDINGAN PERFORMA KOLEKTOR SURYA POINT PARABOLIC CONCENTRATING ANTARA REFLEKTOR ALUMINIUM FOIL DAN REFLEKTOR CERMIN KACA

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    Aluminium foil merupakan reflektor yang sering digunakan pada penelitian kolektor surya, salah satunya pada kolektor surya poin parabolic concentrating. Namun efisisensi yang dihasilkan masih kecil sehingga dikembangkan penggunaan cermin kaca sebagai reflektor. Namun, pada pengujian sebelumnya tidak ada variable control yang jelas sehingga performa antara kedua reflektor kolektor surya tersebut tidak dapat dibandingkan. Oleh sebab itu, untuk mengetahui reflektor yang memiliki performa paling baik diperlukan penelitian dengan membandingkan kolektor surya reflektor aluminium foil dengan reflektor cermin kaca. Untuk mengetahui performa kolektor surya, pada penelitian ini dilakukan dengan metode eksperimen, dimana kolektor surya divariasikan menggunakan reflektor aluminium foil dan reflektor cermin kaca. Pengujian dilakukan pada pukul 10.00 WIB sampai pukul 14.00 WIB dengan interval 25 menit selama 3 hari. Pada penelitian yang telah dilakukan, didapatkan hasil bahwa perubahan temperatur kolektor surya reflektor cermin kaca lebih tinggi dibandingkan reflektor aluminium foil. Begitu juga dengan efisiensi yang didapatkan, kolektor surya reflektor cermin kaca memiliki efisiensi tertinggi 87,11%, sedangkan pada kolekor surya reflektor aluminium foil memiliki efisiensi tertinggi sebesar 59,75%. Dari percobaan yang telah dilakukan dapat disimpulkan bahwa kolektor surya reflektor cermin kaca lebih baik dari pada kolektor surya reflektor aluminium foil. Kata Kunci: kolektor surya, reflektor aluminium foil, reflektor cermin kaca, temperatur, efisiens
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