172 research outputs found

    Engagement in business simulation games: A self-system model of motivational development

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    This research draws on the self-system model of motivational development to explain how the use of business simulation games in class facilitates students’ engagement and enhances their learning. Based on a survey of 360 undergraduate students who played a business simulation game in a marketing course, the findings show that students’ perceptions of competence, autonomy, relatedness and self-efficacy have a positive impact on their cognitive, emotional and behavioural engagement. In addition, cognitive and emotional engagement have a positive influence on skills development and perceived learning

    The role of flow for mobile advergaming effectiveness

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    Purpose: Based on flow theory, the purpose of this paper is to explain why the use of mobile advergames can enhance players’ brand perceptions and purchase intentions, as well as the factors that affect players’ flow experience. Design/methodology/approach: Data from 212 participants who played a mobile advergame was analysed. Structural equation modelling with PLS was used to test the research model. Findings: The results reveal that challenge, interactivity, focused attention and telepresence significantly influence the flow experience while playing mobile advergames. Results also show that the greater the flow, the more positive the attitude towards the featured brand and the greater the purchase intention. Practical implications: The findings of this study are important for advertising practitioners and advergames developers as understanding the key game features that promote flow is crucial to designing engaging mobile advergames that persuade players most. Originality/value: This study contributes to the literature in two ways. First, it provides new insights into the effectiveness of mobile advergames, which is an under-researched area. Second, it offers a conceptual framework based on flow theory for understanding why the use of mobile advergames can enhance players’ brand perceptions and purchase intentions

    The motivational power of mobile gamified exercise apps

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    This study analyses how gamification motivates users of gamified mobile exercise apps and enhances their health. Data from 276 Fitbit users were analysed using structural equation modelling. The findings showed that feelings of competence and autonomy arise when exercise apps include achievement and progression-oriented affordances, and that feelings of relatedness arise with social, immersion and achievement and progression-oriented affordances. They also revealed that exercise apps should satisfy the needs for competence and relatedness to develop individuals’ intrinsic motivation, which in turn leads to greater physical, mental and social health. These findings offer insights for managers in this industry

    Encouraging intrinsic motivation in management training: The use of business simulation games

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    Business simulation games are one of the most effective tools for motivating and engaging players actively in the learning experience. In this context, understanding which factors promote the intrinsic motivation of players is of primary importance. Self-determination theory (a theory of human motivation) postulates that contexts that support satisfaction of the three innate psychological needs for competence, autonomy, and relatedness allow individuals to maintain intrinsic motivation. However, no previous research has applied this theory to explain motivation while playing business simulation games. To address this gap, we propose that satisfaction of the needs for competence, autonomy, and relatedness influences players’ intrinsic motivation, which in turn facilitates engagement. This study also explores the impact of intrinsic motivation and engagement on the development of generic skills and perceived learning. Based on a survey of 360 undergraduate business students who used a business simulation game, the findings provide support for most of the hypothesized relationships

    Making finance fun: the gamification of personal financial management apps

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    Although gamification is a trending topic, few studies have explored its use in the finance industry. Drawing on SDT and the TAM, this study extends previous research and adds new insights into the effects of gamification in this context. This study integrates self-determination theory (SDT) and the technology acceptance model (TAM) to explore how gamification increases users' motivation and intention to use personal financial management (PFM) apps, and how it facilitates their adoption. Data from 208 users of the Mint app were analyzed using partial least squares structural equation modeling. The results showed that gamifying PFM apps satisfies users' needs for competence and autonomy and enhances their autonomous motivation to use them. Users' motivation increases their perceptions of ease of use and usefulness of the apps and causes them to develop more favorable attitudes toward them. The findings also confirmed a relationship between users' attitudes toward PFM apps and the behavioral intention to use them. To investigate the generalizability of results, studies using other PFM apps would be useful. The cross-sectional nature of the research also limits its causal inference. This research provides support for the use of gamification in PFM apps and offers suggestions that may help fintech companies and banks to persuade users to engage with their apps

    Analysing teamwork in higher education: an empirical study on the antecedents and consequences of team cohesiveness

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    Uno de los factores más importantes del trabajo en equipo es la cohesión entre sus miembros. Sin embargo, escasos trabajos analizan sus antecedentes y consecuencias. El presente estudio utiliza el modelo Input-Process-Output para analizar el impacto de factores individuales y de la tarea sobre la cohesión del equipo, así como la influencia de la cohesión del equipo sobre la eficacia del mismo. En base a una encuesta a 160 alumnos que realizaron trabajos en grupo, los resultados muestran que el grado de cooperación y el comportamiento colaborativo tienen una influencia positiva en la cohesión del equipo, mientras que la carga de trabajo y la complejidad de la tarea tienen una influencia negativa en la misma. Además, la cohesión del equipo influye positivamente en el aprendizaje percibido, la satisfacción con el trabajo en equipo y la calidad esperada. Finalmente, tanto el aprendizaje percibido como la calidad esperada predicen la satisfacción con el trabajo en equipo.One of the most important components of effective teamwork is cohesiveness. However, few empirical studies on the antecedents and consequences of group cohesiveness exist. In response to this gap, the current study draws on the Input-Process-Output model of team effectiveness to investigate the impact of individual and task factors on team cohesiveness, as well as the influence of team cohesiveness on students’ perceived learning, satisfaction with teamwork, and expected quality in the outcome. Based on a survey of 160 undergraduate students who worked in groups, the findings show that cooperativeness and collaborative behaviour have a positive influence on team cohesiveness, while workload and task complexity have a negative influence on it. Additionally, team cohesiveness is positively related to perceived learning, satisfaction with teamwork, and expected quality. Finally, both perceived learning and expected quality predict satisfaction with teamwork

    Intergenerational differences in customer engagement behaviours: An analysis of social tourism websites

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    This paper explores differences among Generations X, Y, and Z in customer engagement behaviours. Specifically, it analyses differences in customer behaviours in social tourism websites and the effects of self-efficacy and satisfaction on these behaviours. On the basis of an empirical study with a sample of 346 social tourism websites users, the results show that, in Generation X, self-efficacy exerts a higher effect on word of mouth than in the other generations. In Generation Y, satisfaction influences information searches and hotel bookings more than for the others. Generation Z is more prone to give referrals than are the other two generations

    The impact of gamified loyalty programmes on customer engagement behaviours. A hotel industry application

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    Purpose: This paper aims to examine the differential effects of gamified loyalty programmes and conventional loyalty programmes on customer engagement behaviours. Design/methodology/approach: A 2 × 2 × 2 experiment was conducted that manipulated gamification (gamified vs non-gamified), reward levels (high vs low) and reward type (economic vs social). Data collected from a sample of 315 individuals were analysed through partial least squares and tests of means. Findings: Gamification can improve the attractiveness of loyalty programmes by influencing perceptions of playfulness and reward satisfaction. In fact, gamification lowers the importance that customers attach to reward levels. As a result, customers perceive higher hedonic and utilitarian value, which positively influences their engagement behaviours. Originality/value: To the best of the authors’ knowledge, this study is one of the first studies to attempt to empirically analyse whether incorporating gamification into loyalty programmes influences customer engagement behaviours in the hospitality context

    Proyecto arquitectónico y entorno natural, su influencia en la educación: análisis de la Escuela de Arte y Superior de Diseño Fernando Estévez de Tenerife

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    This work aims at identifying and researching available natural resources of the environment and their relation with school architecture in order to improve the teaching-learning processes at educational institutions. School architecture was one of the core themes of the architecture project developed within the Modern Movement,which focused on achieving a better contact with the natural environment, the wind and the sun, with health matters. In addition, it seeked the creation of spaces in which transparency was sought, and the dissolution of boundaries between indoor and outdoor spaces. In this line, this proposal arises from the current lack of interest regarding the care of schools natural surroundings and their replacement with large paved areas, with little or none planification, that disregard natural human needs of being in contact with the environment. The research focuses on the particular case of the School of Arts and Design Superior Fernando Estévez of Santa Cruz de Tenerife, as it was at this establishement where I developed my internship, and it is an institution in connection with arts in general (architecture is art and Technique of designing, designing, constructing and modifying the human habitat), which conveys a historical feeling of admiration and need to be in contact with nature.El objetivo principal de este trabajo final de máster es el reconocimiento y la investigación de los recursos del entorno natural y su relación con la arquitectura escolar para mejorar los procesos de enseñanza-aprendizaje en los centros educativos. La arquitectura escolar fue uno de los principales temas del proyecto de arquitectura del Movimiento Moderno, orientándose a un mayor contacto con el ambiente natural, con el aire y el sol, por temas sanitarios; además de procurar la creación de espacios en los que se buscaba la transparencia, y la disolución de fronteras entre el interior y exterior. En estas líneas la propuesta nace bajo la falta de interés hoy en día de cuidar los entornos naturales pertenecientes a los colegios y su sustitución por grandes superficies de asfalto en las que, sin diseño alguno, se obvian las necesidades humanas naturales de estar en contacto con el medioambiente. La investigación se centra en la Escuela de Arte y Superior de Diseño Fernando Estévez de Santa Cruz de Tenerife, por ser el centro en el que desarrollé las prácticas del Máster en Formación del profesorado, y por tener una vinculación con las artes en general (la arquitectura es el arte y la técnica de proyectar, diseñar, construir y modificar el hábitat humano), que conlleva un sentimiento a lo largo de la historia de admiración y necesidad de estar en contacto con la naturaleza

    Sinergias creativas. Aproximación a los espacios de la emoción en arquitectura a través del arte

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    Este trabajo se aproxima a las relaciones sinérgicas entre arte y arquitectura. Vemos los espacios de la emoción en arquitectura a través de relaciones con el arte. Tanto por su inspiración en el proceso creativo y en encuentros de relaciones esenciales a través de los sentidos y reflexiones que extraemos en el arte y en otras disciplinas.Abad Catalan, S. (2013). Sinergias creativas. Aproximación a los espacios de la emoción en arquitectura a través del arte. http://hdl.handle.net/10251/35317.Archivo delegad
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