207 research outputs found

    Digital Technology Disorder: Justification and a proposed model of treatment

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    Due to advances in technology being made at an exponential rate, organisations are attempting to compete with one another by utilising state-of-the-art technology to provide innovative products and services that encourage use. However, there is no moral code to inform sensitive technology design, a consequence of which is the emergence of so-called technology addiction. While addiction as a term is problematic, increasing evidence suggests that related-conditions present implications for the individual, for organisations and for wider society. In this research, a consideration of the potentially addictive elements of technology indicates that it can be possible to reverse engineer these systems, as it were, to promote the development of new behaviours, which can enable the individual to abstain from overuse. Utilising smartphones to deliver digital behavioural change interventions can leverage abundant data touchpoints to provide highly tailored treatment, in addition to allowing for enhanced monitoring and accuracy. To inform understanding of this contemporary phenomenon, the literature on addiction has been reviewed, along with the literature on persuasion architecture to inform an understanding of techniques that lend themselves to overuse and how these can be leveraged to promote recovery. From which, the authors have developed a proposed model to inform the practice of those operating in the domains of computer science

    Debranding in Fantasy Realms: Perceived Marketing Opportunities within the Virtual World

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    This paper discusses the application of the concept of debranding within immersive virtual environments. In particular the issue of the media richness and vividness of experience is considered in these experience realms that may not be conducive to traditional branding invasive strategies. Brand equity is generally seen to be the desired outcome of branding strategies and the authors suggest that unless the virtual domains are considered as sacred spaces then brand equity may be compromised. The application of the above concepts is applied to the differing social spaces that operate within the different experience realms. The ideas of resonance, presence and interactivity are considered here. They lead to the development of a constructed positioning by the participants. Through the process of debranding, marketers may be able to enter these sacred spaces without negative impact to the brand. Perception of these virtual spaces was found to be partially congruent with this approach to branding. It thus presents a number of challenges for the owners of such virtual spaces and also virtual worlds in increasing the commercial utilization of investment in these environments

    A solution to the hyper complex, cross domain reality of artificial intelligence: The hierarchy of AI

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    Artificial Intelligence (AI) is an umbrella term used to describe machine-based forms of learning. This can encapsulate anything from Siri, Apple's smartphone-based assistant, to Tesla's autonomous vehicles (self-driving cars). At present, there are no set criteria to classify AI. The implications of which include public uncertainty, corporate scepticism, diminished confidence, insufficient funding and limited progress. Current substantial challenges exist with AI such as the use of combinationally large search space, prediction errors against ground truth values, the use of quantum error correction strategies. These are discussed in addition to fundamental data issues across collection, sample error and quality. The concept of cross realms and domains used to inform AI, is considered. Furthermore there is the issue of the confusing range of current AI labels. This paper aims to provide a more consistent form of classification, to be used by institutions and organisations alike, as they endeavour to make AI part of their practice. In turn, this seeks to promote transparency and increase trust. This has been done through primary research, including a panel of data scientists / experts in the field, and through a literature review on existing research. The authors propose a model solution in that of the Hierarchy of AI

    Emotional Engagement and Active Learning in a Marketing Simulation: A Review and Exploratory Study

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    Abstract: This paper considers the role of emotional engagement during the use of a simulation. This is placed in the context of learning about marketing. The literature highlights questions of engagement and interactivity that are entailed in the use of these simulations. It is observed here that both the anticipation of and the process of engagement with the simulation generate emotional responses. The evidence of emotional anticipation was collected through the use of vignettes and a short survey. The production of negative emotions before and after the activity was observed and considered. The particular occurrence of these emotions on the development of understanding is then discussed. There is general evidence for the mundane reality of such simulations that support learning and group engagement. The connection with activity theory was explored and proposed as a potential theoretical fit with the evidence

    Republicans will vote against fracking - if the issue is framed the right way.

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    With its potential to increase tax revenues and economic development at an environmental cost, fracking is a controversial practice across the American states. In new research, Nicole Kalaf-Hughes and Andrew Kear examine why some Democrats vote for fracking and some Republicans vote for greater environmental protections. They find that how the issues are framed through messaging, spin and political communications ..

    3D Virtual Worlds: Business and Learning Opportunities

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    Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions of users are already living their virtual lives in these worlds. Moreover, the number of users is increasing continuously. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations

    The Effect of Music on Shoppers' Shopping Behaviour in Virtual Reality Retail Stores: Mediation Analysis

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    The aim of this study is to investigate the effect of music, as an atmospheric cue of 3D virtual reality retail (VRR) stores, on shoppers’ emotions and behaviour. To complete this research, a major empirical study was conducted in Second Life (SL) which is one of the most mature virtual worlds (VWs). The effect of the music on shoppers’ emotions was experimentally tested in computer labs. Pre-test and post-test were conducted to evaluate the emotion levels before and after experiencing 3D VRR stores. Detailed mediation analysis was done with the PROCESS tool at the later stage of the analysis. This research confirmed ‘music’ as an atmospheric cue of 3D Servicescape. Results of this research determined the effect of music on shoppers’ arousal, pleasure and consequent shopping behaviour. Further, this research could not identify the direct effect of arousal on shoppers’ behaviour, however, it was a major source of inducing pleasure and increasing shoppers’ positive approach behaviour. This paper contribute to better understanding the 3D VRR store atmospheric, role of music in it, shoppers’ emotions and behaviour

    3D Virtual Worlds: Business and Learning Opportunities

    Get PDF
    Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions of users are already living their virtual lives in these worlds. Moreover, the number of users is increasing continuously. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations

    A Comparison between Online and Offline Health Seeking Information using Social Networks for Patients with Chronic Health Conditions

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    The patient is now better connected with other patients just like the consumer is now better connected with other consumers in particular through the growing adoption of social media and online peer to peer communities. These relationships which become collaborative have either positive or indeed negative consequences that may either endorse or have implications for a firm’s products [32]. The aim of this research was to gain an understanding of the impact social media has on patient influence on healthcare provision especially in relation to information seeking and clinical product choice. It compares a group of patients who are predominantly online information seekers with a group who are predominantly offline information seekers. Bias will be eliminated by utilising probability sampling techniques in order to be able to perform statistical analysis on the results obtained. This study capitalises on having access to approximately 8000+ Direct to Patient consumers who are currently receiving devices for the management of their bladder problems. The intention of this research project is to gain an understanding of how two way online interactions have developed between patients with similar chronic medical conditions and how firms can use online social media to improve their relationship with patients. The key research question of this paper is: Have online social media tools affected demand for healthcare intermediation in patients, who experience chronic medical conditions and reflect a need to become better informed. The findings of this pre-Covid research were that, for patient groups that had chronic conditions, there was a positive relationship between time spent in developed peer to peer communities, are more trusting of online information and spend more time onlin
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