3,487 research outputs found

    A conceptual model of service exchange in service-dominant logic

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    The service system is the basic abstraction of Service Science. This paper proposes the Resource-Service-System model as a conceptual model of service systems interacting in service exchanges, assuming a service-dominant logic economic worldview. The paper explains how the model was developed starting from the Resource-Event-Agent business model ontology, taking into account insights gained from studying Service Science literature and existing service ontologies. The paper also explains how different model views can contribute to study various aspects of service systems and exchanges

    Recall and recognition of in-game advertising : the role of game control

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    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e. kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts

    How do we acquire understanding of conceptual models?

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    In organizations, conceptual models are used for understanding the domain concepts. Such models are crucial in analysis and development of information systems. An important factor of using the conceptual models is how quickly analysts are able to learn the domain concepts as depicted in the models. Using a laboratory experiment, this research used eye tracking technique to capture the speed of acquisition of understanding conceptual models. Two sets of conceptual models were used in this study- one theory based (REA pattern) and the other non-theory based (non REA pattern). It was found that the rate of learning of the domain concepts was faster with theory based models than with non-theory based models. However, users of the non-theory based model were able to catch up with the learning of the model concepts after being repeatedly exposed to the model

    Towards a process model for service systems

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    Service Science is a new interdisciplinary approach to the study, design, implementation. and innovation of service systems. However due to the variety in service research, there is no consensus yet about the theoretical foundation of this domain. As a basis for a common understanding of service systems and their interactions, Service Science researchers Spohrer and Kwan proposed the service systems worldview. The ISPAR model was presented as a part of this service systems worldview as a tool for identifying ten possible interaction episodes, i.e., the sequences of activities that are undertaken by two interacting service system entities. In this paper we evaluate the use of the ISPAR model as a process model for service systems. We identify the shortcomings of the ISPAR model and propose possible improvements. This analysis leads to the development of a new service process model which is demonstrated through tree different examples

    Complexity measures for object-oriented conceptual models of an application domain.

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    According to Norman Fenton few work has been done on measuring the complexity of the problems underlying software development. Nonetheless, it is believed that this attribute has a significant impact on software quality and development effort. A substantial portion of the underlying problems are captured in the conceptual model of the application domain. Based on previous work on conceptual modelling of aplication domains, the attribute 'complexity of a conceptual model' is formally defined in this papaer using elementary concepts from Measure Theory. Moreover, a number of complexity measures are defined and validated against this complexity definition. It is argued and demonstrated that these problem domain measures are part of a solution to the problem outlined by Norman Fenton.Model; Models;
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