15 research outputs found

    Effect of increase in allotted time on game playing performance: Case study of an online word game

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    Online game players tend to differ in the duration of time they play. However, no matter whether the time on playing an online game is spent positively or negatively, we may assume that when the duration of each online-game round is increased, players tend to engage in more interaction with their opponents. Though there are a significant number of research studies on time usage in computer games, there is no research exploring the direct effect of time on online game playing performance. As a result, this research aims to investigate the effect of time on player performance based on the case of an online word game. Ninety-three online word games (186 players) were randomly observed via the biggest online board game website in Thailand. The results show that an increase in time does not have effect on players’ performance. The managerial implication for further development is that webmasters may consider offering only time restricted games for players to avoid high traffic in websites; which, in effect will certainly solve the problem of lag time in online gaming.Time; computer game; online game; game playing performance; word game; online word game

    An analysis of Joseph Schumpeter's life, concept of innovation, and application for Estonia

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    This research studies a basic concept of Schumpeterian Theory by exploring the life of Joseph Schumpeter and the application for Estonia. The secondary data were taken from World Values Survey (WVS); a worldwide group of researchers observing global values and their effect on society as a whole with headquarters in Sweden. Author took the most recent data of WVS in wave six (year 2010-2014) with the total of 74,042 cases for analysis. An analysis was performed by multiple regressions and no multicollinearity problems were detected. The results show that the nature of tasks (both manual vs. intellectual and routine vs. creative) affects the importance of employees being creative. Further analysis was performed by an independent pair sample T-test and the result shows that there are differences in the nature of tasks (both manual vs. intellectual and routine vs. creative) of Estonian and global employees. Subsequently, the final analysis was performed to explore the difference in the nature of tasks in intellectual and creative Estonian and global employees. However, there is no difference in this aspect between them

    An analysis of Joseph Schumpeter's life, concept of innovation, and application for Estonia

    Get PDF
    This research studies a basic concept of Schumpeterian Theory by exploring the life of Joseph Schumpeter and the application for Estonia. The secondary data were taken from World Values Survey (WVS); a worldwide group of researchers observing global values and their effect on society as a whole with headquarters in Sweden. Author took the most recent data of WVS in wave six (year 2010-2014) with the total of 74,042 cases for analysis. An analysis was performed by multiple regressions and no multicollinearity problems were detected. The results show that the nature of tasks (both manual vs. intellectual and routine vs. creative) affects the importance of employees being creative. Further analysis was performed by an independent pair sample T-test and the result shows that there are differences in the nature of tasks (both manual vs. intellectual and routine vs. creative) of Estonian and global employees. Subsequently, the final analysis was performed to explore the difference in the nature of tasks in intellectual and creative Estonian and global employees. However, there is no difference in this aspect between them

    An analysis of Joseph Schumpeter's life, concept of innovation, and application for Estonia

    Get PDF
    This research studies a basic concept of Schumpeterian Theory by exploring the life of Joseph Schumpeter and the application for Estonia. The secondary data were taken from World Values Survey (WVS); a worldwide group of researchers observing global values and their effect on society as a whole with headquarters in Sweden. Author took the most recent data of WVS in wave six (year 2010-2014) with the total of 74,042 cases for analysis. An analysis was performed by multiple regressions and no multicollinearity problems were detected. The results show that the nature of tasks (both manual vs. intellectual and routine vs. creative) affects the importance of employees being creative. Further analysis was performed by an independent pair sample T-test and the result shows that there are differences in the nature of tasks (both manual vs. intellectual and routine vs. creative) of Estonian and global employees. Subsequently, the final analysis was performed to explore the difference in the nature of tasks in intellectual and creative Estonian and global employees. However, there is no difference in this aspect between them

    May I continue or should I stop? the effects of regulatory focus and message framings on video game players’ self-control

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    Two types of motivations exist in terms of regulatory focus: a promotion orientation concerned with advancement and achievement and a prevention orientation concerned with safety and security. The central premise of this research is that promotion-focused and prevention-focused players differ in their sensitivity to message frames and therefore respond with different levels of self-control. This study adopted a 2 (message frames: positive vs. negative) × 2 (regulatory focus: promotion vs. prevention) between-subjects design; the results confirmed the hypotheses that, for promotion-focused players, negative messages are significantly effective in preventing them from becoming addicted to the games; meanwhile, for prevention-focused players, positive messages significantly influenced players, leading them to become addicted. Hence, video games’ negative and addiction-related messages should be enhanced whereas positive messages should be cautiously released.Regulatory focus, regulatory fit, message frames, self-control, video game

    A different point of view in collective bargaining: legal perspective versus business perspective

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    This paper aims to describe the different point of view in collective behavior between legal context and business context. As in business context, in which collective bargaining concerns about a monetary system, a group of farmers can use collective bargaining as a tool to deal with injustice negotiation. Nowadays, a number of goods and services produced/provided are discovered to be determinate; namely, higher or lower wage of the workers, resulted from winning or losing the collective bargaining will affect to the price of goods sold or services provided. Collective bargaining is not an obsolete idea. The way to use it advantageously is depended on how much power bargainers realize they have. The strategy of collective bargaining in both legal and business perspective may be similar in some ways; but however, the format of conducting it may be different. In conclusion, to sustain the relationship between employees and employer or buyers and seller is to maximize both parties profit. When the needs of both parties are fulfilled, the outcomes will generate benefit for the society and all stakeholders

    Effect of increase in allotted time on game playing performance: Case study of an online word game

    Get PDF
    Online game players tend to differ in the duration of time they play. However, no matter whether the time on playing an online game is spent positively or negatively, we may assume that when the duration of each online-game round is increased, players tend to engage in more interaction with their opponents. Though there are a significant number of research studies on time usage in computer games, there is no research exploring the direct effect of time on online game playing performance. As a result, this research aims to investigate the effect of time on player performance based on the case of an online word game. Ninety-three online word games (186 players) were randomly observed via the biggest online board game website in Thailand. The results show that an increase in time does not have effect on players’ performance. The managerial implication for further development is that webmasters may consider offering only time restricted games for players to avoid high traffic in websites; which, in effect will certainly solve the problem of lag time in online gaming

    A different point of view in collective bargaining: legal perspective versus business perspective

    Get PDF
    This paper aims to describe the different point of view in collective behavior between legal context and business context. As in business context, in which collective bargaining concerns about a monetary system, a group of farmers can use collective bargaining as a tool to deal with injustice negotiation. Nowadays, a number of goods and services produced/provided are discovered to be determinate; namely, higher or lower wage of the workers, resulted from winning or losing the collective bargaining will affect to the price of goods sold or services provided. Collective bargaining is not an obsolete idea. The way to use it advantageously is depended on how much power bargainers realize they have. The strategy of collective bargaining in both legal and business perspective may be similar in some ways; but however, the format of conducting it may be different. In conclusion, to sustain the relationship between employees and employer or buyers and seller is to maximize both parties profit. When the needs of both parties are fulfilled, the outcomes will generate benefit for the society and all stakeholders

    Buyer success and failure in bargaining and its consequences

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    This study aims to investigate the process of buyers’ subsequent attitudes and subsequent actions and their relationships depended on the bargaining outcomes. Depth interviews were employed in order to explore the success, the failure, and the consequent actions in dyadic bargaining under the condition of one buyer and one seller. Ten international respondents were invited to be interviewed. Approximately one hour of each interview is taken, while English is the medium of the interviews. After the interviews, respondents were given five USD as an incentive. The results show that successful bargainers tended to be younger people and easterner, compared to unsuccessful bargainers who tended to be older people and westerner. When buying product in computer and vehicle category, it might provide higher chance in getting the discount, while buying product in garment category gave the partial tendency to win the bargain. Since garment seems to have fewer profit margins when compared to the other category like computer or vehicle, it thus is obligatory for the seller to avoid discounting this kind of product. During the interviews, author found that confident interviewees shared their successful bargaining experiences; whereas, interviewees with very calm and quiet attitude seemed to express about their unsuccessful bargaining stories. This research also provides insights of buyer as bargainer profoundly. It therefore helps the seller, especially in computer, garment, and vehicle industry, knows how to balance mutual-interest and maintain the strong relationship with customer
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