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1 – 6 of 6Ajith Kumar Shah, Akanksha Shukla and P Kritee Rao
Effective human resource management and organisational success depend heavily on measuring employee performance. This paper aims to investigate multiple factors that are crucial…
Abstract
Purpose
Effective human resource management and organisational success depend heavily on measuring employee performance. This paper aims to investigate multiple factors that are crucial in assessing and measuring employee performance in Indian manufacturing sectors. Further prioritisation of the manufacturing industries based on their practices is conducted to measure employee performance.
Design/methodology/approach
The LOCOW approach has been used in this study to determine the relative weightage of the factors that assist in measuring employee performance, and the MARCOS method prioritises manufacturing industries.
Findings
Through weightage, criteria show that task performance is given the most weightage, followed by adaptability and contextual performance in the manufacturing sectors. The top three industries are oil and gas, steel and automobile.
Practical implications
This study gives manufacturing industries the tools they need to improve their HR practices, get better work from their employees and stay ahead of the competition in a constantly changing industry.
Originality/value
The current work examines the weightage among the factors that aid in assessing employee performance; further, the use of MARCOS technique prioritises the industries, which can be considered the original contribution.
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Ifeyimika O. Ajaiyeoba and Matthew J. Aplin-Houtz
This paper investigates the relationship between workplace incivility (WI) and nurses’ job and vocational turnover intentions. We introduce two moderators, organizational efficacy…
Abstract
Purpose
This paper investigates the relationship between workplace incivility (WI) and nurses’ job and vocational turnover intentions. We introduce two moderators, organizational efficacy (OE) and calling and investigate their influence on the relationship between WI and turnover intentions.
Design/methodology/approach
We surveyed 187 nurses in the Southwest US, currently employed in a clinical setting. We tested the hypothesized model using PLS-SEM for data analysis.
Findings
The results show that WI influences job turnover intentions but not vocational turnover intentions. OE and Calling both uniquely moderate the relationship between specific sources of WI and nurses’ turnover intentions.
Research limitations/implications
We offer insights into the effect various sources of WI have on nurses’ turnover intentions. Our findings imply that WI is less impactful on vocational turnover than job turnover. Also, OE and calling can be utilized to moderate the negative effects of WI.
Practical implications
Healthcare organizations should implement strategies that promote a positive work environment for all employees, particularly nurses. They should also strive to build a workplace culture that fosters calling among nurses.
Originality/value
The paper examines the differential impact of various sources of WI on two forms of turnover intentions, prominent and relevant in the nursing work environment. In addition, we introduce two new moderators – OE and calling – that significantly influence the relationship between WI and turnover intentions.
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Awn Muhammad and James Hazelton
Responding to calls for accountants to engage with modern technologies and explore data visualisation within a three-dimensional (3D) environment, this study aims to explore…
Abstract
Purpose
Responding to calls for accountants to engage with modern technologies and explore data visualisation within a three-dimensional (3D) environment, this study aims to explore whether social and environmental accounting (SEA) data visualisation is a promising use case for 3D game engine technology.
Design/methodology/approach
Drawing on visual perception and embodiment theories, this study uses photo-elicitation, a qualitative research method, to explore the usefulness of two-dimensional (2D) and 3D visualisations of sustainability information in a 3D virtual environment. This study provides three stimuli: numerical data, 2D visualisations and 3D visualisations, and asks open-ended questions regarding future applications. Twelve semi-structured interviews were conducted with academics, preparers and users of sustainability reports to obtain responses to these stimuli.
Findings
The key finding is that visualisation of SEA information may indeed be a strong use case for 3D game technology, but only for certain data and for certain audiences. Presenting information within a 3D virtual environment offered enhanced engagement and contextual understanding but reduced navigation speed and data clarity. Participants were enthusiastic about the potential of a museum-like experience, incorporating interactivity and community, but felt that the appropriate audience was more likely to be novices than experts.
Practical implications
This study suggests that deploying 3D game engine technology can be a powerful tool for presenting sustainability information but requires significant resources. The optimum audience is likely to be novices, and a key design principle is to ensure the virtual environment supports, rather than overwhelms, the information presented within that environment.
Originality/value
This study introduces a novel application of 3D visualisation technology within the SEA context, offering original insights into its potential to enhance user understanding and decision-making capabilities. This study highlights the technology’s value not as a replacement for traditional reporting but as a supplementary educational tool. The study also provides a novel setting for the photo-elicitation method, demonstrating this approach’s utility in a 3D environment.
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Xiang Ying Mei, Caroline Ventzel and Ida Zachariassen
This study aims to understand how Gen Z consumers perceive fashion brands’ corporate social responsibility (CSR) communication through emotional appeals on Instagram and how such…
Abstract
Purpose
This study aims to understand how Gen Z consumers perceive fashion brands’ corporate social responsibility (CSR) communication through emotional appeals on Instagram and how such perception affects their overall behaviour towards the brand.
Design/methodology/approach
The study adopts a qualitative research approach through photo-elicitation and 14 semi-structured in-depth interviews with members of Gen Z, using one of the world’s largest fast fashion brands, H&M, as the study context.
Findings
It is increasingly difficult to capture the attention of Gen Z as they have become immune to the typical CSR messages despite attempting to appeal to their emotions. This makes CSR communication alone challenging in influencing brand perception. However, behaviour towards the brand, such as purchase intention, is not necessarily dependent on whether consumers are convinced of the brand’s CSR activities, as greater value is placed on fast fashion’s price and availability. For Gen Z, such elements surpass their concern for sustainable fashion. Since more emphasis is placed on neutral endorsers due to their trustworthiness, CSR efforts may be disseminated through such third parties to achieve desired outcomes.
Practical implications
Understanding consumers’ perceptions of the current CSR effort allows brand managers to reevaluate their CSR communication strategies to appeal to Gen Z and encourage positive brand behaviour.
Originality/value
Contrary to previous studies, which have focused on organisational outcomes, the study has in-depth explored consumers’ perception of CSR efforts on Instagram and the implications of such perceptions for long-term brand building.
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Cristina Mele, Tiziana Russo Spena and Stefano Paolo Russo
This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as…
Abstract
Purpose
This study aims to investigate the evolving concept of the metaverse and its implications for service innovation. It seeks to understand how integrating technologies such as extended reality, blockchain, artificial intelligence and non-fungible tokens enables companies to experiment and innovate.
Design/methodology/approach
Adopting a qualitative methodology, this investigation conducts an immersive netnography across more than 25 case studies spanning diverse industries such as gaming, retail, health care and education. The thematic analysis method is used to distill critical insights, providing a deep dive into the technological enablers, innovation processes and market adaptations within the metaverse.
Findings
The study addresses four main building blocks through which companies experiment with the metaverse to foster innovation: enabling virtual identities’ agency, developing non-fungible tokens, designing immersive paths and crafting phygital microworlds. They shape the metaverse by enacting actors, resources, processes and phygital ecosystems. Companies obtain learning outcomes from such experimentation and identify learning challenges.
Originality/value
This research contributes to the nascent body of knowledge on the metaverse and service innovation by providing a comprehensive framework that encapsulates the multifaceted ways companies experiment within the metaverse. It extends the understanding of digital-physical convergence in service research, offering theoretical and practical insights into the development of phygital service ecosystems.
Objetivo
Este estudio tiene como objetivo investigar el concepto en evolución del Metaverso y sus implicaciones para la innovación en servicios. Busca comprender cómo la integración de tecnologías como la realidad extendida, la cadena de bloques, la inteligencia artificial y los tokens no fungibles permite a las empresas experimentar e innovar.
Diseño/metodología/aproximación
Adoptando una metodología cualitativa, esta investigación realiza una netnografía inmersiva a través de más de 25 estudios de casos que abarcan diversas industrias como los juegos, el comercio minorista, la atención médica y la educación. Se emplea el método de análisis temático para destilar conocimientos críticos, brindando un profundo análisis de los habilitadores tecnológicos, los procesos de innovación y las adaptaciones al mercado dentro del Metaverso.
Resultados
El estudio aborda cuatro bloques principales a través de los cuales las empresas experimentan con el Metaverso para fomentar la innovación: habilitar la agencia de identidades virtuales, desarrollar tokens no fungibles, diseñar senderos inmersivos y crear micromundos físico-digitales. Estos dan forma al Metaverso mediante la actuación de actores, recursos, procesos y ecosistemas físico-digitales. Las empresas obtienen resultados de aprendizaje de dicha experimentación e identifican desafíos de aprendizaje.
Originalidad
Esta investigación contribuye al cuerpo de conocimiento incipiente sobre el Metaverso y la innovación en servicios al proporcionar un marco integral que encapsula las diversas formas en que las empresas experimentan dentro del Metaverso. Amplía la comprensión de la convergencia digital-física en la investigación de servicios, ofreciendo ideas teóricas y prácticas sobre el desarrollo de ecosistemas de servicios físico-digitales.
目的
这项研究旨在探讨元宇宙概念的演变以及其对服务创新的影响。其目标在于深入理解通过整合增强现实、区块链、人工智能以及非同质化代币等技术, 如何使企业得以进行实验和创新。
设计/方法/途径
本研究利用定性研究方法, 进行了一项沉浸式网络民族志调查, 涵盖了跨越游戏、零售、医疗保健和教育等多个行业的25多个案例。通过主题分析方法, 提炼出关键见解, 深入探讨了元宇宙内的技术驱动因素、创新过程和市场适应性。
结果
这项研究以四个主要方面为切入点, 探讨了企业在元宇宙中促进创新的方法:启用虚拟身份的代理、开发非同质化代币、设计沉浸式路径以及打造物理-数字微观世界。通过这些措施, 企业塑造了元宇宙, 涉及行动者、资源、过程和物理-数字生态系统的执行。在此类实验中, 企业积累了丰富的学习经验, 并面临了
原创性
本研究旨在建立一个全面的框架, 以拓展关于元宇宙和服务创新的新知识, 揭示企业在元宇宙中进行实验的多方面方式。它不仅扩展了服务研究领域中数字与物理融合的理解, 还提供了有关发展物理-数字服务生态系统的理论和实践见解。
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Rosa Agúndez Del Castillo, Lígia Ferro and Eduardo Silva
This article approaches the possibilities of photo elicitation as a technique for social research in the landscape of technology-mediated instantaneous interpersonal communication.
Abstract
Purpose
This article approaches the possibilities of photo elicitation as a technique for social research in the landscape of technology-mediated instantaneous interpersonal communication.
Design/methodology/approach
This case study, which involved persons with prison experience in the process of returning to the community, demonstrates how participant-generated photographs made with mobile handheld electronic devices and the meanings participants have attached to them allowed the research to take a co-creative turn.
Findings
The data analyzed show the potential of photo elicitation to build a link between researcher and researched that empowers the latter with agency in designing the results and also throughout the research process as a whole, thus allowing the former to reach a deeper level of understanding of the research participants' social reality.
Originality/value
The research conducted showcases the possibilities of this technique to approach the field of emotions from the ethnography and how they can build knowledge – especially in the work with vulnerable populations in vulnerable contexts – and generate new categories of analysis.
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