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1 – 5 of 5Rebecca Dei Mensah, Raphael Papa Kweku Andoh, Dorothy Amfo-Antiri, Emmanuel Essandoh and Stephen Tetteh
This study aims to examine the mediating role of trainer preparation in the effect employee trainer self-efficacy has on trainer performance.
Abstract
Purpose
This study aims to examine the mediating role of trainer preparation in the effect employee trainer self-efficacy has on trainer performance.
Design/methodology/approach
Using a census, data was collected from internal employee trainers in two universities in Ghana. In testing the hypotheses, a structural equation modelling based on 10,000 bootstrap samples was used, and the BCa confidence intervals were used to establish the significance of the hypotheses.
Findings
This study revealed trainer preparation as a complementary partial mediator in the effect trainee engagement self-efficacy and instruction self-efficacy had on trainer performance. In addition, the importance–performance map analyses demonstrated that the factor with the most importance in the model was instruction self-efficacy, yet it was not the highest-performing factor.
Originality/value
This study highlights the mediating role played by preparation in the effect of trainer self-efficacy on trainer performance. In addition, it adds to the dearth of studies that focus on employee trainers while at the same time using data from the trainers themselves.
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Joern Schlimm, Sebastiano Mereu and Christoph Breuer
Sports organizations have a strategic interest in utilizing video games as a means to generate commercial opportunities and increase participation in their respective sports. This…
Abstract
Purpose
Sports organizations have a strategic interest in utilizing video games as a means to generate commercial opportunities and increase participation in their respective sports. This study aims to investigate the specific features of sports video games (SVGs) that may significantly influence gamers’ desire to own virtual items, their Willingness to Pay (W2P) for these items and their participation in real-life soccer activities. The research also considers generational cohorts, and the amount of time gamers spend playing video games, offering a preliminary analysis of potential differences among various demographic groups and gamer types. Conducted in collaboration with the Fédération Internationale de Football Association (FIFA), the practical implications of this research aim to provide FIFA and other sports organizations with a foundational basis for the selection and collaborative development of SVGs.
Design/methodology/approach
To the best of the authors’ knowledge, this is the first attempt to determine the impact of concrete SVG features on consumers’ Ownership, W2P and Participation. Hence, a new survey construct needed to be developed based on an extensive review of scales that have been used by researchers to assess gamers’ gratifications and motivations for playing video games. The new construct was tested and refined through exploratory factor analysis. This study subsequently uses structural equation modeling to explore the impact of various SVG features on Ownership, W2P and Participation.
Findings
The results of this study indicate that, from a commercial perspective, competition, collaboration and social interaction appeal to gamers and drive Ownership and W2P in SVGs. Additionally, discovery and exploration enhance the SVG experience further motivating gamers to spend on in-game content. Fantasy, Escape and Sport Context are critical determinants of soccer Participation, as they enable gamers to immerse themselves in a virtual environment that offers experiences unattainable in real life. These features can strengthen gamers’ identification with soccer, making real-life Participation more appealing. Competing, Socializing and Relationship features also boost Participation by fostering a feeling of community and social interaction, encouraging gamers to seek similar real-world experiences. The findings of this study indicate that a universal approach may be ineffective, as various target audiences are motivated to engage in commercial transactions or participate in soccer based on different SVG features. Consequently, it is essential for sports organizations to segment their target audience and strategically develop SVGs that cater to the distinct needs of each group.
Research limitations/implications
Future research should aim to draw more representative samples by including a broader range of demographics, income levels and geographic locations. This would ensure that findings are generalizable across different segments of the population. The study also offers first insights into the preferences of different types of gamers according to their age group and time spent playing. However, additional research is needed to determine the preferences of additional types of gamers, for instance, by creating dedicated gamer marketing personas based on parameters like frequency of play, length of an individual gaming session, number of games owned, etc.
Practical implications
For sports organizations like FIFA, focusing on SVGs with multiplayer experiences, social features and competitive gameplay is crucial. Monetization strategies should capitalize on gamers’ desire to stand out and succeed in social and competitive contexts. With the additional focus on the discovery of rare items, sports organizations should integrate scarcity, exclusivity and discovery mechanics into their video games. The combination of social competition and the thrill of discovering rare items can drive higher engagement, loyalty and revenue. To inspire greater Participation in real-life soccer, sports organizations like FIFA should strategically select or develop video games that harness the power of immersion into a virtual sports environment by incorporating “Fantasy”, “Escape” and “Sport Context” features into SVGs. By creating immersive experiences that encourage gamers to connect with the sport on a deeper level, SVGs can effectively drive real-life soccer engagement.
Originality/value
To the best of the authors’ knowledge, this is the first time a study explores the concrete features of SVGs that may have a significant impact on gamers’ desire to own virtual items (Ownership), on consumers’ W2P for these items and on Participation in real-life soccer activities. Unlike previous research, which has predominantly concentrated on video games in general or specifically on the sports simulation game subcategory within SVGs, this study adopts a broader perspective by considering all types of sports-themed video games.
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Kenneth M. Quick and Kevin T. Wolff
This study assesses the relationship between job satisfaction, perceived organizational support and workplace factors on officer turnover intention within an urban, municipal…
Abstract
Purpose
This study assesses the relationship between job satisfaction, perceived organizational support and workplace factors on officer turnover intention within an urban, municipal police organization.
Design/methodology/approach
Using data from an online survey of New York City Police Officers (n = 1,823), both bivariate analysis and logistic regression models were utilized to assess the salience of police officer job satisfaction, perceived organizational support and perception of six workplace domains, including financial compensation, environmental factors, professional fulfillment, work/quality of life balance, treatment from management and occupational risk, on predicting turnover intention.
Findings
The cross-sectional study finds that job satisfaction, financial factors (salary, benefits and retirement benefits) and fulfillment predict lower levels of turnover intention (i.e. higher levels of organizational commitment). Work–life balance and environmental factors (cleanliness of work environment and condition of equipment) predict higher levels of turnover intention. Both perceptions of organizational support and occupational risk, while significant in the bivariate models, were not significantly associated after accounting for other factors. There is no evidence that officer perception of public support or the risk of being injured/killed at work were related to officer turnover intention.
Research limitations/implications
The current study is limited by its focus on only one police department and its use of cross-sectional data, which may limit the generalizability of the results to agencies that differ in size and type and do not allow for assessment of causality.
Practical implications
Officer turnover intention may be reduced by increasing financial compensation, improving the work environment and promoting a healthy work–life balance.
Originality/value
The study contributes to a growing body of research on police officer voluntary turnover by evaluating established predictors along with workplace factors in an urban police department: the setting where officer turnover intention is hypothesized to be the greatest.
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David Murphy, Lauren Boniface, Freya Walker and Josephine Broyd
The link between sleep disturbance and aggression among forensic psychiatric patients is well established. However, the relationship between subjective experience of sleep quality…
Abstract
Purpose
The link between sleep disturbance and aggression among forensic psychiatric patients is well established. However, the relationship between subjective experience of sleep quality and sleep hygiene, reported head injury, age, neuropsychological functioning and risk within these populations remains poorly understood. A study is described examining the relationships between these factors in a sample of individuals deemed a “grave and immediate” risk toothers. The aim of this study is to explore these relationships in more detail.
Design/methodology/approach
A service evaluation project examining the prevalence of self-reported sleep dysfunction, age and the relationship with neuropsychological functioning, reported head injury and dynamic risk appraisals of a UK high secure psychiatric patient sample is described (n = 84).
Findings
Self-reported poor sleep quality and poor sleep hygiene is present among 65% of patients, especially those in admission and high dependency wards. Whilst there are no differences between those with a self-reported head injury history in sleep quality, there is in sleep hygiene. Older patients also report more sleep hygiene problems. The combination of poor sleep quality, poor sleep hygiene and performance within selective aspects of executive functioning tasks has some relationship with dynamic risk.
Practical implications
The importance of sleep management and cognitive remediation is discussed, as is the need for more robust research and inclusion of an assessment of sleep within forensic neuropsychological and psychiatric evaluations.
Originality/value
To the best of the authors’ knowledge, this is the first study to examine the relationship of sleep disturbance, neuropsychological functioning and head injuries and risk within a high secure psychiatric patient sample.
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Recently, mHealth apps for COVID-19 have emerged as a new research area due to the diverse efforts to control the COVID-19 epidemic. Although there are many bibliometric studies…
Abstract
Purpose
Recently, mHealth apps for COVID-19 have emerged as a new research area due to the diverse efforts to control the COVID-19 epidemic. Although there are many bibliometric studies on mHealth and its applications, no bibliometric study sheds light on mHealth apps for COVID-19 as a new research area. To address the above-mentioned research gap, the current study conducts a bibliometric analysis of research in mHealth apps for COVID-19. It aims to provide a comprehensive overview of the new area and its directions.
Design/methodology/approach
The study uses a bibliometric approach to provide an analysis of the overall status of research in mHealth apps for COVID-19. The Scopus database provided by Elsevier was used to extract the analyzed data in this study. SciVal was used to perform the analyses, while VOSviewer was used for scientific mapping.
Findings
A total of 457 publications were published between 2020 and 2021 (until Tuesday, June 1) and cited 3,559 times. Publications were written by 2,375 authors, with an average of 5.20 authors per publication. Articles play a pivotal role in the literature on mHealth apps for COVID-19 in terms of production and impact. The research area of mHealth apps for COVID-19 is multidisciplinary. The United States made the largest contribution to this area, while the UK was the most influential. This study reveals the most productive and influential sources, institutions and authors. It also reveals the research hotspots and major thematic clusters in mHealth apps for COVID-19, highly cited publications and the international collaboration network.
Originality/value
mHealth apps for COVID-19 are gaining more and more importance due to their influential role in controlling the COVID-19 epidemic. Using bibliometric analysis, the study contributes to defining the knowledge structure of global research in mHealth apps for COVID-19 as a new, interdisciplinary area of research that has not previously been studied. Therefore, the study results and the comprehensive picture obtained about research in mHealth apps for COVID-19, especially at the level of Internet of Things (IoT) and artificial intelligence applications, make it an effective supplement to the expert evaluation in the field.
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