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1 – 10 of 32Ting Li and Fenghua Wang
This paper aims to examine the effects of both transient and chronic loneliness on consumers’ variety-seeking (VS) behavior and to identify the various underlying mechanisms…
Abstract
Purpose
This paper aims to examine the effects of both transient and chronic loneliness on consumers’ variety-seeking (VS) behavior and to identify the various underlying mechanisms involved.
Design/methodology/approach
Four studies were adopted to clarify how transient and chronic loneliness affect consumers’ VS behavior.
Findings
Both transient and chronic loneliness promote consumers’ VS behavior. More importantly, the effect of transient loneliness on VS behavior is driven by perceived loss of control, whereas the effect of chronic loneliness on VS behavior is driven by need for uniqueness and sensation-seeking.
Research limitations/implications
To the best of the authors’ knowledge, this research is the first to explore the differential roles of transient and chronic loneliness on VS behavior, which may open new avenues for future research. First, future research could investigate moderators that influence the impacts of transient and chronic loneliness on VS behavior. Second, future research could examine different participant populations and use cognitive neuroscience techniques to further verify the differential roles of these two types of loneliness on VS behavior.
Practical implications
This research contributes to marketing practice by providing practical guidance on how to effectively design different marketing strategies to promote VS for consumers with different types of loneliness. For consumers with transient loneliness, marketers can benefit from a concerted focus on improving consumers’ sense of control. Yet, for consumers with chronic loneliness, marketing strategies that improve consumers’ need for uniqueness will be more effective.
Originality/value
This research contributes to the literature on loneliness and consumer behavior, which has largely overlooked the distinct roles of different types of loneliness (i.e. transient vs chronic loneliness) in influencing consumer behavior. Specifically, this paper conducted a comparative analysis of the impacts of transient and chronic loneliness on consumers’ VS behavior and proposed that transient and chronic loneliness promote consumers’ VS behavior through divergent underlying mechanisms.
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Jeanine Kirchner-Krath, Samanthi Dijkstra-Silva, Benedikt Morschheuser and Harald F.O. von Korflesch
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems…
Abstract
Purpose
Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted with a scattered academic landscape that makes it difficult to grasp how gamification can be designed to engage employees in sustainable behavior and to understand how gamification effects unfold at psychological, behavioral and corporate levels of sustainability.
Design/methodology/approach
This paper uses a systematic literature review to consolidate the existing knowledge on gamification designs and their effects on sustainable employee behavior.
Findings
Studies have explored a variety of utilitarian and achievement-, immersion- and social-related gameful affordances to promote positive behavior- and system-related psychological effects as a basis for employee engagement in sustainable behavior. However, the evidence regarding their impact on rational decision-making processes and overcoming the intention-action gap inherent in sustainability is still limited. Nevertheless, several studies in focused areas indicate the potential to elicit behavioral changes that drive sustainability outcomes at the corporate level as well.
Originality/value
Our study provides three main contributions. First, we develop a conceptual framework that illustrates how gamification can drive sustainable behavior in the workplace. Second, we derive seven agenda points to guide future research on gamification for corporate sustainability. Third, we deduce three practical approaches to use gamification as a strategic intervention to promote sustainable behavior in organizations.
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Jia-Cheng Ji, Yong-Quan Li, Wen-Qi Ruan, Shu-Ning Zhang and Fang Deng
This paper aims to elucidate how humorous prompts affect tourists’ heritage responsible behaviors (THRBs).
Abstract
Purpose
This paper aims to elucidate how humorous prompts affect tourists’ heritage responsible behaviors (THRBs).
Design/methodology/approach
Three scenario-based experiments were conducted through Credamo (an online survey platform). Studies 1 and 2 used a single-factor (language style: humorous vs serious) between-subject design to test the direct and indirect effects of humorous prompts. Study 3 used a 2 (environmental quality: high vs low) × 2 (language style: humorous vs serious) between-subject design to further reveal the boundary condition (environmental quality) of the humor effect.
Findings
The results revealed that humorous (vs serious) prompts better persuade tourists to engage in heritage responsible behaviors (HRBs). Content liking mediates the relationship between humorous prompts and THRBs. Moreover, environmental quality significantly moderates the effect of humorous prompts on THRBs, whereby the persuasive effect of humorous prompts is greater in high environmental quality conditions than in low environmental quality conditions.
Practical implications
Destination management organizations can use humor to reduce tourists’ reactance against prompts for behavioral persuasion. Moreover, it is also important to adapt humorous prompts to changes in environmental quality in a timely manner.
Originality/value
Based on psychological reactance theory, the research confirmed the dominant effect of humorous prompts by using content liking as a mediating variable, providing a new research perspective for research on the regulation of THRBs. Moreover, the authors clarified a boundary condition for the persuasiveness of humorous prompts, which helps reinforce the comprehension of humor persuasion.
目的
本研究旨在厘清幽默提示语如何影响游客遗产责任行为的差异效应与过程机制。
设计/方法/途径
本研究利用见数平台开展了三个情景实验。实验1与实验2采用单因素(语言风格:幽默 vs. 严肃)组间实验设计, 验证了幽默提示语对遗产责任行为的直接与间接效应。实验3采用2(语言风格:幽默 vs. 严肃)×2(环境质量:高 vs. 低)组间实验设计进一步揭示环境质量对幽默提示语效果的调节效应。
研究发现
相较于严肃提示语, 幽默提示语可更好地说服游客产生遗产责任行为。内容喜爱在幽默提示语与遗产责任行为过程中发挥完全中介作用。此外, 环境质量调节了幽默提示语对遗产责任行为的影响, 即幽默提示语(较严肃提示语)仅在环境质量较高的遗产地中具备优势。
实践意义
遗产地管理组织可使用幽默来降低游客对提示语的心理逆反程度, 从而达到行为说服的目的。与此同时, 管理者也要根据目的地环境质量及时调整幽默提示语的使用策略。
原创性/价值
基于心理逆反理论, 本研究以内容喜爱为中介变量, 证实了幽默提示语的优势说服作用, 为游客遗产责任行为管理的相关研究提供了一个新的理论视角。同时, 本研究厘清了幽默提示语在遗产旅游地中的应用边界, 并强化了对幽默说服的理解。
Propósito
Esta investigación pretende aclarar cómo afecta el humor al efecto persuasivo de la señalización sobre el comportamiento responsable de los turistas respecto al patrimonio.
Diseño/metodología/enfoque
Se realizaron tres experimentos basados en escenarios a través de Credamo (una plataforma de encuestas en línea). En los estudios 1 y 2 se utilizó un diseño entre sujetos de un solo factor (estilo de lenguaje: humorístico frente a serio) para comprobar los efectos directos e indirectos de los señalización humorísticos. El estudio 3 utilizó un diseño entre sujetos de 2 (calidad del entorno: alta frente a baja) × 2 (estilo lingüístico: humorístico frente a serio) para revelar con más detalle la condición límite (calidad del entorno) del efecto del humor.
Conclusiones
Los resultados revelaron que las señalización humorísticas (frente a las serias) persuaden mejor a los turistas a participar en las HRB. El gusto por el contenido influye en la relación entre los señalización humorísticos y las HRB. Además, la calidad del entorno modera de forma significativa el efecto de los señalización humorísticos sobre los THRB, de modo que el efecto persuasivo de los señalización humorísticos es mayor en condiciones de alta calidad del entorno que en condiciones de baja calidad del entorno.
Implicaciones prácticas
Las organizaciones de gestión de destinos pueden utilizar el humor para reducir la reacción de los turistas ante las señalización a la persuasión conductual. Además, también es importante adaptar oportunamente las señalización humorísticas a los cambios en la calidad del entorno.
Originalidad/valor
Basándonos en la teoría de la reactancia psicológica, nuestra investigación confirmó el efecto dominante de las señalización humorísticas empleando el gusto por el contenido como variable mediadora, proporcionando una nueva perspectiva para la investigación sobre la regulación de las THRB. Además, aclaramos una condición límite para la persuasión de los señalización humorísticos, lo que ayuda a reforzar la comprensión de la persuasión humorística.
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Guido Grunwald, Ali Kara and John E. Spillan
This study’s objective is to offer a process to adapt the Kano model as a quality management (QM) tool for prioritizing students’ sustainability transformation requirements of…
Abstract
Purpose
This study’s objective is to offer a process to adapt the Kano model as a quality management (QM) tool for prioritizing students’ sustainability transformation requirements of higher education institutions (HEIs).
Design/methodology/approach
Data for this study were gathered from business students enrolled in bachelor’s programs at two state universities in the USA and one public university in Germany. In total, 239 students participated in the survey. For the Kano analysis, instead of selectively applying various evaluation rules and quality criteria, an integrative-sequential analysis process involving three steps is employed to enhance classification quality.
Findings
Results show that sustainability transformation expectations and their priority orders differ across the countries studied. Although the Kano model as a QM tool has not been extensively used by HEIs to gauge students’ sustainability expectations, it offers significant potential as part of a comprehensive process to translate stakeholder sustainability needs into HEIs’ actions.
Originality/value
As the first study adapting the Kano model as a QM tool for use in HEIs’ sustainability transformations, our study contributes to the growing body of research on incorporating QM tools and customer and stakeholder orientation into the sustainability context at HEIs.
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Kemi S. Anazodo, Elias Chappell, Celine Charaf, Salhab el Helou, Zoe el Helou, Russell A. Evans, Gerhard Fusch, Enas El Gouhary and Madeline White
This paper aims to examine the experiences of diverse interprofessional participants in an Equity, Diversity and Inclusion (EDI) working group with a common interest in EDI in one…
Abstract
Purpose
This paper aims to examine the experiences of diverse interprofessional participants in an Equity, Diversity and Inclusion (EDI) working group with a common interest in EDI in one of the largest pediatric teaching hospitals in Canada and how the impacts of this experience extend outside of the group.
Design/methodology/approach
This qualitative research utilized an inductive approach in line with the Gioia methodology (Gioia et al., 2013) to explore individual experiences as participants in an EDI working group. Seven group members were interviewed in-depth and engaged in storytelling and journaling to capture their experiences and perspectives. The perspectives of six members are reflected here, representing diversity across ethnicity, professions and subjective experiences, with a common interest in working together to improve EDI knowledge dissemination, training and practice in a healthcare setting in Canada.
Findings
Retrospective research activities facilitated a co-constructed account. The analysis reveals that EDI group participation is a positive learning experience for individuals described as thriving in their careers. Analysis of collaborative perspectives emphasizes how collective identity cultivates vitality in the EDI group environment. EDI group members exhibit agency as proponents of social change, navigating and negotiating institutional norms in varying professional spaces.
Research limitations/implications
The participants included members of an EDI working group in healthcare. Six perspectives are reflected here. Implications for personal experience and career development in organizations are discussed.
Originality/value
This study contributes to understanding how participating in specific interest groups, such as a group focused on EDI, informs personal and career development. It also contributes to our understanding of intrinsic motivation, as evidenced among volunteers in this healthcare setting. Our study also depicts an environment of vitality and learning and that collective thriving can be produced and may have extra-role implications.
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Geetika Jaiswal, Elizabeth Newcomb Hopfer and Devona L. Dixon
This study aims to promote sustainability-based education in fashion design and merchandising program to enhance students’ knowledge, skills and attitude about sustainability…
Abstract
Purpose
This study aims to promote sustainability-based education in fashion design and merchandising program to enhance students’ knowledge, skills and attitude about sustainability development, organizational responsibility and personal responsibility from the cotton industry perspective.
Design/methodology/approach
To conduct this study, three learning components were considered: learning from experts, learning by doing and outreach activity. Sustainability-related topics were strategically incorporated in different courses for one year; project-based learning approach was adopted; and pre–posttest survey was conducted to study the impact of sustainability-based education on student learning outcome. Rand’s principles-attributes matrix was applied to analyze the impact of sustainable education on student learning outcomes.
Findings
The results of course projects indicated enhanced student’s abilities on using use different types of cotton materials in product development, creative use of cotton in visual merchandising and development of business plans focused on sustainability. The two-group mean comparisons showed a significant positive impact on students’ knowledge in cotton and sustainability, followed by students’ skills and attitudes.
Originality/value
In response to the lack of systematic approach to incorporate sustainability-related topics in textile and apparel design discipline, this study offered an opportunity to involve approximately 110 students in various sustainability-based teaching and learning projects.
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L. Jean Harrison-Walker and James A. Mead
Most research has investigated the fear of missing out (FOMO) in the context of online activities, often associated with negative personal outcomes such as fatigue and stress…
Abstract
Purpose
Most research has investigated the fear of missing out (FOMO) in the context of online activities, often associated with negative personal outcomes such as fatigue and stress. However, given the increased desire to be informed and included associated with FOMO, organizations that can effectively meet these needs may develop or strengthen social and structural bonds, thereby turning short-term customers with FOMO into lifelong patrons. This study aims to examine the relationship between FOMO and favorable organizational outcomes as mediated by several constructs associated with the desire for information and inclusion.
Design/methodology/approach
This research was conducted within the higher education sector of the service industry. FOMO served as the IV. The mediators represented context-specific aspects of campus involvement and inclusion. Organizational outcomes related to the long-term services relationship served as the DVs. The sample consisted of 435 students recruited from research pools at two southern universities in the USA. Exploratory factor analysis, OLS regression and the Hayes–Macro were used to examine the data.
Findings
The results demonstrate that FOMO is positively associated with students’ desires for information and inclusion (informal peer interaction, campus involvement, informal faculty interaction, campus information media use and a preference for in-person course scheduling), which are associated with the desirable university outcomes of satisfaction, connection and alumni donation/activity intentions.
Practical implications
If a university fosters unstructured time spent with faculty and peers, and promotes campus information media involvement, students with higher levels of FOMO are more likely to be satisfied, feel connected to the university and report intentions to donate time and money as alumni.
Originality/value
Prior research on FOMO is generally focused on internet and social media use; this study takes a broader perspective and identifies the effect of FOMO on a desire for information and inclusion within a novel context (a service environment). It also associates FOMO with favorable long-term service relationship outcomes that fortify social and structural bonds.
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Marvin Zumkley, Felix Sage, Stefan de Dios Panal and Joachim Prinz
The purpose of this study is to determine the impact of different diversity criteria (age and gender) on team performance using a business simulation game, where performance is…
Abstract
Purpose
The purpose of this study is to determine the impact of different diversity criteria (age and gender) on team performance using a business simulation game, where performance is operationalized by market valuation (Tobin’s Q) and profitability (cumulative net income).
Design/methodology/approach
The authors collected data of a business simulation game at a German public university (128 student groups and 645 individuals). Using multiple linear regression models, they investigated the impact of the different diversity criteria on team performance.
Findings
The authors found no significant effects of gender diversity on market valuation and profitability. However, the results of this study indicate a positive relationship between age diversity and both performance variables.
Originality/value
This paper contributes to the debate on the relationship between diversity and team performance by using data from a business simulation game. This study adds value by considering different diversity factors, objective performance indicators and the endogeneity of team formation (the seminar leaders randomly assign students to teams) which has not been applied in similar studies yet. Because of the setting of a simulated business game, the results could also be applied to the real economy where we observe working teams every day.
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