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1 – 10 of 13There is a growing body of literature signaling the relevance of race in leadership development, but many conventional models do not prompt exploration of this social identity…
Abstract
There is a growing body of literature signaling the relevance of race in leadership development, but many conventional models do not prompt exploration of this social identity. The omission of race in leadership curriculum is disadvantageous for all college students, but among White student leaders, it may be a continuance of White privilege. The purpose of this constructivist study was to explore how White student leaders make meaning of their racial identity, and corresponding privilege, through a relevant leadership framework. Racial caucusing was employed as a method to prompt discussion and gather narratives from four White student leaders. Findings from this narrative inquiry study indicate how the confluences of race and leadership can advance self-awareness among White student leaders.
This paper aims to investigate three promotional publications produced by the Postum Cereal Company – A Trip Through Postumville (1920), How I Make Postum (1924) and The Wonderful…
Abstract
Purpose
This paper aims to investigate three promotional publications produced by the Postum Cereal Company – A Trip Through Postumville (1920), How I Make Postum (1924) and The Wonderful Lunch Boxes (1925) – with the aim of understanding how language and other semiotic resources are used to promote its products as good and healthy choices.
Design/methodology/approach
The three publications were collected from the HathiTrust Digital Library and University of South Florida Tampa Special Collections. They were subjected to multimodal critical discourse analysis to tease out their subtle characteristics and how a combination of language, image, colour, typography and composition are used to represent certain ideas and values related to health and well-being.
Findings
The publications subscribe to three distinct genres – “inside the factory”, “friendly spokesperson” and “fictional world” – each of which are aimed at different target audiences. The first seeks to promote Postum as an open and transparent company; the second to promote Postum as a company that cares about its consumers; and the third to promote the health benefits of Postum in a fun and accessible manner. Nonetheless, they are united in their overall objective to link the regular consumption of Postum as essential for good health.
Originality/value
To date, few studies have been conducted on the Postum Cereal Company, while the limited research conducted on promotional publications has tended to overlook discourses of health and well-being. The three genres outlined in this study, thus, have the potential to foster a reappraisal of promotional publications and showcase their ability to offer new understandings on historical approaches to marketing, particularly the link with health and science.
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Haejoo Han, Sujin Park and Kyung Hoon Hyun
A series of research has focused on how virtual reality (VR) technology itself influences consumers' perceptions and attitudes. However, little is known about consumers' unique…
Abstract
Purpose
A series of research has focused on how virtual reality (VR) technology itself influences consumers' perceptions and attitudes. However, little is known about consumers' unique perceptions and behaviours that can be generated by the specific factors of the virtual stores that they visit. Therefore, the authors examine how the specific aspects of the virtual stores that consumers see on screens – namely, the opacity of virtual stores' exterior design can impact consumer perceptions and behaviours.
Design/methodology/approach
Across three studies, the authors employed 3D modelling software (Rhino 6 and Unity) and 3D architectural visualisation software (Twinmotion) to create 360° VR videos for the manipulation of the virtual store exterior design. The authors performed ANOVA and regression analyses with three studies, a total of 858 responses.
Findings
Results showed that virtual stores' opaque exterior design can promote product preferences, and this link is serially mediated by store prestige perceptions and product quality perceptions. In addition, this effect is particularly prominent among those with higher involvement in design elements.
Originality/value
By suggesting important design variables to virtual stores, it advances the emerging literature on VR. Furthermore, to our knowledge, this research is the first to highlight the importance of exterior opacity of a virtual store, and it deepens our understanding of how the opaque exterior of virtual stores influences store perceptions and consumer behaviours.
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Jessica Anderson, Jacklyn Bruce and Lauren Mouton
The purposes of this qualitative study were to determine the contribution of 4-H experiences to leadership life skill development of college-level 4-H alumni and to determine the…
Abstract
The purposes of this qualitative study were to determine the contribution of 4-H experiences to leadership life skill development of college-level 4-H alumni and to determine the effect of those skills on collegiate alumni’s desire to continue involvement in 4-H. The research methods included semi-structured interviews. Major findings of the study noted that the interviewees’ 4-H experiences positively contributed to leadership life skill development, closely following the pattern of the four essential elements which serve as the foundation of 4-H programming. Also identified was a strong desire of college-level 4-H alumni to continue their participation with 4-H. Recommendations include specifically targeting this generation of alumni for greater utilization because of their strong desire to stay connected.
Lauren N. Irwin and Julie R. Posselt
Developing leaders for a diverse democracy is an increasingly important aim of higher education and social justice is ever more a goal of leadership education efforts…
Abstract
Developing leaders for a diverse democracy is an increasingly important aim of higher education and social justice is ever more a goal of leadership education efforts. Accordingly, it is important to explore how dominant leadership models, as blueprints for student leadership development, account for and may unwittingly reinforce systems of domination, like racism. This critical discourse analysis, rooted in racialization and color-evasiveness, examines three prominent college student leadership development models to examine how leaders and leadership are racialized. We find that all three leadership texts frame leaders and leadership in color-evasive ways. Specifically, the texts’ discourses reveal three mechanisms for evading race in leadership: focusing on individual identities, emphasizing universality, and centering collaboration. Implications for race in leadership development, the social construction of leadership more broadly, and future scholarship are discussed.
Maria C. Bauermeister, Jon Greer, Angelina V. Kalinovich, Jennifer A. Marrone, Megan M. Pahl, Lauren B. Rochholz and Barry R. Wilson
This Application Brief highlights Seattle University’s Red Winged Leadership (RWL) exercise, an innovative curriculum for graduate business leadership education. RWL requires…
Abstract
This Application Brief highlights Seattle University’s Red Winged Leadership (RWL) exercise, an innovative curriculum for graduate business leadership education. RWL requires students to apply course materials to a visible and challenging class project, and to critically examine and recognize leadership in the broader community. Both allow for development and execution of problem solving, critical thinking, and interpersonal skills necessary to lead successfully. Students are given an opportunity to develop self-awareness of their leadership style, practice how to be an effective leader, use interpersonal skills to manage relationships, design a team structure, and execute a project. We recommend that instructors use the RWL asa template for graduate students to bridge the transition from learning leadership theories to applying them.
Haley Q. Traini, Catlin M. Pauley, Aaron J. McKim, Jonathan J. Velez and Jon C. Simonson
Postsecondary leadership experiences provide students opportunities to gain, enhance, and refine capacities useful in addressing the complex challenges of the world. Our…
Abstract
Postsecondary leadership experiences provide students opportunities to gain, enhance, and refine capacities useful in addressing the complex challenges of the world. Our exploratory, descriptive qualitative study examined the motivations of postsecondary students to engage in long-term curricular leadership education (CLE) programs. Interviews and focus groups from 29 participants identified expected outcomes, program characteristics, and social encouragement to be three primary motivators that interact to describe student engagement in CLE programs. This formed a basis for our initial conceptualization of curricular leadership education motivation of postsecondary students. Our findings serve as a foundation to explore postsecondary student motivation to enhance the practice and scholarship of leadership education. We offer a conceptual model illustrating our results as well as recommendations for practice and research.
Qun Lim, Yi Lim, Hafiz Muhammad, Dylan Wei Ming Tan and U-Xuan Tan
The purpose of this paper is to develop a proof-of-concept (POC) Forward Collision Warning (FWC) system for the motorcyclist, which determines a potential clash based on…
Abstract
Purpose
The purpose of this paper is to develop a proof-of-concept (POC) Forward Collision Warning (FWC) system for the motorcyclist, which determines a potential clash based on time-to-collision and trajectory of both the detected and ego vehicle (motorcycle).
Design/methodology/approach
This comes in three approaches. First, time-to-collision value is to be calculated based on low-cost camera video input. Second, the trajectory of the detected vehicle is predicted based on video data in the 2 D pixel coordinate. Third, the trajectory of the ego vehicle is predicted via the lean direction of the motorcycle from a low-cost inertial measurement unit sensor.
Findings
This encompasses a comprehensive Advanced FWC system which is an amalgamation of the three approaches mentioned above. First, to predict time-to-collision, nested Kalman filter and vehicle detection is used to convert image pixel matrix to relative distance, velocity and time-to-collision data. Next, for trajectory prediction of detected vehicles, a few algorithms were compared, and it was found that long short-term memory performs the best on the data set. The last finding is that to determine the leaning direction of the ego vehicle, it is better to use lean angle measurement compared to riding pattern classification.
Originality/value
The value of this paper is that it provides a POC FWC system that considers time-to-collision and trajectory of both detected and ego vehicle (motorcycle).
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Caroline Marchant and Stephanie O’Donohoe
Young people’s attachment to their smartphones is well-documented, with smartphones often described as prostheses. While prior studies typically assume a clear human/machine…
Abstract
Purpose
Young people’s attachment to their smartphones is well-documented, with smartphones often described as prostheses. While prior studies typically assume a clear human/machine divide, this paper aims to build on posthuman perspectives, exploring intercorporeality, the blurring of human/technology boundaries, between emerging adults and their smartphones. The paper aims to discuss these issues.
Design/methodology/approach
Drawing on assemblage theory, this interpretive study uses smartphone diaries and friendship pair/small group discussions with 27 British emerging adults.
Findings
Participants in this study are characterized as homo prostheticus, living with and through their phones, treating them as extensions of their mind and part of their selves as they navigated between their online and offline, private and social lives. Homo prostheticus was part of a broader assemblage or amalgamation of human and non-human components. As these components interacted with each other, the assemblage could be strengthened or weakened by various technological, personal and social factors.
Research limitations/implications
These qualitative findings are based on a particular sample at a particular point in time, within a particular culture. Further research could explore intercorporeality in human–smartphone relationships among other groups, in other cultures.
Originality/value
Although other studies have used prosthetic metaphors, this paper contributes to understanding of smartphones as a prostheses in the lives of emerging adults, highlighting intercorporeality as a key feature of homo prostheticus. It also uses assemblage theory to contextualize homo prostheticus and explores factors strengthening or weakening the broader human–smartphone assemblage.
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Alshaimaa Bahgat Alanadoly and Suha Fouad Salem
The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game…
Abstract
Purpose
The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of fashion consumers’ decision-making process in gaming environments. Gender, as a significant factor affecting gamers, has been studied as a moderator that impacts the overall proposed framework.
Design/methodology/approach
A quantitative method was used to assess the significance of relationships within the proposed model empirically. The partial least squares structural equation modelling technique was implemented to assess the relationships of the framework with a sample size of 160 active Malaysian gamers.
Findings
The findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core values of online games, perceived enjoyment is most strongly associated with perceived brand coolness, ahead of the values of self-expression and perceived emotional challenge. The results of the multigroup analysis further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, the role of perceived brand coolness being weaker among male respondents.
Originality/value
The study contributes to the existing literature by providing a deeper understanding of the impact of immersive gaming branding practices on the overall equity of the fashion brand. The results provide insight for fashion brand managers into the significant effect on consumer behaviour outcomes of fashion-gaming collaborations.
研究目的
本研究擬探討身歷其境的遊戲體驗在品牌酷感和品牌資產上所扮演的角色; 研究特別強調裝扮遊戲的合作。研究人員以博弈論作為研究的理論框架,來分析沉浸品牌策略、和對時裝消費者在遊戲的環境中如何作出決策取得更深入的瞭解。研究人員探討了性別作為影響遊戲參與者的重要因素,這因素被視為為整個被提出的框架帶來調節的影響和作用。
研究設計/方法/理念
研究人員採用定量方法進行研究,目的為於被提出的模型內之各種關聯的意義進行以經驗為依據的評估。研究人員採用了基於偏最小平方法的結構方程模型研究法,來對一個包含160名活躍的馬來西亞遊戲參與者的樣本進行框架的各個聯繫的評估研究。
研究結果
研究結果顯示,品牌資產與品牌酷感成正相關; 而且,在網絡遊戲的三個核心價值中,感知享受與品牌酷感之間的聯繫最為強烈和密切,超過自我表現和感知情感挑戰兩者的價值; 多群組的分析結果更暗示了在時裝產業裡,透過網絡遊戲去建立品牌資產在女性回應者中是與品牌酷感有強烈密切的關係; 而在男性回應者中,品牌酷感所扮演的角色則較弱。
研究的原創性/價值
本研究使我們能更深入認識沉浸遊戲品牌的慣常做法如何影響時裝品牌的整體資產。研究結果為時裝品牌經理提供了啟示,使他們明瞭時裝遊戲的合作會給消費者行為產生重要的影響。
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