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Book part
Publication date: 4 April 2024

Caroline Fell Kurban and Muhammed Şahin

Abstract

Details

The Impact of ChatGPT on Higher Education
Type: Book
ISBN: 978-1-83797-648-5

Available. Open Access. Open Access
Article
Publication date: 18 November 2024

Luna Leoni, Ginetta Gueli, Marco Ardolino, Mateus Panizzon and Shivam Gupta

This paper aims to provide empirical evidence on adopting artificial intelligence (AI), including generative AI, in knowledge management (KM) processes and its impact on…

1136

Abstract

Purpose

This paper aims to provide empirical evidence on adopting artificial intelligence (AI), including generative AI, in knowledge management (KM) processes and its impact on organisational decision-making. Specifically, the study addresses three key research questions: RQ1: How is (generative) AI adopted within KM processes in organisations? RQ2: What factors influence the adoption of AI in these processes, either facilitating or inhibiting it? RQ3: How does AI adoption in KM processes affect organisational decision-making?

Design/methodology/approach

An explorative investigation has been conducted through semi-structured interviews with KM and AI experts from a worldwide sample of 52 mostly private, large and for-profit organisations. Interviews have been analysed through a mixed thematic analysis.

Findings

The study provides an original framework in which the three investigated concepts are interconnected according to a dual relationship: linear and retroactive and 20 factors affecting AI adoption within KM processes.

Practical implications

The provided model guides managers in improving their organisational decision-making through AI adoption in KM processes. Moreover, according to the rational decision-making model, the authors propose a six-step systematic procedure for managers.

Originality/value

To the best of the authors’ knowledge, this is the first study that simultaneously addresses AI, KM and decision-making and provides an integrated framework showing the relationships between them, allowing organisations to better and practically understand how to ameliorate their decision-making through AI adoption in KM processes.

Details

Journal of Knowledge Management, vol. 28 no. 11
Type: Research Article
ISSN: 1367-3270

Keywords

Available. Open Access. Open Access
Article
Publication date: 1 March 2024

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…

1967

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。

Available. Open Access. Open Access
Article
Publication date: 24 July 2024

Roberta Vadruccio, Eleonora Pantano and Angela Tumino

Technologies are dramatically reshaping various aspects of the store space, modifying design, services and usage. Accordingly, several studies tackled technology impact on each of…

558

Abstract

Purpose

Technologies are dramatically reshaping various aspects of the store space, modifying design, services and usage. Accordingly, several studies tackled technology impact on each of these aspects, investigating design, service and usage singularly, but lacking a holistic viewpoint. Thus, this paper aims to identify the different dimensions of the store space (levels) and assess the impact of technology introduction on store space dimensions (levels).

Design/methodology/approach

The research employs a qualitative approach based on direct observations of apparel brand stores located in London between March and April 2023. Data collection followed a structured observation protocol covering store information, adopted technologies and their effects across various store space levels, i.e. consumption activities, service environment and customer experience.

Findings

Results show that the store space can be defined as the sum of different dimensions consisting of consumption activities, service environment and customer experience. Accordingly, technology introduction holistically influences each of the three store space levels as follows: (1) first, technologies redefine how activities are performed or alters the location where certain activities are consumed; (2) within the service environment, technologies replace traditional elements, fill empty spaces and enhance the atmospherics; finally, (3) customer experience is enhanced in hedonic and/or utilitarian terms due to technology adoption.

Originality/value

This paper defines the space as a dynamic entity, providing a deeper understanding of how the store space is produced, from a holistic point of view and the role of retail technology in this process.

Details

International Journal of Retail & Distribution Management, vol. 52 no. 10/11
Type: Research Article
ISSN: 0959-0552

Keywords

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