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Article
Publication date: 9 December 2014

Sari Merilampi, Andrew Sirkka, Mirka Leino, Antti Koivisto and Enda Finn

Cognitive self-rehabilitation lacks updated means and tools. The purpose of this paper is to evaluate the effect of cognitively simulating mobile games on the cognitive skills and…

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Abstract

Purpose

Cognitive self-rehabilitation lacks updated means and tools. The purpose of this paper is to evaluate the effect of cognitively simulating mobile games on the cognitive skills and recreation of older people with memory impairment.

Design/methodology/approach

Mobile games that require cognitive skills were developed. The games were tested by memory-impaired older adults, average age of 90. Gaming interventions took place for three months on a daily basis. Game outcomes were automatically recorded and user feedback was collected by interviews. The progress of the testees was also evaluated by means of Trial Making Test A.

Findings

Improvement in game scores was found. Other significant effects of game play were enhanced recreation and self-managed activity level. Game play did not have any effect on the traditional Trail Making Test results but the results of the Trail Making game showed improvement. The Trail Making game also showed a large variance in daily scores, which implies that performing just a single Trail Making Test might lead to misreading a person's condition.

Research limitations/implications

The results are an encouragement for conducting further testing (on a larger test group, over a longer time) and continuing with game development for cognitively impaired older adults. A similar game trial will also be arranged for a younger population with better overall health condition.

Practical implications

New business opportunities are also possible in game development and gaming services.

Social implications

Games have the potential for self-rehabilitation and to support extending independent living at home.

Originality/value

The paper provides a synopsis of novel cognitive recreation tools, an analysis of their effect and user feedback from professional staff as well as potential new ideas for game developers.

Details

Journal of Assistive Technologies, vol. 8 no. 4
Type: Research Article
ISSN: 1754-9450

Keywords

Available. Open Access. Open Access
Article
Publication date: 15 February 2021

Maarit Kinnunen, Antti Honkanen and Mervi Luonila

The purpose of the study is to compare features of career development and fandom in frequent festival attendance in the context of Finnish music festivals.

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Abstract

Purpose

The purpose of the study is to compare features of career development and fandom in frequent festival attendance in the context of Finnish music festivals.

Design/methodology/approach

The study uses a mixed methods research approach and employs two theoretical frameworks: theories of career development and fandom.

Findings

In frequent festival attendance, both festival career development and festival fandom are most clearly present in motivation development and social dimensions.

Practical implications

Strategically, frequent festivalgoers should be considered as crucial stakeholders, who might mobilize the co-creation of a sense of community or festival brand.

Originality/value

Music-related fandom has been previously investigated in relation to artists and specific musical genres, but not so much in relation to music festivals in general. Career studies, on the other hand, concentrate heavily on sports events. There is a scarcity of research scrutinizing both career development and fandom in the festival context within the same study, and festival attendance as part of music tourism is an under-researched area.

Details

International Journal of Event and Festival Management, vol. 12 no. 2
Type: Research Article
ISSN: 1758-2954

Keywords

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Article
Publication date: 28 April 2014

Mikko Kantola and Arto Saari

The purpose of this paper is to show the results of the task given by a major research program concerning low-energy building and indoor environment. The task was to develop…

491

Abstract

Purpose

The purpose of this paper is to show the results of the task given by a major research program concerning low-energy building and indoor environment. The task was to develop contracting document model layouts to be used in zero-energy building (ZEB) and nearly zero-energy building (nZEB) construction projects.

Design/methodology/approach

A workshop method was chosen for gathering information and developing the layouts.

Findings

In the debate in the workshop three main topics arose: the selection of project delivery system, the use of performance controller for the heating, ventilation and air-conditioning (HVAC) systems and making innovation possible by making the call for bids as loose as possible.

Research limitations/implications

The use of performance controller could be investigated more, and more accurate information and knowledge about the best practices on nZEB construction can be captured as the industry moves in that direction and more projects will appear.

Originality/value

The goals of the research program were met and also the main issues of nZEB construction contracting were documented, which can be utilized by the whole industry of house building.

Details

Facilities, vol. 32 no. 7/8
Type: Research Article
ISSN: 0263-2772

Keywords

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Article
Publication date: 5 July 2024

Giuseppe Modarelli, Christian Rainero and Stefano Amelio

The purpose of this study is to provide a bidimensional perspective to study the role that diversity and occupation play in corporate social responsibility (CSR).

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Abstract

Purpose

The purpose of this study is to provide a bidimensional perspective to study the role that diversity and occupation play in corporate social responsibility (CSR).

Design/methodology/approach

Five big American companies were selected from a ranking carried out by a globally recognised website for finding flexible and inclusive jobs (www.flexjob.com). After a gap evaluation, content analysis and click analysis were carried out on the institutional websites.

Findings

This analysis provides insight into best practices for inducing employees to select inclusive and non-toxic working environments.

Research limitations/implications

Owing to its original application of game-based inclusiveness, the limited cases and exploratory research approach should be considered as limits of the study.

Practical implications

The research illustrates the internal relevance of sustainability and diversity, creating best practices for bidimensional CSR by matching the offer of and demand for social-inclusive recruitment and employment.

Originality/value

In pursuit of Sustainable Development Goal No.10, regarding reduction of inequalities, games as an inclusive practice could be used to avoid toxic work environments and promote well-being in the workplace.

Details

Social Responsibility Journal, vol. 20 no. 9
Type: Research Article
ISSN: 1747-1117

Keywords

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