Creativity can be one of the key drivers in business today. At the Walt Disney Company, creativity is not just a tool or a technique to increase productivity; it is the heart of…
Abstract
Creativity can be one of the key drivers in business today. At the Walt Disney Company, creativity is not just a tool or a technique to increase productivity; it is the heart of the business. The creative process is practiced and nurtured at Disney, and the application of a similar approach could dramatically impact businesses in a multitude of industries.
Electronic meeting facilitation (e‐facilitation) continues to be a critical success factor in the use of information technology to support face‐to‐face collaborative work. Yet…
Abstract
Electronic meeting facilitation (e‐facilitation) continues to be a critical success factor in the use of information technology to support face‐to‐face collaborative work. Yet researchers and practitioners continue to struggle to understand the subtleties and difficulties in the application of meeting facilitation techniques in the ‘electronic’ context. To clarify that understanding, this paper develops a new theoretical framework that examines how technology interacts with human facilitator behavior in an electronic group meeting. This framework, The Dualities of E‐Facilitation, is composed of two dualities: the Duality of Computer and Human Interaction, and the Duality of Routine and Intuitive Actions. The framework emerged from an analysis of the e‐facilitation behaviors of newly trained face‐to‐face electronic meeting facilitators.
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Alanah Davis and Deepak Khazanchi
This paper describes the concept of mutual knowledge and its potential impact on virtual team performance. Based on an analysis of extant literature, we argue that there is a gap…
Abstract
This paper describes the concept of mutual knowledge and its potential impact on virtual team performance. Based on an analysis of extant literature, we argue that there is a gap in our understanding of what is known about mutual knowledge as it impacts team dynamics and virtual team performance. Supporting literature, anecdotes, and case studies are used to discuss the importance of mutual knowledge for virtual team performance and the research issues that need to be addressed in the future.
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Petru L. Curşeu, René Schalk and Inge Wessel
The purpose of this paper is to inform readers on what is known on information processing in virtual teams and to discuss the consequences of these findings for the management of…
Abstract
Purpose
The purpose of this paper is to inform readers on what is known on information processing in virtual teams and to discuss the consequences of these findings for the management of virtual teams.
Design/methodology approach
Systematic review of the literature on information processing in virtual teams based on a general information processing model for teams.
Findings
An overview of the most relevant factors that influence the effectiveness of virtual teams is provided.
Research limitations/implications
The review is based on existing literature on virtual teams and it discusses future research directions opened by the conceptualization of virtual teams as information processing systems.
Practical implications
The paper identifies the factors that can improve the effectiveness of information processing in virtual teams.
Originality/value
The general information‐processing model for teams enables a systematic integration of the fragmented literature on virtual teams.
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Julie Steen, Brian N. Rutherford, Barry J. Babin and Joseph F. Hair, Jr.
Design is an important construct in the retail environment literature. Yet, the measures used for design have not followed appropriate scale development procedures. The purpose of…
Abstract
Purpose
Design is an important construct in the retail environment literature. Yet, the measures used for design have not followed appropriate scale development procedures. The purpose of this study is to provide a conceptual definition and then develop a scale for retail environment design (RED).
Design/methodology/approach
Interviews with both consumers and marketing researchers are used to generate a potential list of items. Using four different studies, these items are refined, and the RED scale is offered.
Findings
This study develops and validates the four-dimensional RED scale to measure the design of retail environments. The dimensions are functional, aesthetic, lighting and signage.
Research limitations/implications
The newly developed RED scale will allow retailing researchers to measure lighting and signage qualities as part of retail design, measure design of retail environments more accurately and allow different studies to be compared.
Practical implications
The newly developed RED scale will allow retailers to better understand customers’ perceptions of the four dimensions of design. Retailers spend significant time and money designing and redesigning retail environments. The RED scale will enable managers to ensure these significant investments create competitive advantages and an appropriate return on investment.
Originality/value
A scale to measure retail environment design is developed. The scale includes two dimensions (lighting and signage) that are not typically investigated.
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Jane Webster and D. Sandy Staples
A growing body of literature exists on virtual (i.e., geographically dispersed) teams; however, few summaries of this knowledge are available. The purpose of this paper is to help…
Abstract
A growing body of literature exists on virtual (i.e., geographically dispersed) teams; however, few summaries of this knowledge are available. The purpose of this paper is to help fill this gap by reviewing empirical research that addresses the effectiveness of virtual versus traditional (i.e., co-located) teams. Based on the typical input-process-output model of team effectiveness, we classify almost 200 empirical studies on virtual teams according to key dimensions of the model, including tasks and group characteristics, contextual factors, and supervisory behaviors. We develop propositions to address neglected research areas regarding the differences between virtual and traditional teams. There is still much to learn about virtual teams and how the physical dispersion of team members affects team effectiveness. It is our hope that our review and propositions will guide future research efforts and will help human resource professionals realize the potential for distributed teams in their organizations.
This study aims to propose an extended framework to design a profitable exhibition booth environment (i.e. boothscape) that fosters attendees’ at-show experience and after-show…
Abstract
Purpose
This study aims to propose an extended framework to design a profitable exhibition booth environment (i.e. boothscape) that fosters attendees’ at-show experience and after-show purchase intention.
Design/methodology/approach
Survey-based data were collected from attendees who visited one of the five major exhibitions at leading convention and exhibition cities in Korea. Structural equation modeling was used to examine which features of boothscape are more influential in improving attendees’ at-show experience and after-show purchase intention.
Findings
Empirical results revealed that booth design, product variety and assortment and entertainment exert a significant impact on attendees’ emotional and cognitive experiences at an exhibition. On the other hand, booth personnel exclusively influence attendees’ cognitive experience. A better chance of after-show purchase incident can be obtained by reinforcing both emotional and cognitive experiences.
Research limitations/implications
Although emotional and cognitive experiences are two of the most compelling types of at-show experience, future studies can consider mediating roles of other experiences to better understand the complex mechanism of attendees’ at-show experience. Moreover, it is worthy to examine the moderating effects of attendees’ characteristics, as Bitner (1992) argued that individuals have different perceptions of the surrounding environment based on personal and situation variables.
Originality/value
This study provides empirical evidence on the under-explored research area of boothscape. Researchers and exhibitors can learn that both context and content of boothscape should be taken into consideration to create a more holistic at-show experience. In return, attendees can have long-lasting memories of exhibitors and products for future purchase. This new insight can serve as inspiration for researchers and exhibitors to shift paradigms from service- to experience-oriented to improve long-term exhibition performances.
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Kai Roland Green and Tom Wraight
This paper uses the cultural figure of Willy Wonka to explore the archetype of the “boy-entrepreneur”, and what the various film manifestations of Wonka (1971–2023) say about…
Abstract
Purpose
This paper uses the cultural figure of Willy Wonka to explore the archetype of the “boy-entrepreneur”, and what the various film manifestations of Wonka (1971–2023) say about changes in entrepreneurial masculinity. We (1) develop an original conceptualisation of boyhood as creatively, socially and gender liminal, (2) analyse the entrepreneurial archetype using literary theories and (3) provide a novel interpretation of Apollonian and Dionysian masculinity to aid future cultural analysis of founder/innovator depictions in children’s media.
Design/methodology/approach
Our study conducts a three-stage dramaturgical analysis of the major film adaptations of Roald Dahl’s Willy Wonka (1971, 2005 and 2023). After supplementing the limited literature on boyhood in entrepreneurship with literary and feminist art theory, we identify the significant narrative features which frame the Wonka dramas and produce a framework which tracks thematic changes across the films in terms of the creative, social and gender liminal elements of Wonka’s boy-entrepreneur identity.
Findings
Our interpretive analysis reveals a gradual shift in values expressed through Wonka’s boy-entrepreneurialism away from a more hegemonic, Apollonian style of masculinity towards a more Dionysian style embracing emotional expression, intimacy with female characters and kin, and collaborations with nature. Such shifts reflect the growing influence of non-hegemonic entrepreneurial gender expressions, value-driven and relational approaches to new venture creation.
Originality/value
The study contributes to the hugely unexplored area of the “boy-entrepreneur”/“boy-genius”, demonstrating its durability in reality, imagination and popular culture. We provide an in-depth character portrait to provoke further attention to children’s multi-media ways of experiencing early entrepreneurial impressions. We also expand the methodological scope of research on entrepreneurial masculinity beyond real-life founders.
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Anna Marie Johnson, Sarah Jent and Latisha Reynolds
The purpose of this paper is to provide a selected bibliography of recent resources on library instruction and information literacy.
Abstract
Purpose
The purpose of this paper is to provide a selected bibliography of recent resources on library instruction and information literacy.
Design/methodology/approach
The paper identifies and annotates periodical articles, monographs, and audiovisual material, in the area of library instruction and information literacy.
Findings
The paper provides information about each source, discusses the characteristics of current scholarship, and describes sources that contain unique scholarly contributions and quality reproductions.
Originality/value
The information in the paper may be used by librarians and interested parties as a quick reference to literature on library instruction and information literacy.