The Bologna Process (BP) remains a key international framework for guiding higher education development in the European Higher Education Area (EHEA) until 2030. This chapter…
Abstract
The Bologna Process (BP) remains a key international framework for guiding higher education development in the European Higher Education Area (EHEA) until 2030. This chapter traces integrative curriculum ideas in the BP post-2020 and explains why they are symbolic policies. Prior research into curricula in the BP does not explicitly refer to integrative curriculum ideas and does not explore them in the post-2020 context. 2020 marked the deadline for the achievement of a fully functioning EHEA and for setting up new priorities for 2030. This study is informed by the theoretical ideas of soft governance and symbolic policies in the Open Method of Coordination. This chapter addresses the aforementioned gap in the scholarship by relying on a thematic analysis of the first EHEA communique that set the agenda for the post-2020 period – Rome Ministerial Communique (2020) with its three annexes. The findings highlight the following main areas of the integrative curriculum agenda as symbolic policies after 2020: student-centeredness, research-based learning, and the interconnectedness between learning and wider society. This analysis is significant for our understanding of the strengths and weaknesses of the international policy rhetoric about the integrative curriculum which, in turn, defines the effectiveness of the implementation of these ideas in practice.
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Abstract
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Maarit Aakko and Kirsi Niinimäki
Extending the active lifetimes of garments by producing better quality is a widely discussed strategy for reducing environmental impacts of the garment industry. While quality is…
Abstract
Purpose
Extending the active lifetimes of garments by producing better quality is a widely discussed strategy for reducing environmental impacts of the garment industry. While quality is an important aspect of clothing, the concept of quality is ambiguous, and, moreover, consumers may perceive quality in individual ways. Therefore, it is important to deepen the general understanding regarding the quality of clothing.
Design/methodology/approach
This paper presents an integrated literature review of the recent discussion of perceived quality of clothing and of the links between quality and clothing lifetimes; 47 selected articles and other literature obtained primarily through fashion/clothing/apparel journals were included in this review.
Findings
The main ideas from the articles are thematized into the following sections: the process of assessment, levels involved in assessment, multidimensional cues of assessment, and quality and clothing use times. The paper highlights that perceiving quality is a process guided by both expectations and experience, and assembles the various aspects into a conceptual map that depicts the connections between the conceptual levels involved in assessing quality. It also illustrates connections between quality and clothing use times.
Research limitations/implications
This paper focused on perceived quality on a conceptual level. Further studies could examine and establish deeper links between quality, sustainability and garment lifespans.
Originality/value
The study draws together studies on perceived quality, presenting the foundational literature and key concepts of quality of clothing. It summarizes them in a conceptual map that may help visualize various aspects affecting the assessment of quality and deepen the general understanding of the quality of garments.
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Johannes C. Bauer, Marc Linzmajer, Liane Nagengast, Thomas Rudolph and Elena D'Cruz
Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research…
Abstract
Purpose
Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.
Design/methodology/approach
To test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gamification in online retailing has the potential to affect an important set of outcomes for service firms throughout the consumer decision process (Hofacker et al., 2016).
Findings
The results of two lab experiments demonstrate that playing a shopping-related game without monetary participation incentive positively influences all three relational outcomes because games enhance consumers' enjoyment of the overall shopping experience. However, our findings also show that monetary rewards used to incentivize game participation diminish these effects. Gamification loses its positive effects if games are combined with monetary rewards, as consumers no longer play games to derive inherent enjoyment, but rather the extrinsic motivation of receiving a discount. We draw managerial implications about how gamification effectively and profitably fosters strong customer relationships and thus increases customer lifetime value and equity.
Research limitations/implications
This research is the first to investigate the combined effects of gamification and price discounts that require consumers to play the game in order to receive the discount. Focusing on an online shopping context, this article contributes to research on motivation by providing new and more nuanced insights into the psychological process underlying the gamification effects on consumer' long-term attitudes (i.e. satisfaction) and relational behaviors (i.e. positive WOM and loyalty) toward a retailer.
Practical implications
Based on our findings, we provide recommendations for marketers that explain how gamification can be a profitable and efficient tool to foster strong customer relationships. Retail managers should use gamification as a less costly alternative to typical price discounts.
Originality/value
Two laboratory experiments investigate how the separate and combined use of games and price discounts affects consumers' satisfaction, positive WOM intentions and loyalty. Playing a shopping-related game increases satisfaction with the retailer and positive WOM intentions as well as loyalty. Monetary rewards used to incentivize game participation eliminate the positive effects of gamification.
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Friederike Redlbacher, Nale Lehmann-Willenbrock and Jetta Frost
Novel ideas emerge from conversational interaction dynamics in meetings that are organizational practices of interaction. Drawing from meeting science with a focus on multiparty…
Abstract
Novel ideas emerge from conversational interaction dynamics in meetings that are organizational practices of interaction. Drawing from meeting science with a focus on multiparty talk in meetings as communicative events, we refer to interaction dynamics as sequences of verbal statements. We explore patterns of verbal statements in idea generation processes in an explorative, inductive field study of ministerial think tank meetings. These are recurring agile meetings with interactive, free-flowing communication. By utilizing the validated, fine-grained act4teams coding scheme, we differentiate between task-related, procedural, and socio-emotional statements made in these meetings. Our findings show that the interactions within agile meetings are characterized by intensified turn-taking, overlapping speech, and joint heightened involvement. By means of lag sequential analysis, we find that novel ideas emerge from interaction cycles of task and socio-emotional statements. Among the latter, active listening expressed by “mm” or “yeah” is of particular importance for triggering novel ideas. As such, we reveal the micro-level emergence of novel ideas in conversational interaction by highlighting the facilitative function of active listening.
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Heather J. Lawrence and Christopher R. Moberg
The purpose of this paper is to provide a framework for team selling to sports firms that can be used to more effectively select members for sales and CRM teams and improve the…
Abstract
Purpose
The purpose of this paper is to provide a framework for team selling to sports firms that can be used to more effectively select members for sales and CRM teams and improve the performance of teams in attracting and retaining premium seating customers.
Design/methodology/approach
The paper provides a two‐stage framework based on the personal selling process and the activities that support CRM programs. Recommendations are guided by the sport marketing and team selling literature streams and by best practices in sport marketing.
Findings
The paper recommends the formation of two teams (personal selling and CRM) during the customer relationship cycle and provides guidelines for team member selection based on the critical activities that occur during the personal selling and CRM processes. Key success factors are provided, including the establishment of a customer‐focused organization and effective communication practices among team members and between selling teams.
Originality/value
Although the use of selling teams is gaining popularity in several industries, the broader sales literature lacks research that can support the development and effective management of selling teams. Within the sport marketing literature, there is no research on selling teams. The main academic contribution of the paper is the cross‐disciplinary merging of existing team selling research in the sales literature with current research and industry information on marketing and sales by sport organizations (luxury suite sales). For the practitioner, the framework provides guidance on effective team member selection and best practices for the effective management of selling teams.
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The paper explores coordination practices in digital–physical product development and their consequences for companies traditionally relying on physical product development.
Abstract
Purpose
The paper explores coordination practices in digital–physical product development and their consequences for companies traditionally relying on physical product development.
Design/methodology/approach
Using an embedded case study design, the paper reports four action research initiatives addressing the digital–physical coordination challenges encountered by a leading B2C company.
Findings
Effective coordination of digital–physical product development, firstly, involves standardization of process, output and skills to accommodate the stability needed for efficient physical product development and manufacturing. Secondly, it involves agile coordination events, such as Scrum ceremonies and PI planning, to facilitate the mutual adjustment needed to allow agility and the differences between digital and physical product development to be continuously and successfully negotiated.
Research limitations/implications
The paper illustrates a research model with case evidence and suggests tentative theory in the form of propositions. Future research should explore coordination problems and solutions in different digital–physical project types and contexts.
Practical implications
Coordination practices for digital–physical product development are presented and analyzed, providing inspiration for companies.
Originality/value
The paper is the first to explore coordination practices within the emerging field of digital–physical product development.
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Purpose — This chapter presents various conceptualisations of well-being, which focus on the full breadth of hedonic and eudaimonic qualities. A case has been made for why…
Abstract
Purpose — This chapter presents various conceptualisations of well-being, which focus on the full breadth of hedonic and eudaimonic qualities. A case has been made for why scholars with an interest in transport mobility and transport policy should consider the use of well-being as a valuable outcome measure to complement the standard economy-based utility models currently prevalent in the transport field.
Methodology — Theoretical and empirical evidence supporting the functions and benefits of well-being was appraised. These included the broaden and build theory and the self-determination theory (SDT) of psychological needs. The limits of existing transport mobility approaches were briefly identified, and the advantages of adopting a model, which includes facets of well-being, were outlined.
Findings — Well-being serves several important functions that align with personal needs and with national policy espoused by many world leaders. However, seldom has well-being been included in transport research. This may in part be because the term ‘well-being’ has been misunderstood and its full potential unrealised by those not directly involved in well-being research. In sum, the measurement of well-being in transport mobility research would provide added utility and justification and would help guide future transport mobility initiatives to achieve added benefits to those currently being attained.