Muhammad Saleem Sumbal, Eric Tsui and Eric W.K. See-to
The purpose of this paper is to explore the relationship between big data and knowledge management (KM).
Abstract
Purpose
The purpose of this paper is to explore the relationship between big data and knowledge management (KM).
Design/methodology/approach
The study adopts a qualitative research methodology and a case study approach was followed by conducting nine semi-structured interviews with open-ended and probing questions.
Findings
Useful predictive knowledge can be generated through big data to help companies improve their KM capability and make effective decisions. Moreover, combination of tacit knowledge of relevant staff with explicit knowledge obtained from big data improvises the decision-making ability.
Research limitations/implications
The focus of the study was on oil and gas sector, and, thus, the research results may lack generalizability.
Originality/value
This paper fulfills an identified need of exploring the relationship between big data and KM which has not been discussed much in the literature.
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Muhammad Saleem Sumbal, Eric Tsui, Eric See-to and Andrew Barendrecht
The purpose of this paper is to investigate how companies are handling the issue of knowledge retention from old age retiring workers in the oil and gas sector. This is achieved…
Abstract
Purpose
The purpose of this paper is to investigate how companies are handling the issue of knowledge retention from old age retiring workers in the oil and gas sector. This is achieved by providing a detailed insight on the challenges and strategies related to knowledge retention through study of companies from different geographical locations across the globe.
Design/methodology/approach
The study adopts a qualitative research methodology and 20 semi-structured interviews, with open-ended and probing questions, were conducted to gain an in-depth insight into the knowledge retention phenomena.
Findings
Knowledge retention activities tend to be inconsistent in majority of the oil and gas companies, with not much work being done regarding knowledge loss from old employees, partly because of the fall in oil prices and layoffs. Oil prices turn out to be a decisive factor in oil and gas industry regarding workforce and knowledge retention activities. The political situation and geographical locations of the companies also affect the knowledge retention activities. Moreover, the aging workforce and retirement issue is more acute in the upstream sector.
Research limitations/implications
The focus of the study was on the oil and gas sector, and thus the research results may lack generalizability.
Originality/value
This paper fulfills an identified need for investigating the issues and challenges of knowledge retention regarding old age retiring employees by taking into account a global perspective and providing a comparison among different companies in different geographical locations.
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Muhammad Saleem Sumbal, Eric Tsui, Ricky Cheong and Eric W.K. See-to
The purpose of this paper is to investigate the critical types of knowledge lost when employees depart companies in the oil and gas field.
Abstract
Purpose
The purpose of this paper is to investigate the critical types of knowledge lost when employees depart companies in the oil and gas field.
Design/methodology/approach
The study adopts a grounded theory methodology. Twelve semi-structured interviews were conducted with elite informants in the oil and gas sector to gain an in-depth insight into the research problem. ATLAS.ti was used for data analysis and coding.
Findings
In the oil and gas industry, employees generally have job rotation and work at various geographical locations during their career. The departing employees possess valuable types of knowledge depending on the role and duties they have performed over the years. These include specialized technical knowledge, contextual knowledge of working at different geographical locations, knowledge of train wrecks and history of company, knowledge of relationships and networks, knowledge of business processes and knowledge of management.
Research limitations/implications
The study findings might only be applicable to the oil and gas sector.
Originality/value
This paper fulfills an identified gap on the identification of critical areas of knowledge loss when employees depart from oil and gas companies. The study adds to the existing body of literature on this underexplored area in the knowledge management literature.
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Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis and Michael Bourlakis
The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The…
Abstract
Purpose
The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.
Design/methodology/approach
The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.
Findings
Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment, experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment, thus, has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.
Originality/value
This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove.
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Kevin K.W. Ho and Eric W.K. See-To
The fan page of social network site can be used as a platform for the tourist attractions to interact with their consumers. The purpose of this paper is to investigate how…
Abstract
Purpose
The fan page of social network site can be used as a platform for the tourist attractions to interact with their consumers. The purpose of this paper is to investigate how entertainment, informativeness, and socializing gratifications affect a user’s attitude toward a tourist attraction fan page in the context of smart tourism, on which scant research has been conducted so far.
Design/methodology/approach
The authors investigate how entertainment, information, and socialization gratifications affect a user’s attitude toward a tourist attraction fan page of Hong Kong youth in the context of smart tourism using structural equation modeling.
Findings
The authors show that three aspects of gratifications, i.e., entertainment, informativeness, and socializing, have significant impacts on a user’s attitude toward a tourist attraction fan page, which subsequently has an impact on intention to visit the attraction through a user’s attitude toward a tourist attraction developed through his/her attitude toward a fan page.
Originality/value
Scant research has been conducted to study how uses and gratifications affect a user’s attitude toward a tourist attraction fan page in the context of smart tourism. This research fills this research gap.
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Patrick Lo, Holly H.Y. Chan, Angel W.M. Tang, Dickson K.W. Chiu, Allan Cho, Eric W.K. See-To, Kevin K.W. Ho, Minying He, Sarah Kenderdine and Jeffrey Shaw
The purpose of this paper is to examine how the emergent 3D interactive media technologies are used as a viable tool for enhancing visitors’ overall experiences at an exhibition…
Abstract
Purpose
The purpose of this paper is to examine how the emergent 3D interactive media technologies are used as a viable tool for enhancing visitors’ overall experiences at an exhibition entitled, 300 Years of Hakka Kungfu – Digital Vision of Its Legacy and Future (Hakka Kungfu Exhibition) – presented and co-organized by the Intangible Cultural Heritage Office of Hong Kong, International Guoshu Association and the School of Creative Media, City University of Hong Kong.
Design/methodology/approach
A questionnaire survey in both online and paper-based formats was used for identifying visitors’ experiences in the interactions with the multimedia technologies. For this research study, a questionnaire, consisting of 26 items, was set out to measure the visitors’ experiences at the Exhibition. Since the Exhibition was about presenting a centuries-old Chinese cultural heritage, Hakka Kungfu via the use multimedia technologies, in the context of establishing a dialogue between the past and present, the researchers included questionnaire items that were devoted to enquire about the level of understanding, knowledge and enjoyment, and visitors’ new knowledge about Hong Kong history and culture was successfully disseminated to the respondents at the end of the questionnaire.
Findings
A total of 209 completed questionnaires were collected at this Hakka Kungfu Exhibition. The findings reveal that the exhibits did attract people at all ages. This Exhibition gave the visitors a sense of interest and wonder in the object and information presented in the Exhibition. Findings of this study also reveal that this Exhibition has successfully attracted a large number of female visitors, as well as visitors who have never taken any martial arts training. In addition, visitors’ Exhibition experience was found to be memorable, as well as enjoyable. Furthermore, visitors’ experience within the Exhibition suggested that it was entertaining, as well as educational. By creating a long-lasting impact on the minds of these Exhibition visitors about the connections between and relevance of traditional Chinese Kungfu, their collective cultural identity, as well as the contemporary society we live in. The Exhibition exemplified the successful integration of the presentation of Kungfu as a form of cultural heritage with engagement-creating technology, in which technology is unobtrusive but effective.
Originality/value
Although it is already a global trend for the museums to integrate multimedia technologies into their exhibitions, research on the situation and feedback of multimedia technology used in the museum exhibitions in Hong Kong is scarce as well as scattered. Findings of this study could help identify various factors involved in audience participation, thereby exploring the possibility of building a contact point/space for traditional Chinese Kungfu as an intangible cultural heritage, via the integration of the latest media technologies. In particular, the development of multimedia technologies has become increasingly important to museums, and museum professionals have been exploring how digital and communication technologies can be developed to offer visitors a more interactive, personalized museum experience. In general, despite the growing interest in deploying digital technology as interpretation devices in museums and galleries, there are relatively few studies that examine how visitors, both alone and with others, use new technologies when exploring the museum contents.
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Honglei Li and Eric W.K. See-To
This study aims at building a framework for the electronic word-of-mouth (eWOM) response under the social media environment. The elaboration likelihood model was adopted to…
Abstract
Purpose
This study aims at building a framework for the electronic word-of-mouth (eWOM) response under the social media environment. The elaboration likelihood model was adopted to explain how message source credibility and message appeal jointly influence the eWOM response process, while source credibility provides a central route and message appeal plays a peripheral route for information processing.
Design/methodology/approach
This study used a scenario design to test the decision behavior in the Facebook environment through message content manipulation. A convenience sampling method was adopted in this study. We collected 203 valid questionnaires and tested this research model with LISREL 8.8. This study used a two-stage structural equation modeling data analysis method with LISREL 8.8, by which the measurement model was assessed through confirmatory factor analysis for the reliability and validity of the research model, and the causal relationship among factors was assessed through exploratory factor analysis .
Findings
The results showed that 53% variance of eWOM responses could be explained by message source credibility and emotional message appeal from the elaboration likelihood model perspective. Message source credibility plays a central role in the social media environment. The model was further tested with a demographic profile analysis for both gender and age. It is found that a female user is influenced by both source credibility and emotional appeal, but a male user is only influenced by message source credibility. The mature age group is more responsive to eWOM messages.
Research limitations/implications
The sample might not represent all social networking sites (SNS) users. The participants represent a small segment of the Facebook population around the globe. Secondly, this research design could be improved by using more recreational messages to test the effects of message appeal and message source credibility. Thirdly, the mobile phone is a type of physical product rather than an experiential product. Future studies could try to identify the same eWOM determinants with different SNS functions, for example, the inbox message function. Similarly, Facebook users are allowed to use both text and pictures to disseminate promotional messages.
Practical implications
This study provides an insight for SNS administrators regarding the determinants of driving more customer responses toward a message. Message source credibility and message appeal are identified as the antecedents for eWOM responses in SNS. Companies could make use of this finding to improve their marketing communication strategy in SNS. The finding can inform administrators of the importance of focusing on both customers’ psychological state and message attributes during the dissemination of promotional messages to improve the efficiency of the promotional effort. Companies aimed at receiving different types of eWOM responses in SNS may need to consider other factors for creating their promotional messages.
Originality/value
Previous studies have mainly identified factors influencing eWOM responses from the people-centered variables such as personal traits and social relationships. This study proposes that the eWOM response is a dual information processing process that can be explained by the ELM. When a user processes information in SNS, he follows both the central route and the peripheral route (i.e. source credibility and message appeal) which can influence the eWOM response. It is the first time that the source credibility is investigated as the central route in ELM model.
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Nida Shamim, Suraksha Gupta and Matthew Minsuk Shin
The purpose of this paper is to explore user engagement (UE) within the Metaverse (MV) environment, emphasising the crucial role of immersive experiences (IEs). This study aims to…
Abstract
Purpose
The purpose of this paper is to explore user engagement (UE) within the Metaverse (MV) environment, emphasising the crucial role of immersive experiences (IEs). This study aims to understand how IEs influence UE and the mediating effects of hedonic value (HV) and utilitarian value (UV) on this relationship. Additionally, the authors examine the moderating impacts of user perceptions (UPs) such as headset comfort, simulation sickness, prior knowledge and ease of use on the utilisation of the MV. This study seeks to elucidate the dynamics of virtual travel at a pre-experience stage, enhancing the comprehension of how digital platforms can revolutionise UE in travel and tourism.
Design/methodology/approach
This study used a triangulation methodology to provide a thorough investigation into the factors influencing UE in the MV. A systematic literature review (SLR) was conducted to frame the research context and identify relevant variables. To gather empirical data, 25 interviews were performed with active MV users, supplemented by a survey distributed to 118 participants. The data collected was analysed using structural equation modelling (SEM) to test the hypothesised relationships between IEs, UPs, HV and UV and their combined effect on UE within the MV.
Findings
The findings from the SEM indicate that engaging in the MV leads to a positive IE, which significantly enhances UE. Additionally, it was discovered that HV and UV play a mediating role in strengthening the link between IEs and UE. Furthermore, UPs, including headset comfort, simulation sickness, prior knowledge and ease of use, are significant moderators in the relationship between IEs and MV usage. These insights provide a nuanced understanding of the variables that contribute to and enhance UE in virtual environments.
Originality/value
This research contributes original insights into the burgeoning field of digital tourism by focusing on the MV, a rapidly evolving platform. It addresses the gap in the existing literature by delineating the complex interplay between IEs, UPs and value constructs within the MV. By using a mixed-method approach and advanced statistical analysis, this study provides a comprehensive model of UE specific to virtual travel platforms. The findings are particularly valuable for developers and marketers in the hospitality and tourism sectors seeking to capitalise on digital transformation and enhance UE through immersive technologies.
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Mukesh Kumar Singh and Vikas Gupta
Premature departure of highly skilled and experienced soldiers is detrimental to the excellence of a military organisation. The organisation can achieve knowledge superiority over…
Abstract
Purpose
Premature departure of highly skilled and experienced soldiers is detrimental to the excellence of a military organisation. The organisation can achieve knowledge superiority over adversaries, only if it acknowledges the organisation’s critical knowledge and undertakes necessary steps to preserve it. The purpose of this paper is to find out the critical types of knowledge loss in military organisations when a soldier departs.
Design/methodology/approach
This study uses grounded theory methodology with purposive/theoretical sampling of experts from the Indian Air Force, coding and constant comparative analysis to construct different knowledge categories. ATLAS.ti 8 was used for data coding and analysis.
Findings
This paper identifies eight types of knowledge categories in a military organisation and specifies the criticality of each category.
Research limitation/implication
This study has been piloted on a single organisation with a limited number of samples. However, the results can be used in future research on exploring generalisation. This study is unique in providing useful insights into the types of critical knowledge loss in a military organisation. Research infuses theoretical rigour to the knowledge management (KM) literature and provides impetus to study various aspects of KM in a military organisation.
Practical implication
This study provides the first set of guidelines for the leaders in military organisations to develop a KM strategy for knowledge loss. Research lists specific and actionable areas of knowledge for the commanders to act with considerable savings to exchequer, time and effort. The result could be reasonably generalised for other military setups in the world.
Originality/value
This paper is highly innovative and would significantly contribute to the under-explored area of KM in military organisations and the KM literature.