Jason Colman, Jim Briggs, Louise Turner and Alice Good
The purpose of this paper is to report a pilot experiment to test if multi-player online video games could provide a measurable cognitive therapeutic benefit for brain-injured…
Abstract
Purpose
The purpose of this paper is to report a pilot experiment to test if multi-player online video games could provide a measurable cognitive therapeutic benefit for brain-injured people.
Design/methodology/approach
Single-subject research design with n=3 brain-injured participants. Four alternating intervention and non-intervention weeks. Battery of cognitive tests taken at the start of the experiment and at the end of each week.
Findings
Widely varying results with large standard deviation overall.
Research limitations/implications
The experimental design was heavily reliant on multiple participants logging in at the same time. Server logs showed that this happened relatively rarely.
Practical implications
Implications for the next iteration of the experiment are to refine the game design to avoid the need to synchronise the participants. The findings presented may be of practical use to other researchers in this area.
Social implications
Acquired brain injury has been described as an epidemic, and is rising, with stroke being a leading cause. Traumatic brain injury (e.g. due to road traffic accident) has increasing prevalence in low-middle income countries. This research aims to provide a form of therapy to people for whom physical access to rehabilitation services is limited.
Originality/value
The use of multi-player online video games as rehabilitation is a relatively unexplored area. A positive result in an experiment of this nature would indicate the potential for a new, complimentary form of cognitive therapy for brain-injured people.
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The Myers‐Briggs Type Indicator is an extremely useful tool that can be used for career counselling, placement, quality circle teams, team development, and self‐understanding…
Abstract
The Myers‐Briggs Type Indicator is an extremely useful tool that can be used for career counselling, placement, quality circle teams, team development, and self‐understanding during career assessment. Experience derived from its use within such companies as Fine Fare Limited, Honeywell Control Systems Limited, Hewlett‐Packard Limited and also the EITB (Bristol office) shows that it is not a panacea for every organisation but it does allow positive development of individual strengths within teams. Organisations' usage of psychological instruments demonstrates acceptance of the value of people as a resource.
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Innovation Teams (“I” Teams) In mid‐1985 managers at Hewlett‐Packard's Queensferry Microwave Operation (QMO), near Edinburgh, reviewed the development of QMO during 1984 and 1985…
Abstract
Innovation Teams (“I” Teams) In mid‐1985 managers at Hewlett‐Packard's Queensferry Microwave Operation (QMO), near Edinburgh, reviewed the development of QMO during 1984 and 1985 and projected the objectives and strategies for 1986–1988.
The purpose of this paper is to analyze how popular culture in general and movies in particular both reflected and shaped public attitudes to newly emerging corporate giants in…
Abstract
Purpose
The purpose of this paper is to analyze how popular culture in general and movies in particular both reflected and shaped public attitudes to newly emerging corporate giants in the 1950s; to demonstrate how that view was itself shaped by political context and prevailing American ideology.
Design/methodology/approach
The paper rests on a content analysis of 11 corporate films released in the USA between 1954 and 1960.
Findings
Studying corporate movies during the 1950s lends an appreciation of the salience of understanding the political/cultural context of business history. The movies also reflected Cold War realities: the constraints imposed by an anti‐communist blacklist, and the belief – hope, perhaps – that capitalist corporations would stand as a bulwark against the alien ideology of Communism.
Research limitations/implications
The films studied are all US‐made. Studying films from later decades might also lend additional perspective.
Originality/value
The paper demonstrates the value of considering political context and ideology in understanding business history.
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Diego Gutierrez, James J. Zboja, Kristie Briggs and Kathleen M. Sheehan
The primary purpose of this study is to examine how fan attendance at team special events and player appearances impact fan consumption (as measured by merchandise sales)…
Abstract
Purpose
The primary purpose of this study is to examine how fan attendance at team special events and player appearances impact fan consumption (as measured by merchandise sales). Insights obtained could shed light on opportunities for professional soccer teams to expand revenues through enhanced fan consumption of goods and services.
Design/methodology/approach
A sample of 499 season ticket holders were used to assess fan consumption by measuring merchandise sales. Ordinary least squares (OLS) regressions were run for merchandise sales as the dependent variable of fan consumption. The control variables were age, gender (male = 1, 0 otherwise), and whether an individual has children.
Findings
The key independent variables of attending special events and fan–player bonding were both found to have a statistically significant impact on merchandise sales. Results show that each additional special event attended generates up to $33.71 in merchandise sales for the club. Similarly, each fan–player bonding experience attended also has a direct impact, increasing merchandise consumption by $23.00.
Social implications
The results of this study provide insights that can help fan consumption grow within the professional United States soccer industry and better allow team managers to make decisions about the possible benefits of holding more special events and fan–player bonding experiences. The findings also confirm the impact personal relationships with fans can have on the bottom line of sport franchises.
Originality/value
Though this study adds to the body of literature by expanding previous work on fan consumption, there are limited studies on the social aspects of consumption which are examined and analyzed within this study, particularly of note is the study of merchandise sales as proxy for fan consumption.
Details
Keywords
In order to create new ideas, Hewlett‐Packard firstly identified the true innovators, entrepreneurs and intrapreneurs, and secondly created a climate in which they could flourish.
The subject of part‐time work is one which has become increasingly important in industrialised economies where it accounts for a substantial and growing proportion of total…
Abstract
The subject of part‐time work is one which has become increasingly important in industrialised economies where it accounts for a substantial and growing proportion of total employment. It is estimated that in 1970, average annual hours worked per employee amounted to only 60% of those for 1870. Two major factors are attributed to explaining the underlying trend towards a reduction in working time: (a) the increase in the number of voluntary part‐time employees and (b) the decrease in average annual number of days worked per employee (Kok and de Neubourg, 1986). The authors noted that the growth rate of part‐time employment in many countries was greater than the corresponding rate of growth in full‐time employment.