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1 – 4 of 4Kyungyeol (Anthony) Kim, Kevin K. Byon, Hansung Song and Kyungsik Kim
The purpose of this paper is to highlight the role that employees play in helping embed a corporate social responsibility (CSR)-advocated culture into their organizations through…
Abstract
Purpose
The purpose of this paper is to highlight the role that employees play in helping embed a corporate social responsibility (CSR)-advocated culture into their organizations through a voice behavior. This study examines: first, the effect of employees’ negative perceptions (i.e. persuasion knowledge (PK)) of CSR on voice behavior; second, the influence of employees’ motivational dispositions regarding goals (i.e. promotion focus) on voice behavior; and third, the positive moderating effect of promotion focus in the negative relationship between PK and voice behavior.
Design/methodology/approach
Data were gathered from 168 employees representing all five Korean professional sport organizations at an inaugural sport marketing workshop, a moderated multiple regression analysis was performed to test the hypotheses.
Findings
The results indicated a marginal negative effect of PK on voice behavior and a significant positive effect of promotion focus on voice behavior. Further, it was found that promotion focus played a positive moderating role in the negative relationship between PK and voice behavior.
Originality/value
Although employees bear much of the burden of and responsibility for enacting ethical and competitive CSR practices, a paucity of the research has addressed their contributions to CSR as internal promoters of the activities. The present study contributes to the CSR literature by focusing on the role of employees in voicing CSR and empirically examining how promotion focus played a positive role in the relationship between PK and voice behavior.
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Zack P. Pedersen, Kyungyeol (Anthony) Kim, Kevin K. Byon and Antonio S. Williams
The purpose of this study is to evaluate the perceived enjoyment that is derived from spectators observing other spectators’ dysfunctional behavior during a game.
Abstract
Purpose
The purpose of this study is to evaluate the perceived enjoyment that is derived from spectators observing other spectators’ dysfunctional behavior during a game.
Design/methodology/approach
Using four forms (i.e. fighting, verbal assault, disrupting play and throwing missiles) of spectators dysfunctional behavior (SDB), two experiments (N = 252 for Study 1 and N = 92 for Study 2) were conducted in which video clips corresponding to the four types of SDB were used as experimental stimuli.
Findings
The findings indicate that participants enjoyed viewing spectators running onto the field of play significantly more than the other forms of SDB (i.e. fighting, verbal assaults and throwing missiles). The results also show no significant difference between how much spectators enjoyed the actions of fighting, verbal assault and throwing missiles.
Originality/value
The novelty of this study include the usage of a multidimensional approach to the concept of SDB and testing for a positive outcome pertaining to SDB that has largely, if not fully, been examined using negative inputs and outputs.
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Hemin Song, Kyungyeol Anthony Kim, Yuchen Guo and James J. Zhang
Given the potential benefits of gamification in running apps, it is necessary to explore the impact of users’ gameful experience on their intention to continue using running apps…
Abstract
Purpose
Given the potential benefits of gamification in running apps, it is necessary to explore the impact of users’ gameful experience on their intention to continue using running apps. This study aims to empirically investigate this relationship along with the roles of brand attitude as a mediator and negative online reviews as a moderator.
Design/methodology/approach
The study surveyed 332 running app users in China. The reliability and validity of measures were confirmed by confirmatory factor analysis (CFA). The proposed hypotheses were verified by Process Macro.
Findings
The results show that (1) gameful experience positively impacts intention to continue using running apps, (2) brand attitude mediates the relationship between gameful experience and intention to continue using running apps and (3) negative online reviews moderate the relationship between gameful experience and brand attitude but not the relationship between brand attitude and intention to continue using running apps. Specifically, the effect of gameful experience on brand attitude decreases as users’ perception of negative online reviews increases.
Originality/value
These findings have both theoretical and practical implications for understanding the relationship among users’ gameful experience, brand attitude and intention to continue using running apps, as well as for developing effective gamification strategies to enhance user engagement and retention in running apps.
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Kyungyeol Anthony Kim, Senyung Lee and Kevin K Byon
The purpose of this study is to evaluate the psychometric properties of each item in the Sport Spectator Identification Scale (SSIS) (Wann and Branscombe, 1993) using the item…
Abstract
Purpose
The purpose of this study is to evaluate the psychometric properties of each item in the Sport Spectator Identification Scale (SSIS) (Wann and Branscombe, 1993) using the item response theory (IRT) and to provide evidence for modifications in the scale.
Design/methodology/approach
A total of 635 spectators of US professional sports responded to the seven-item SSIS on an eight-point semantic differential scale. The general partial credit model was fitted to the data.
Findings
The results revealed that four items (Items 1, 2, 3 and 5) provide a relatively high amount of information, whereas three items (Items 4, 6 and 7) provide a low amount of information, indicating different levels of measurement precision among the items. Furthermore, the results showed that some low-level response options were rarely selected by participants, indicating that it may not be necessary to include response options as many as eight within each item.
Originality/value
Unlike previous studies examining the psychometric properties of the SSIS as a whole, the present study provides information about the usefulness of each item of the SSIS in measuring individuals' team identification. Based on the findings, the authors identified some issues with the three problematic items, including the wording of the items and the link between the question and the target construct. The authors make several suggestions for researchers and practitioners in improving individual item quality and in making informed decisions when using the SSIS in the future.
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