Mark P. Alavosius, Ramona Houmanfar and Nischal J. Rodriquez
The purpose of this paper is to consider the analysis of the September 11, 2001 terrorist attacks provided by the US National Commission on Terrorist Attacks upon the USA from the…
Abstract
Purpose
The purpose of this paper is to consider the analysis of the September 11, 2001 terrorist attacks provided by the US National Commission on Terrorist Attacks upon the USA from the points of view of behavior analysis and systems analysis. The 9/11 Commission provides a detailed and provocative account of the structural flaws in the US security systems that enabled the 9/11 terrorists to completely subvert efforts to detect and prevent their attack. This paper considers the role of private‐sector organizations in prevention of future attacks.
Design/methodology/approach
This conceptual/theoretical paper explores how understanding verbal networks and the nature of verbal rules might contribute to understanding the issues involved in re‐engineering work cultures in the face of continued terrorist threats.
Findings
An understanding of verbal networks and ambiguous communications aids the re‐design of management systems and emergency response processes so that adaptive organizational responses to terrorist threats are enabled.
Originality/value
Private‐sector leaders might conduct behavioral systems analyses and probe the limitations of their operations and seek to detect weak points and create contingencies that sustain more effective security and emergency response repertoires.
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Tamanna Islam Meem, Md. Mehrab Hossain and Jhumana Akter
In comparison to other industries, the construction industry is one of the most dangerous industries. Behavior-based safety (BBS) is a common and useful technique for risk…
Abstract
Purpose
In comparison to other industries, the construction industry is one of the most dangerous industries. Behavior-based safety (BBS) is a common and useful technique for risk indicator processing. Almost all studies are based on the BBS checklist, but very few of them focus on the increasing dangers faced by construction workers and the important factors that lead to accidents. This research represents a risk spatiotemporal analysis and visual tracking approach based on BBS and Building Information Modeling (BIM).
Design/methodology/approach
After the literature review, a BBS checklist was developed. Then a survey was conducted based on the BBS checklist and the temporal evolution of risks has been completed. After that, managing the risk with the automatic rule checking (ARC) system using BIM was conducted simultaneously to develop a framework by conducting a case study.
Findings
Based on the grey clustering analysis, this work provides a temporal evolution analysis approach for dynamic analyzing BBS risk. According to the grey relational analysis (GRA) data, the main key factor of risk was the missing guardrail/handrail system. After that, a case study was performed and the system automatically warn in the preconstruction phase that the barrier is missing as the system benefits.
Originality/value
A systematic framework has been provided for risk analysis through which high health and safety performance outcomes can be achieved on construction projects. This study will assist design engineers in addressing the potential danger to employees during the preconstruction stage and monitoring dynamic changes in risk on any construction site.
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Selin Ögel Aydın and Metin Argan
Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease…
Abstract
Purpose
Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease, cancer, etc.) have emerged as a significant problem that requires resolution. The purpose of this study is to influence dietary preferences and to reduce current health issues by using gamification as a social marketing tool. To this end, the decision-making processes affecting food choices in individuals based on calorific content were evaluated and the effectiveness of gamification in encouraging consumers to make lower-calorie choices was examined.
Design/methodology/approach
An experimental design was used to determine the effect of gamification on the dietary preferences of consumers. An independent factorial design (between groups) in which multiple variables were tested with different subjects was used to test the factors that were thought to affect the food choices made by the participants from gamified and non-gamified menus.
Findings
In Study 1, menus (gamified vs non-gamified) and nutritional consciousness (low vs high) had a significant main effect on the total calorie count of the selected foods. In Study 2, menus (gamified with prices vs non-gamified with prices) had a significant main effect on the total calorie count of the selected foods, while nutritional consciousness (low vs high) did not. A significant interaction was observed between menus and nutritional consciousness.
Practical implications
Gamification can be used as an important publicity tool for promoting public health using different influential factors such as price.
Originality/value
This study shows that people can change their food preferences positively through gamification. It shows further how people tend to evaluate the price of their food rather than the calorie count when making dietary preferences. Gamification can, therefore, be considered a promising social marketing tool for improving public health.
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The purpose of this paper is twofold: first, to examine the impact of organizational culture differences on post-acquisition performance, and second, to provide deeper…
Abstract
Purpose
The purpose of this paper is twofold: first, to examine the impact of organizational culture differences on post-acquisition performance, and second, to provide deeper understanding of the mechanisms through which the impact occurs introducing into the analysis the mediating effect of employee attitudes.
Design/methodology/approach
The sample is based on domestic and international acquisitions in Serbia carried out during the period 2002-2011. Linear regression models were fitted according to Baron and Kenny procedures for mediation analysis. Statistical significance of the indirect or mediated effect is calculated by using the bootstrap test.
Findings
The results show that organizational culture differences positively impact post-acquisition performance. Moreover, employee attitudes are found to be a partial mediator of the relationship between culture differences and post-acquisition performance.
Practical implications
The presented results are especially useful for managers involved in the processes of acquisitions indicating that culture differences, if properly understood and managed, can be a source of value creation. Further, the results of the analysis indicate that managers must monitor and evaluate employee attitudes towards changes and help employees to face the challenges of change, thereby contributing the improvement of post-acquisition performance.
Originality/value
Previous research of organizational culture differences in transitional economies is limited, and this study is the first empirical investigation of the impact of organizational culture differences on post-acquisition performance in Serbia. This paper aids researchers and practitioners to identify the specific cultural challenges in the context of transitional economies.
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The purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and…
Abstract
Purpose
The purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and interface design aesthetics as antecedents to students' beliefs can affect their continuance intention of massive open online courses (MOOCs) and perceived impact on learning.
Design/methodology/approach
Sample data for this study were collected from students enrolled in a comprehensive university in Taiwan. A total of 600 questionnaires were distributed in the campus, and 318 (53.0%) useable questionnaires were analyzed using structural equation modeling in this study.
Findings
This study's results verified that students' perceived gamification and interface design aesthetics of MOOCs positively affected their perceived usefulness, confirmation and flow experience elicited by MOOCs, and these in turn directly or indirectly led to their satisfaction, continuance intention of MOOCs and perceived impact on learning. Essentially, the results strongly support the research model with all hypothesized links being significant.
Originality/value
It should be particularly noticed that this study contributes to the application of capturing both ECM and flow experience (i.e. an intrinsic motivator) for completely explaining students' perceived gamification and interface design aesthetics as external variables to their continuance intention of MOOCs and perceived impact on learning, and this study's empirical evidence can further shed light on the possible formulation of MOOCs success.
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Afshin Tanouri, Ann-Marie Kennedy and Ekant Veer
Although the concept of transformative gamification is mentioned in previous research, no research has provided a theoretically based explanation of how gamification can lead to…
Abstract
Purpose
Although the concept of transformative gamification is mentioned in previous research, no research has provided a theoretically based explanation of how gamification can lead to transformative change. This paper aims to provide the explanation for the first time by combining storytelling elements with cognitive behavioural therapy logic and incorporating these into a framework to show the process of transformative behaviour change through gamification. The proposed framework not only furthers the theoretical understanding of transformative gamification services but also provides practical insight into design and implication of such services.
Design/methodology/approach
This paper is based on critical analysis and synthesis of literature from different fields of research such as transformative service research (TSR), gamification, game studies, social marketing, storytelling and journalism. Ergo, several propositions based on the extensive literature review are proposed and aggregated in a conceptual framework.
Findings
This paper argues that apart from game mechanics that are often considered as an inseparable aspect of gamification services, immersive storytelling and a mechanism to encourage reflection are the pivotal components of transformative gamification services. In addition, this paper suggests that although reflection and immersive storytelling are often considered as opposite sides of the spectrum, they can have a synergistic effect once they work in tandem in gamification services.
Originality/value
This paper proposes a novel framework and an operational definition for transformative gamification services. It contributes to TSR, gamification and health promotion research through differentiating this concept from similar concepts, such as mHealth, propelling gamification to a more meaningful and user-centric version and providing service researchers with a practical guide to make use of gamification as a tool to serve TSR.