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Article
Publication date: 1 May 1996

S. Mohanan, S. Maruthamuthu, A. Mani and G. Venkatachari

Reports on corrosion and microfouling analyses carried out in natural pondwater using mild steel under static condition. Corrosion rates were measured at regular intervals by…

44

Abstract

Reports on corrosion and microfouling analyses carried out in natural pondwater using mild steel under static condition. Corrosion rates were measured at regular intervals by weight loss and polarization techniques. The corrosion rate obtained by weight loss measurement was found to be less in the biotic system, but corrosion current obtained by polarization studies was higher in the biotic than abiotic system. Surface analysis by x‐ray diffraction indicates that bacteria with organic nutrients inhabited the corrosion to formation of surface film.

Details

Anti-Corrosion Methods and Materials, vol. 43 no. 5
Type: Research Article
ISSN: 0003-5599

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Book part
Publication date: 14 October 2024

Shreeansh Mishra, Jitendra Mohan Mishra and Vaibhav Bhatt

This research article explores the intricate relationship between self-help groups (SHGs) and destination sustainability in the context of tourism. SHGs, typically formed by…

Abstract

This research article explores the intricate relationship between self-help groups (SHGs) and destination sustainability in the context of tourism. SHGs, typically formed by individuals with shared interests and objectives, have gained prominence as a means to promote economic, social and environmental sustainability at tourism destinations. This study investigates the impact of SHGs on destination sustainability, focusing on various dimensions, including economic empowerment, cultural preservation, environmental conservation and social development. After conducting an extensive review of the literature and supported by empirical case studies, this chapter undertakes a comprehensive analysis of the role played by SHGs in promoting the sustainability of tourism destinations. Furthermore, it examines the challenges encountered by SHGs in their pursuit of sustainable tourism objectives. The findings of this research contribute to a better understanding of the potential of SHGs in fostering destination sustainability and provide valuable insights for policymakers, destination managers and stakeholders interested in harnessing the power of community-driven initiatives for sustainable tourism.

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Article
Publication date: 1 October 2024

Yupeng Mou, Yali Ma, Duanyang Guo and Zhihua Ding

With the development of e-commerce network platforms, platform enterprises have mostly completed the first stage of user accumulation during the start-up period. How to enhance…

271

Abstract

Purpose

With the development of e-commerce network platforms, platform enterprises have mostly completed the first stage of user accumulation during the start-up period. How to enhance users’ stickiness and stimulate their continual participation in platform business activities through innovation and platform design has become a decisive factor for platform enterprises. To increase the motivation of e-commerce platform users, this paper explores the positive impact of gamified rewards on platform user stickiness by dividing the gamified rewards design into social and functional rewards, and studies the mediating role of self-identification and the moderating role of perceived goal progress and information disclosure.

Design/methodology/approach

This study applies the “S-O-R” (stimulus–organism–response) model as the theoretical basis for constructing a model of user stickiness for e-commerce platforms and subdivides gamified reward design into social rewards and functional rewards to explore how they affect platform user stickiness and the boundaries of the influencing mechanism.

Findings

It turns out both types of gamified rewards promote users’ perception of self-identification, which in turn affects the intention to continue using the platform. In addition, platforms with designs about users’ quantified self-behavior – perceived goal progress in the gaming experience can effectively enhance the effectiveness of users’ gamification rewards. Information disclosure moderates the relationship between the two types of gamification design and self-identification. For functional reward designs and social reward designs, information disclosure can improve users’ self-identification and therefore enhance users’ stickiness.

Originality/value

This study verifies the impact of gamification design on platform user stickiness, confirming the mediating role of self-identification and the moderating role of perceived goal progress and information disclosure, which has theoretical and practical implications for how platform enterprise can maintain user activity in the digital context.

Details

Management Decision, vol. 63 no. 3
Type: Research Article
ISSN: 0025-1747

Keywords

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Article
Publication date: 27 August 2024

Matilde Milanesi, Giulia Monteverde, Andrea Runfola, Ivana Kursan Milaković and Simone Guercini

Fashion companies have been among the first to ride the new trend and develop projects for the Metaverse, considering Generation Z (Gen Z) as a relevant target. The paper aims to…

696

Abstract

Purpose

Fashion companies have been among the first to ride the new trend and develop projects for the Metaverse, considering Generation Z (Gen Z) as a relevant target. The paper aims to investigate Gen Z consumers’ intention to use digital fashion items in the Metaverse.

Design/methodology/approach

The study relies on the technology acceptance model (TAM). The authors include specific aspects of the Metaverse: the user-avatar identification and the development of an alternative identity; fashion innovativeness is discussed as a moderator variable. The model is tested on Gen Z consumers, with 329 survey responses collected in 2022 and analyzed using structural equation modeling (SEM).

Findings

The paper shows that the two external and explanatory variables the authors added, i.e. user-avatar identification and alternative identity, positively and directly impact the individual attitude to use digital fashion items in the Metaverse. Moreover, according to the proposed research model, the moderating effect concerning fashion innovativeness has positive and negative consequences.

Originality/value

Using TAM, the authors explored consumers’ perceptions (perceived usefulness and ease of use), attitudes and intentions regarding the new technology context (digital fashion in the Metaverse). This study enriched TAM with new consumer marketing constructs (user-avatar identification and alternative identity) and their relationships with consumers’ intention to use digital fashion items in the Metaverse. This study also contributed to TAM by exploring the relevance of moderating the effects of consumer fashion innovativeness on consumers’ intentions and attitudes in the novel context of digital fashion in the Metaverse. The paper contributes to the academic debate by focusing on the individual and personal sphere of the consumer moving in the Metaverse digital environment. The marketing-focused study develops research on Gen Z consumers to provide new insights and possible opportunities for marketers in the Metaverse.

Details

Journal of Consumer Marketing, vol. 41 no. 6
Type: Research Article
ISSN: 0736-3761

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Article
Publication date: 30 August 2024

Aikaterini Manthiou, Van Ha Luong, Kafia Ayadi and Phil Klaus

The experience of leaving the real world and entering a virtual service environment makes many individuals happy. This study heeds the call by multiple researchers to…

241

Abstract

Purpose

The experience of leaving the real world and entering a virtual service environment makes many individuals happy. This study heeds the call by multiple researchers to conceptualize, interpret and illustrate the impact of the perceived service experience in the metaverse in a holistic way. In particular, this study aims to understand how the consumption of experiences is perceived in a metaversal space.

Design/methodology/approach

The authors analyze mega virtual live events with famous artists broadcast in virtual worlds. The authors take a big data approach and include two studies to gain insight into the online public audience’s perceptions and experiences in the metaverse. In the first study, the authors analyze text from YouTube with Leximancer. In the second study, the authors go one step further to refine the conceptual model from Study 1. The authors scrutinize additional Facebook comments using seeded Latent Dirichlet Allocation (LDA).

Findings

The findings reveal that the meta service experience (MEX) encompasses four dimensions: immersion, metascape, immediacy and hedonism.

Originality/value

This research provides important guidance not only for consumer behavior scholars but also for service marketers and event planners. The study proposes research opportunities to advance service experience research in the metaverse.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

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Book part
Publication date: 30 September 2022

Nurullah Çalış

Parents are children's first line of protection. However, millions of children all over the world experience a lack of parental care. The reasons for this separation are varied…

Abstract

Parents are children's first line of protection. However, millions of children all over the world experience a lack of parental care. The reasons for this separation are varied, such as poverty, being abused and neglected, the death of parents, being abandoned, trafficking, migration, living on the street, being displaced or health issues. From the child's rights perspective, parental care is a priority for a child's best interest. In this respect, most countries have social protection policies to support families with their children. When parental care is not possible, states generally take responsibility by providing appropriate services, including residential care, kinship care, foster care, other forms of family-based care or adoption. Within this framework, this study aims to provide an overview of the world's children who lack parental care in the light of the theoretical background and the latest research.

Details

Being a Child in a Global World
Type: Book
ISBN: 978-1-80117-240-0

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Article
Publication date: 21 June 2011

M. Abdullah Dar

The purpose of this paper is to make people aware of organic corrosion inhibitors.

1629

Abstract

Purpose

The purpose of this paper is to make people aware of organic corrosion inhibitors.

Design/methodology/approach

As it is a literature review paper, no specific method is used.

Findings

It has been found that plant extracts and oils show inhibition efficiency up to 98 percent, so it is certain that plant extracts and oils are effective corrosion inhibitors and can be successfully used at the industrial level.

Research limitations/implications

Plant extracts and oils are also found to be non‐toxic, highly efficient, renewable and cheap. But less effort has been given towards the identification of which compound is active in the extract.

Originality/value

The paper shows detailed account of the inhibitors obtained from plants, which are used as natural corrosion inhibitors.

Details

Industrial Lubrication and Tribology, vol. 63 no. 4
Type: Research Article
ISSN: 0036-8792

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Article
Publication date: 17 July 2024

K.S. Nivedhitha, Gayathri Giri and Palvi Pasricha

Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the…

309

Abstract

Purpose

Gamification has been constantly demonstrated as an effective mechanism for employee engagement. However, little is known about how gamification reduces cyberloafing and the mechanism by which it affects cyberloafing in the workplace. This study draws inspiration from self-determination and social bonding theories to explain how game dynamics, namely, personalised challenges, social interactivity and progression status, enhance tacit knowledge sharing behaviour, which, in turn, reduces cyberloafing. In addition, the study also examines the negative moderating effect of fear of failure on the positive relationship between game dynamics and tacit knowledge sharing.

Design/methodology/approach

Using a sample of 250 employees from information technology organisations, the study employed a 3-wave study to examine the conditional indirect effects.

Findings

The results ascertain that tacit knowledge sharing plays a central role in the relationship between gamification and cyberloafing. Further, game dynamics positively influenced tacit knowledge sharing, which in turn reduced cyberloafing. Especially, social interactivity and progression status greatly reduced cyberloafing behaviour when the fear of failure was low.

Originality/value

This study is one of the initial studies that suggest gamification as a progressive tool to reduce workplace cyberloafing behaviours. It utilises a problematisation approach to analyse and criticise the in-house assumptions regarding cyberloafing prevention measures. Further, the study proposes a conceptual model explaining the link between gamification and cyberloafing through alternate assumptions.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Available. Open Access. Open Access
Article
Publication date: 31 December 2024

Fabiana Sepe, Simone Luongo, Leonardo Di Gioia and Valentina Della Corte

This study aims to investigate the impact of digital technologies on enhancing visitor engagement and behavioral intentions in cultural heritage settings within the metaverse.

192

Abstract

Purpose

This study aims to investigate the impact of digital technologies on enhancing visitor engagement and behavioral intentions in cultural heritage settings within the metaverse.

Design/methodology/approach

The work proposes an extended version of the theory of planned behavior (TPB) to investigate the factors influencing individuals’ intention to engage in metaverse experiences in cultural heritage sites. To this aim, the research employs a quantitative approach, utilizing a questionnaire to collect data from participants. We selected 280 valid responses from cultural tourists. Then, the structural equation model (SEM) was developed to analyze the relationships between TPB and novel constructs, namely utilitarian value, hedonic value and social value and the endogenous latent variable of intention.

Findings

The results emphasize that individuals’ intention to participate in metaverse experiences within cultural heritage sites relies on a multifaceted process. All the relationships are supported, except the influence of perceived behavioral control on intention to engage in metaverse cultural experiences.

Originality/value

The originality of the research lies in its exploration of the influence of perceived hedonic, social and utilitarian values on visitors’ behavioral intentions within the context of metaverse museums.

Details

European Journal of Innovation Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1460-1060

Keywords

Available. Open Access. Open Access
Article
Publication date: 28 November 2023

Stefano Torresan and Andreas Hinterhuber

This literature review explores the potential of gamification in workplace learning beyond formal training. The study also highlights research gaps and opportunities for scholars…

5326

Abstract

Purpose

This literature review explores the potential of gamification in workplace learning beyond formal training. The study also highlights research gaps and opportunities for scholars to develop new theories and methodologies to enhance the understanding and application of gamification in workplace learning. It provides guidance for managers to use gamification to enhance learning and engagement. Ultimately, this review presents gamification as a promising field of study to increase individual and organizational performance.

Design/methodology/approach

Literature review of 6625 papers in the timeframe 1990–2020, with an update to include papers published in 2023.

Findings

This article examines the impact of gamification beyond formal learning and its potential to enhance employee productivity and well-being in the workplace. While there has been extensive research on gamification in formal learning contexts, little is known about its impact on informal learning. The study argues that the context of gamification is crucial to extending its effects and discusses the role, antecedents and consequences of game design elements in the workplace. The article also explores how the learning context relates to employee learning during work. Further research is necessary to investigate the impact of individual characteristics on work experience and performance.

Research limitations/implications

Intended contribution of the present study is the development of a theoretical framework exploring the benefits of gamification in a work context.

Practical implications

For practicing managers, this paper shows how to use gamification to increase workplace learning and employee engagement, not just in the context of formal learning—as some companies already do today—but also systematically, in the context of informal learning.

Originality/value

This study explores the impact of gamification on informal workplace learning and emphasizes the significance of the context of gamification in extending its effects to improve individual and organizational performance.

Details

Management Decision, vol. 61 no. 13
Type: Research Article
ISSN: 0025-1747

Keywords

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