scholarly journals An adaptive media strategy for influencing crowd behaviour

2019 ◽  
Vol 2 (1) ◽  
pp. 56-76 ◽  
Author(s):  
Rasha Hassan ◽  
Yasser Ibrahim

Purpose Media has always been used as a key manipulator of public agendas, political beliefs and individuals’ attitudes. The purpose of this study is to investigate the impact of three adaptive media strategies on the pattern and dynamics of potential crowds. Design/methodology/approach An agent-based approach is used to simulate the three adaptive media strategies on the pattern and dynamics of potential crowds. During the experiments, the media broadcast is intensified to gather momentum for crowd movements or is lessened to maintain the budget. Findings The results show that a slight change in the media management strategy could lead to a radical different impact on the crowd dynamics. The results also show that a quite smart media strategy could outperform a strategy with an unlimited budget. Finally, the structure of the society shows a significant influence on the crowd dynamics than it could be inferred. Originality/value The model presents an explanatory toolkit for the crowd complexity. The results provide deep insights into the crowd formation and a basis for understanding the influence of media and the impact of its strategies on the crowd dynamics.

Author(s):  
Jeeyun Oh ◽  
Mun-Young Chung ◽  
Sangyong Han

Despite of the popularity of interactive movie trailers, rigorous research on one of the most apparent features of these interfaces – the level of user control – has been scarce. This study explored the effects of user control on users’ immersion and enjoyment of the movie trailers, moderated by the content type. We conducted a 2 (high user control versus low user control) × 2 (drama film trailer versus documentary film trailer) mixed-design factorial experiment. The results showed that the level of user control over movie trailer interfaces decreased users’ immersion when the trailer had an element of traditional story structure, such as a drama film trailer. Participants in the high user control condition answered that they were less fascinated with, absorbed in, focused on, mentally involved with, and emotionally affected by the movie trailer than participants in the low user control condition only with the drama movie trailer. The negative effects of user control on the level of immersion for the drama trailer translated into users’ enjoyment. The impact of user control over interfaces on immersion and enjoyment varies depending on the nature of the media content, which suggests a possible trade-off between the level of user control and entertainment outcomes.


2021 ◽  
Vol 37 (2) ◽  
pp. 243-256
Author(s):  
Gammara Lenggo Geni ◽  
◽  
Rizki Briandana ◽  
Farid Hamid Umarella ◽  
◽  
...  

This study aims to analyse the media management strategy of Indonesian television stations during the Covid-19 pandemic. In March 2020, an outbreak of the Covid-19 pandemic in Indonesia affected the operations of broadcasting offices, which forced people to work from home. This situation affects the operations, strategy, and content of the television industry. The object of research is Kompas TV, one of the largest media companies in Indonesia, which was the first to implement a digital concept for its customers. The concepts of planning, organising, actuating, and controlling are used to analyse the strategies media utilised. The methodology employed for the current research takes the form of a case study by adopting the qualitative approach through an in-depth interview and observation. The results showed that Kompas TV, through its digital platform in the form of websites, YouTube channels, and social media, achieved an increase in the number of viewers, users, and engagement during the pandemic. In particular, the digital aspect does not only appear in communication, but also in the implementation of the Kompas TV strategy. The results of the study also revealed that strategies carried out on Kompas TV can be used as a model for other television in Indonesia to emulate, in order to sustain its business in times of crisis. Keywords: Strategy, broadcast management, Indonesia television station, pandemic Covid-19, qualitative research.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Hong Li ◽  
Changhong Li ◽  
Zhan Wang

Purpose The effective transfer of knowledge within an organization is critical for its sustainable competitive advantage. Based on the norm of reciprocity, it can be concluded that individuals’ primary motivation to transfer their treasured knowledge can be summarized as “trust,” that is, the individuals trust their selfless transfer behavior can be reciprocated by the recipients in the future. Design/methodology/approach In this study, a simulation model based on knowledge transfer behavior and reciprocal trust between individuals is built through agent-based modeling and simulation to investigate the factors that influence the efficiency of knowledge transfer within an organization. Findings Experiments are performed to test the impact of reciprocal trust and organizational structure on the efficiency of knowledge transfer. Originality/value The results indicate a significant role of key elements of reciprocal trust and organizational structure, which provides relevant practical guidance for both individuals and organization managers in the context of knowledge transfer.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Vikas Gupta ◽  
Shveta Singh ◽  
Surendra S. Yadav

Purpose In initial public offerings (IPOs), the media plays a pivotal role by disseminating the information to the investors who generally lack the expertise to understand the information through the prospectus. Thus, media coverage can impact the investment decision of the investors and the IPO performance. Media typically covers the IPO before listing, suggesting that it may play an important role in explaining the opening price rather than the closing price on the day of listing. Therefore, this study aims to disaggregate the traditional IPO underpricing into three categories: voluntary, pre-market and post-market and provides a comparative analysis of the media sentiments impact on the traditional and disaggregated IPO underpricing. The authors’ disaggregated IPO underpricing analysis will facilitate the investors in making an effective investment strategy based on media sentiments. Design/methodology/approach The study deploys sentiment analysis using bags of n (2) grams approach to gauge the sentiments on 2,891 media articles and uses “robust-regression” technique to analyze them on a sample of 222 Indian IPOs during 2009–2018. Findings The study reports that the sentiment score is positively related to the traditional underpricing; the sentiment score is positively associated with the pre-market underpricing and does not have any significant relationship with the post-market underpricing; the number of media articles does not play a significant role in explaining the IPO underpricing. The findings highlight the presence of a semi-strong form of efficiency in the Indian IPO market. Originality/value Existing literature focuses that the role of media on IPO performance is based on the developed countries. IPO laws differ based on the countries. For instance, in India, investors can check the demand by the other categories of investors on a real-time basis. Thus, it is interesting to study whether, with such a high level of transparency, media can explain IPO performance in the Indian market. Media generally covers IPO before listing; therefore, the present study disaggregates the IPO underpricing to evaluate the role of media on the primary and secondary market separately. It will help the investors to decide when to enter and exit the market.


2014 ◽  
Vol 63 (1/2) ◽  
pp. 125-137 ◽  
Author(s):  
Paramjeet Kaur Walia ◽  
Nitu Sinha

Purpose – The purpose of this study was to attempt to answer some plausible questions like what do teenagers prefer to read at leisure, how do they read and why do they read? With the rapid changes in information technology, there is tremendous change in means of communication. Today, much more information is available from electronic and digital media as compared to traditional books. A paradigm shift in information delivery from just information to infotainment has also affected the preferences of the information seekers. Teenagers are a demographic group under transition and they are not untouched by these rapid changes in technology and their impact on their reading preferences. Design/methodology/approach – For this purpose, a survey among 223 school-going (public/convent and government-/aided) teenagers aged between 12 and 18 years was done using a semi-structured questionnaire. Findings – The findings revealed a decline in sports and outdoor recreational activities during leisure, and only 20.6 per cent teenagers preferred reading during leisure. However, self-perception as an avid reader was expressed by majority (53.8 per cent). Fictions were liked by > 75 per cent teenagers; however, non-fictions were also liked by majority (61.8 per cent). The reading preferences of the children were found to be affected by their age, their gender and the type of schools they attended. A significant inverse relationship of television watching and movie-going was observed with reading time. Research limitations/implications – The biggest limitation was inability to directly interact with the students and inability to gather data from more schools. Practical implications – By knowing the current reading trends, leisure time habits and exposure to different means of information technology, the choice of medium for knowledge dispersal could be done. The study would help in providing a basis for a strategic change in the ratio of conventional books and other information media in the library. Social implications – By identifying the media exposure time and popularity, proper steps may be taken in order to enrich the particular media and to ensure that quality of information available on the media can be directed for social benefit in large. Originality/value – The impact of demographic and environmental variables on reading habits of teenagers has not been evaluated in this part of the world, especially in view of the paradigm shift in information technology and the growing influence of electronic media and social networking. An understanding of this mutual relationship would help in modifying the reading behaviour of the teenagers.


2019 ◽  
Vol 55 (2) ◽  
pp. 247-262
Author(s):  
Renata Peregrino de Brito ◽  
Priscila Laczynski de Souza Miguel ◽  
Susana Carla Farias Pereira

Purpose This study aims to analyze the media coverage of the impact of extreme weather events (EWE) and related risk management activities in Brazil. Design/methodology/approach Using a documentary analysis, the authors examined the media coverage of droughts and floods from 2003 to 2013 with concomitant official reports. Findings The results indicate that although media coverage conveys the direct impact of floods and droughts on society, it underemphasizes the importance of risk management activities. Moreover, the private sector rarely engages in risk management and mitigation activities, despite the documented supply chain disruptions. Research limitations/implications This study focuses solely on media coverage as provided by wide-circulation newspaper in Brazil and would benefit by being extended to all media platforms. Practical implications The results highlight the need for private sector involvement in risk management activities to facilitate the adaptation to climate change. Social implications The study reveals the deficiency of existing reports and lack of awareness regarding EWE. Originality/value The study contributes by focusing on climate awareness and how society can adapt to climate change, as well as how businesses can improve supply chain operations to facilitate smoother risk management.


2019 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Haiyan Deng ◽  
Ruifa Hu

Purpose The purpose of this paper is to examine Chinese consumers’ attitudes toward genetically modified (GM) foods and the impact that consumers’ trust in different actors – GM scientists, non-GM scientists or individuals, the government and the media, has on their attitudes. Design/methodology/approach Consumers in Beijing were surveyed about their attitudes toward GM foods and their trust in different actors. The surveys were conducted from June to July of 2015. The sample size is 1,460 people. Given the potential endogeneity of trust variable, bivariate probit models are employed to estimate the impact of trust in different actors on consumers’ attitudes. Findings The results show that 55 percent of the Chinese consumers are opposed to GM foods and nearly 60 percent do not trust GM scientists. In total, 42 percent of Chinese consumers trust in the government and 39 percent trust the non-GM scientists or individuals. Around 35 percent of consumers believe the misinformation on GM technology that were provided by the media. Trust in the GM scientists and trust in the government have a significant positive impact on consumers’ acceptance of GM foods while trust in the non-GM scientists or individuals and believing the misinformation have a significant negative effect on the acceptance. Nearly 70 percent of Chinese consumers acquired information about GM food safety from the internet or via WeChat. Consumers who acquired GM technology information from the internet or via WeChat are less likely to embrace GM foods than those who obtain information from other sources. Originality/value Consumer trust plays a crucial role to accept biotech products in the market and it is crucial for producers, policy makers and consumers to have faith in new biotech products. The results of this study suggest that the government and GM scientists should make more effort to gain the trust and support of consumers, while the media should provide objective reports on GM products based on scientific evidence.


2020 ◽  
Vol 5 ◽  
pp. A100
Author(s):  
Mohammed Alrashed ◽  
Jeff Shamma

The increasing occurrence of panic stampedes during mass events has motivated studying the impact of panic on crowd dynamics. Understanding the collective behaviors of panic stampedes is essential to reducing the risk of deadly crowd disasters. In this work, we use an agent-based formulation to model the collective human behavior in such crowd dynamics. We investigate the impact of panic behavior on crowd dynamics, as a specific form of collective behavior, by introducing a contagious panic parameter. The proposed model describes the intensity and spread of panic through the crowd. The corresponding panic parameter impacts each individual to represent a different variety of behaviors that can be associated with panic situations such as escaping danger, clustering, and pushing. Simulation results show contagious panic and pushing behavior, resulting in a more realistic crowd dynamics model.


2017 ◽  
Vol 26 (1) ◽  
pp. 2-12 ◽  
Author(s):  
Zhe Ouyang ◽  
Jiuchang Wei ◽  
Yu Xiao ◽  
Fei Wang

Purpose The purpose of this paper is to examine the impact of media attention on corporate disaster relief. Design/methodology/approach The authors used a matched sample research design, which is considered more appropriate than a random sample design for studying events that have low-occurrence rates in general. For each donor firm in the Yushu earthquake, the authors matched the firm with a non-donor firm in the same industry and with a firm size of within ±30 percent of the total assets in the year prior to the year of the occurrence of the Yushu earthquake. Then, using the Baidu engine, which is the most popular Chinese search engine, the authors captured the online media attention to the donor firms and their disaster relief. Findings The authors found that media attention drove corporate disaster relief. Research limitations/implications Although the authors highlighted the role of the media as an important stakeholder in influencing corporate disaster relief, the authors did not fully explore the media’s influence. Future research should delve more deeply into the impact of the tenor of media coverage on corporate disaster relief. Originality/value This study reveals that the media, a particularly powerful stakeholder, can be a corporate disaster relief driver in China.


2015 ◽  
Vol 16 (4) ◽  
pp. 454-467 ◽  
Author(s):  
Devika Vashisht ◽  
Sreejesh S.

Purpose – The purpose of this study is to enhance the knowledge of advertising effects of nature of advergame (game speed) on gamers’ brand recall and attitude. More specifically, this study investigates varying effects of game speed in advergames on young Indian gamers’ brand recall and attitudes under varied game-product congruence and persuasion knowledge conditions from attention, elaboration and persuasion perspectives. Design/methodology/approach – A 2 (nature of advergame: fast or slow) × 2 (game-product congruence: high or low) × 2 (persuasion knowledge: high or low) between-subject measures design is used. Experimental data were collected from 235 Indian graduate students. ANOVAs and MANOVA with pre-planned contrasts are used to test the hypotheses. Findings – The results indicate that for a slow-paced advergame, low game-product congruence result in high brand recall than high game-product congruence. For a fast-paced advergame, there is no difference in brand recall between low game-product congruence and high game-product congruence. Furthermore, findings reveal that for a slow-paced advergame with low game-product congruence, subjects with high persuasion knowledge report high brand recall and less favorable brand attitude than subjects with low persuasion knowledge. On the other hand, for a fast-paced advergame with low game-product congruence, there is no difference in brand recall and brand attitude between the subjects with high persuasion knowledge and the subjects with low persuasion knowledge. Practical implications – The findings of the study are very important for advertising practitioners, as selection of media that fit the advertised product with reference to the nature and content of the media is a planning strategy that has been widely used by media planners. Thus, if advertisers want to create high brand awareness by creating high brand memory, then slow-paced advergames with low congruent brand placements can be chosen as an effective in-game media strategy for online advertising. Additionally, game developers and marketers can plan and develop more effective advergames by taking into account the persuasion knowledge factor so that the implementation would have the strongest positive effect on consumers’ brand recall and brand attitude. Originality/value – This study contributes to the literature of non-traditional media advertising, specifically advergaming context by exploring the impact of nature of game and game-product congruence on gamers’ ad-persuasion. Also, this study is the first attempt to understand how the game speed and its boundary conditions influence gamers’ brand recall and attitude and in attention, elaboration and persuasion perspectives.


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