scholarly journals Newcomers, betweenness centrality, and creative success: A study of teams in the board game industry from 1951-2017

2021 ◽  
Author(s):  
Mark Lutter ◽  
Linus Weidner

This study examines how network characteristics affect the creative success of teams in the board game industry. Based on prior research, we argue that the degree of newcomers within a team affects the creative success negatively, while betweenness centrality affects creative team success positively. We test these assumptions with unique data on teams in the board game industry using two different measures of creative success (awards as well as user- ratings). The data covers 12,731 teams over a timeframe from 1951-2017. Results indicate moderately curvilinear effects of betweenness centrality as well as negative effects of the number of newcomers per team on creative success, suggesting that creativity is not only driven by network diversity, but also by trust and experience. This paper contributes to a better understanding of team-based creativity which also validates and expands on the prior knowledge of network-based origins of creativity in an industry-setting that has never been studied before.

2021 ◽  
Vol 0 (0) ◽  
Author(s):  
R. Gabrielle Swab ◽  
Aviel Cogan ◽  
Tobias Pret ◽  
David R. Marshall

Abstract This study theoretically and empirically examines the important role that goal structures play in new venture teams. Specifically, we examine how creative self-efficacy affects the satisfaction of team members through cooperative and competitive goal interdependence. Relying on social cognitive and social interdependence theories, we contend that new venture teams’ creative self-efficacy leads to higher team satisfaction because it promotes the perception of cooperative goal structures among team members. We test our theory on new venture teams in the independent board game industry. Results generally support our hypotheses and we discuss the implications for entrepreneurship research and practice.


2018 ◽  
Vol 59 (2) ◽  
pp. 185-199 ◽  
Author(s):  
Samuel Stroope ◽  
Joseph O. Baker

Scholars have long theorized that religious contexts provide health-promoting social integration and regulation. A growing body of literature has documented associations between individual religiosity and health as well as macro–micro linkages between religious contexts, religious participation, and individual health. Using unique data on individuals and county contexts in the United States, this study offers new insight by using multilevel analysis to examine meso–micro relationships between religion and health. We assess whether and how the relationship between individual religiosity and health depends on communal religious contexts. In highly religious contexts, religious individuals are less likely to have poor health, while nonreligious individuals are markedly more likely to have poor health. In less religious contexts, religious and nonreligious individuals report similar levels of health. Consequently, the health gap between religious and nonreligious individuals is largest in religiously devout contexts, primarily due to the negative effects on nonreligious individuals’ health in religious contexts.


2019 ◽  
Vol 16 (2(SI)) ◽  
pp. 0534
Author(s):  
ChePa Et al.

Games engagement has become one of the main concerns in game industry. Early study revealed that Malaysian digital traditional games are suffering with the same issue due to several factors. One of it is the lack of the game itself. Although many Malaysian traditional games have been digitized, none of them has incorporated rewards despite its importance in games engagement. Realizing the importance of rewards in games engagement, one of Malaysian traditional Congkak has been chosen to be enhanced by incorporating rewards. Experiments have been conducted among 50 gamers among the Millennials. Prior interview, game demo and human test are conducted. Experiments focused on the influence of rewards on games flow, games challenge, and its effects which covers both positive and negative effects through four hypotheses. Findings show that three hypotheses are supported by the experiments thus suggested that rewards have significant influence on the measured constructs. The findings can be useful to new psychologists to obtain more understanding pertaining to games engagement through some experiments of rewards in traditional games. Ideas of incorporating rewards in digital traditional games can useful and beneficial to game developers in attracting gamer and make them hooked to the games.


2014 ◽  
Vol 16 (1) ◽  
pp. 84-98 ◽  
Author(s):  
Tao Zhu

Purpose – The purpose of this paper is to propose an empirical linkage of intrafirm network characteristics to individual-level mindful marketing (MM). Design/methodology/approach – Based on current literature in network, market orientation and MM research, this paper presents one conceptual model to capture enablers of MM execution with a network approach. The authors identified a pair of antecedent/barrier to MM execution: individual employees’ shared cross-functional tie and firm-level segmentation of the network. Findings – The paper shows that to execute MM, employees possessing more cross-functional ties are more likely to develop higher level of MM. Meanwhile, it was also found that firm-level segmentation of intrafirm network will negatively affect employees in executing MM. Research limitations/implications – The paper shows that to execute MM, employees possessing more cross-functional ties are more likely to develop higher level of MM. Meanwhile, it was also found that firm-level segmentation of intrafirm network will negatively affect employees in executing MM. Practical implications – The proposed empirical linkage shows that a manager shall intervene and help employees to build cross-functional ties in advice network among themselves. Thus, firms are able to effectively maintain mindfulness of people and profit and ensure optimal execution of MM strategy. Meanwhile, they should offset possible negative effects of the advice network due to segmentation at firm level, which provides useful customer information flow throughout the firm. Originality/value – The paper is one of the first attempts to advance and examine the role of intrafirm network in executing the concept of MM. Methodologically, this paper also explores the use of network analysis in discussion of an organizational structure that favors MM.


Author(s):  
Ilona Babenko ◽  
Fangfang Du ◽  
Yuri Tserlukevich

We analyze how employee compensation contracts of target firms affect merger terms and outcomes. Using unique data from merger agreements, we document that in 80.0% of all merger and acquisition (M&A) deals, at least some of the target’s employee stock options (ESOs) are canceled by the acquirer and not replaced by new equity-based grants. Contract modifications reduce the value of ESOs by 38.4% in the average M&A deal. Further, the combined merger returns are larger when employees experience greater losses. Overall, our results indicate that the benefits of reducing the number of ESOs outweigh the potential negative effects on firm value.


2020 ◽  
Vol 07 (01) ◽  
pp. 2050002
Author(s):  
Yingxiu Zhao ◽  
Wei Zhang ◽  
Pengfei Wang ◽  
Dehua Shen

Based on the unique data from a popular P2P website in China, this paper investigates the borrowers’ herding behavior and its influencing factors, e.g., platform attribute and moderating events. We mainly find that: (i) there exists herding behavior at the platform level and that the loan amount, loan interest rate and loan duration are positively related to the magnitude of herding; (2) the borrowers’ herding behavior is increased by a platform’s market share and the number of participants; (3) regulatory events have negative effects on the herding behavior. Our findings have practical implications for P2P participants, platforms, and policymakers.


2019 ◽  
Vol 57 (11) ◽  
pp. 2911-2939 ◽  
Author(s):  
Michele Rubino ◽  
Filippo Vitolla ◽  
Antonello Garzoni

PurposeThe purpose of this paper is to understand the effect of the network contract (NC) on the internationalization of Italian firms to evaluate whether and how network characteristics, management perceptions and governance influence firms’ degree of internationalization (DOI).Design/methodology/approachBy using the data from a survey of 350 Italian firms that joined a network in 2012, hierarchical regression analyses were applied to test four hypotheses.FindingsNetwork size and diversity as well as management attitudes and perceptions influence firms’ exports. However, only network diversity is positively related to the number of markets in which firms operate. A positive direct effect of network diversity on network managers’ activities and a significantly indirect effect via network managers’ activities also exist.Practical implicationsNetwork diversity is crucial for achieving better results in foreign markets. Interacting with diverse network participants can help firms manage diversity, expressed in terms of information, resources and competencies, helping overcome the barriers that hinder the internationalization process. The presence of an efficient network manager should facilitate the achievement of firms’ internationalization objectives.Originality/valueThis research is one of the first studies to analyze the effects of an Italian NC on firms’ internationalization. From a theoretical standpoint, it adds to the literature a specific analysis that relates primarily to small firms, showing that, in this context, the results are not always consistent with those of prior studies.


2019 ◽  
Vol 5 (2) ◽  
pp. 133-152
Author(s):  
Moch. Tryandi Budiman Sasmita ◽  
Samuel Gandang Gunanto ◽  
Pandan Pareanom Purwachandra

The world of children is identical with a games or playing. Children learn by playing or by playing a game. But as time goes on, many games have more negative effects on children. The creation of works with the title "Sibaaqun Educational Media Introduction to Hijaiyah Letters and Islamic Literature through the Board Game", has the purpose of conveying knowledge of Islam and introducing the Hijaiyah letters to children through board games. The creation of the work of this board game intends to reduce the negative impact that children receive when playing. By making a game by inserting education in it, and also how to make the game run is non-boring. With the creation of this work, children can learn by playing. Children will get Islamic education in a board game.Keywords: board game, Hijaiyah letters, Islamic games, children's games


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