scholarly journals Could Gamification Present a Significant Topic for the Philosophy of Sport?

2021 ◽  
Vol 15 (1) ◽  
pp. 51-62
Author(s):  
Emanuel Hurych

This article focuses on the phenomenon of gamification in the context of the philosophy of sport.  Gamification is usually understood as a process of adding games or game-like elements to some activity in order to encourage participation. Gamification takes the techniques that game designers use to engage players and applies them to motivate people in different spheres of our lives.With the rapid development of cyber games and the penetrating everyday lives of many young people, gamification becomes an important issue for different fields of study. In economic discourse, it is often used as a business strategy. For pedagogy, it can present an educational method or teaching instrument, and psychologists examine gamification as a motivational method.In the context of sports, gamification provides a possibility for various empirical sociological studies. However, the sociological investigations could be supported by studies of philosophical backgrounds of gamification applied in the field of sports. Some authors speak about the concept of meaningful gamification. They are mostly explained more from psychological positions (exploring the theories of motivation etc.) than from the philosophical ones.Virtuality and the virtual worlds connected with cyberspace (from which gamification comes) are often understood as the opposite of reality (or escape from reality). Thus, it could be taken as something inauthentic. Badges and points present "pure" instruments that could strengthen the instrumental approach to the world. However, is it as simple?In the philosophical discourse, we could examine gamification from a range of different positions. This article assesses two possible ways in terms of how to describe and discuss gamification in the philosophical discourse. One is the topic of game and play based on the work of Johan Huizinga. The other is the concept of authenticity and instrumentality based on Martin Heidegger, Jan Patočka, and Hans-Georg Gadamer.It appears probable that gamification in sport is rapidly spreading, and it will be examined within different empirical studies more and more. This article argues that this phenomenon is also as an interesting topic for the philosophy of sport.

1996 ◽  
Vol 4 (4) ◽  
pp. 9-33 ◽  
Author(s):  
Hong Liu ◽  
Peter J. McGoldrick

Despite substantial research on international sourcing by manufacturers and the rapid development of international sourcing channels by retailers, both conceptual and empirical studies on international retail sourcing have been few and far between. This article examines current trends of international retail sourcing and draws distinctions between international sourcing by manufacturers and international sourcing by retailers. Drawing upon the disciplines of business strategy, economics, and organizational behavior, it develops a framework for international retail sourcing that links the context, international sourcing strategy, and performance. Based on the literature and in-depth case study interviews, a model of the international retail sourcing process is offered. Implications for researchers and retailers are discussed.


Author(s):  
Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.


Arsitektura ◽  
2021 ◽  
Vol 19 (2) ◽  
pp. 167
Author(s):  
Dady Wicaksono ◽  
Sugini Sugini

<p class="Abstract"><em><span lang="EN-GB">The air pollution problem had become a big problem for many cities in the world. In line with the rapid development of these cities, the concept of sustainability also continues to develop with various solutions to overcome existing problems. To solve the air pollution problem, the authors evaluated the selected building object, The Khabele School, to see the extent of the building's contribution to overcoming the air pollution problem.  The evaluation was carried out based on the DGNB (German Sustainable Building Council) certification system, the variables measured were biotope area factor (BAF), indoor air quality, daylight factor, and zero-carbon mobility. The results reveal that indoor air quality and daylight factors could meet the desired standards, while BAF and zero-carbon mobility had not met the standard. Based on theoretical and empirical studies, this paper discussed alternative design strategies, to improve the quality of the building, so that they can contribute more to overcoming air pollution problem.</span></em></p>


2019 ◽  
Vol 3 (3) ◽  
pp. 167
Author(s):  
Ronal Watrianthos ◽  
Ibnu Rasyid Munthe ◽  
Rahma Muti’ah

Along with the rapid development of Social Networking Sites (SNS), social media, recently, has become a lifestyle for many people around the world, including in Indonesia. The data in January 2018 showed that in Indonesia out of 132.7 million internet users, almost all (131 million), or up 23% from the data in 2017, were Facebook users with the dominance of 18-24 years old, 35% of whom were the highest active users. The rapid growth of Facebook users annually in Indonesia, especially in the age of students and college students, encourages researchers to conduct many empirical studies of Facebook use among students. There is a tendency for using Facebook continuously to create FAD effects (Facebook Addiction Disorder) among students and can affect the spirit of learning. This study also discusses what is the motivation for using Facebook and seeing the potential for FAD to occur. In this study, an online survey over 375 respondents from several students in Labuhanbatu District was conducted. To explore respondents' motives in using Facebook, respondents were given questions that were divided into the following five motives: social interaction, leisure time, entertainment, friends, and communication. While to look for potential addiction, respondents were given questions using the Bergen Facebook Addiction (BFAD) scale. In getting a connection between the motives for using Facebook and Facebook Addiction, the data was tested by analysis of variants (ANOVA) and partial tests using SPSS software. The results obtained were 65.8% of participants were at a moderate level, while 20.3% were at a low level, and only 13.9% of participants were at a high level. While the most significant motive affecting respondents in using Facebook is the motive to fill the time and motives for communicating.


2015 ◽  
pp. 1334-1351
Author(s):  
Milanka Slavova ◽  
Neva Yalman

Behavioral branding is an integral part of contemporary business strategy. It aims to align external brand promise with employees' brand building. Two-way branding strategy reinforces the brand and increases customer satisfaction because people are the ones who convey the message regardless of their hierarchical level or job description. The purpose of this chapter is to provide conceptual discussion on the major issues of behavioral branding, to summarize the existing models so far developed in various conceptual and empirical studies, and to present the two-way branding strategy construct. It reviews the critical success factors of behavioral branding, and based on the arguments from the existing body of knowledge, presents strategy, internal communication, leadership, and the organizational culture as the most important and effective ones. Finally, the influence of behavioral branding strategy on the marketing and financial performance of the company is discussed.


Author(s):  
Lisiane Machado ◽  
Amarolinda Zanela Klein ◽  
Angilberto Freitas ◽  
Eliane Schlemmer ◽  
Cristiane Drebes Pedron

In this research, the authors present a framework for developing Intercultural Competence (IC) and use Tridimensional Digital Virtual Worlds (3DVW) as environments for developing Intercultural Competence. They developed an artifact, via Design Research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual exchange program between 92 Brazilian and Portuguese master students. The results of the authors' study indicate that the 3DVW can be used for the development of IC because it allows rich experiential and relational/conversational learning opportunities, especially due to the affordances of immersion/sense of presence, social interaction, content production and knowledge sharing.


2020 ◽  
Vol 30 (2) ◽  
pp. 245-263 ◽  
Author(s):  
Leandro Lima Santos ◽  
Felipe Mendes Borini ◽  
Moacir de Miranda Oliveira Júnior

Purpose In the past years, many contributions have been published addressing frugal innovation and other types of resource-constrained innovations in the management field. Throughout this paper frugal innovation is reported as a phenomenon, concept, research field and strategy, showing the different ways the literature refers to it and how scattered the concept is. However, based on the understanding, the authors decided to address frugal innovation as a kind of innovation strategy that helps companies to innovate in resource-constrained environments. Therefore, considering the increasing interest in the frugal innovation topic and adding the perspective of business strategy for resource-constrained conditions, the research question addressed in this paper is: what are the main features of the frugal innovation literature that unfold its current perspectives for business strategy? In this sense, the purpose of this study is to analyze the scientific production in frugal innovation through a literature mapping and review to better understand it, delimiting different perspectives and creating boundaries to other business strategies or approaches. Design/methodology/approach The authors performed a co-citation analysis using the Vosviewer software to notice how authors are arranged in clusters based on their understanding of the topic. Furthermore, the authors also performed a systematic literature review (SLR) analyzing the extant literature on frugal innovation based on the clusters found through the co-citation method. The final sample used in the study included 42 papers published between 2011 and 2019, using the Web of Science platform as a data source. Findings By means of SLR, the findings of this study provided a more organized view of frugal innovation through the co-citation analysis and the qualitative analysis of the clusters, which were the basis for the parameters established. After the conceptualization of frugal innovation strategy (FIS) and the delimitation of boundaries of FIS, the authors bring the reflections about the contribution to the literature and the practice (managers and society) by showing three assumptions to be tested and confirmed in future studies and a framework to guide companies in search of a FIS. Originality/value This study contributes to the discussion on frugal innovation moving a step forward to clarify the research field on this subject providing the main characteristics for researchers and practitioners. The paper has delimited the boundaries of FIS. The assumptions established in the discussion can become hypotheses for empirical studies. In addition, the authors explain why, what is, where and to whom the FIS can be developed and applied. Furthermore, the authors contribute by developing the FIS framework, with four strategic positions based on the boundaries of FIS organized by the complexity technological level. The strategic positions are frugal innovation orientation (FIO), FIO to value shared, FIO to market and FIS.


2018 ◽  
Vol 31 (2) ◽  
pp. 265-286 ◽  
Author(s):  
Divya Verma Gakhar ◽  
Abhijit Phukon

Purpose The purpose of this paper is to review several influential empirical studies that examine the performance of state-owned enterprises (SOEs). The paper undertakes a citation analysis of journals, authors and titles in the area of privatization and firm performance in general, and assesses the impact of privatization on the performance of SOEs in particular. Design/methodology/approach The methodology is based on a systematic and structured review of over 100 papers published in economics, public management, business strategy and related social sciences. The systematic review is based on citation analysis of journals, authors and titles. The journal and author citation counts were tabulated by leveraging the databases of SCImago Journal Rankings and Google Scholar and filtered it to find out the most highly cited journals and authors. The structured review is based on the framing opinion with respect to major findings, variables selected, measurement techniques and statistical tools applied by different researchers. The impact is measured through coding a value “P” in case of positive effects, “N” in case of negative effects and “NT” in case the study found both positive and negative effects. Findings The citation analysis reveals that American Economic Review, Journal of Financial Economics, Review of Financial Studies and Journal of Finance as the top-cited journals, and Megginson and Netter (3,468), Megginson et al. (1,737), Djankov and Murrell (1,356), Boardman and Vining (1,320), Balsam et al. (1,094) and DeWenter and Malatesta (1,018) as the top-cited authors in this particular research field. While majority research studies have revealed a significant improvement in the performance of SOEs in the post-privatization period, few studies have reserved their impact as neutral or even negative in some respects. Originality/value Given that economic transitions, corporate governance, and performance of SOEs have attracted a great attention from public management and business strategy scholars in recent years, this paper aims to summarize a large number of empirical studies that examine the performance of SOEs. The paper would be useful to future researchers especially the beginners and early career researchers in terms of its current trends, selection of variables, measurement techniques and statistical tools applied.


2016 ◽  
Vol 69 (7-8) ◽  
pp. 255-259
Author(s):  
Vojislav Stanojevic ◽  
Cedomirka Stanojevic

Introduction. The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -?serious computer games?. Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representativesavatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Discussion. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called ?virtual worlds?, make the following possible: training at all times depending on user?s commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Conclusion. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.


2019 ◽  
Vol 10 (1) ◽  
pp. 1-8
Author(s):  
Iwan Prasetiawan

The rapid development of business, supported by technological developments that are not less rapid, it requires a strong and precise alignment between business strategies or organizations with the Information Systems (IS) strategy and Information Technology (IT)strategies as supporters. An IT strategy plan includes many aspects, covering several aspects which include aspects of technology architecture,roadmap / work plan, and supporting standards for its implementation. This Guidelines for Preparation and Implementation of the IT MasterPlan, explains the methods and main steps in managing and implementing IT strategy to support the implementation of the main tasks and the achievement of the strategic objectives of an organization or company. An important aspect that concern to the author is the importance of organizational and management involvement. Which is a key aspect of the planning process, together to ensure that all IS components have the same goals and direction as the business so it is easy to identify organizations that have not aligned. The logical relationship between business strategy and IT strategy does not usually occur directly, but through an intermediary for determining the IS Strategy, the strategy must be able to translate business strategies into the perspective of data and information flow to finally determine the information and communication technology work plan up to the specified year compiled in an IT Master Plan.


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