bluuebunny/crossref_metadata_2025_split huggingface dataset:
Emotional intelligence and marketing effectiveness
Authors: Gladson Nwokah N. , Ahiauzu Augustine I. 
Published: October 2009

PurposeWhile much empirical work has centered on marketing effectiveness, the generalizability of its relationship to emotional intelligence in the Nigerian context has been under‐researched. The purpose of this paper is to assess the impact of emotional intelligence on the marketing effectiveness of the organization.Design/methodology/approachA 31‐item survey questionnaire is developed and 108 corporate organizations in Nigeria are selected from the 2007 edition of the Nigerian Stock Exchange Gazette as a sample for this study. Hand delivery survey is conducted from key informants in the organizations. Returned instruments are analyzed using non‐parametric correlation through the use of the Statistical Package for Social Sciences.FindingsThe results of the study validate the instruments on emotional intelligence and the earlier instruments for marketing effectiveness and find a strong association between emotional intelligence and marketing effectiveness of corporate organizations in the Nigerian context. The main finding is that emotional intelligence leads to marketing effectiveness in corporate organizations in Nigeria.Practical implicationsThe implications of the results are clear for scholars and managers. For managers, the paper has implications for the investigation of the link between emotional intelligence and marketing effectiveness of corporate organizations in Nigeria. In the first place, the paper provides a direct test of the applicability of a western paradigm to the Nigerian economic system different from other cultures.Originality/valueThe paper significantly refines the body of knowledge concerning the impact of emotional intelligence on marketing effectiveness in the Nigerian context. It will, without doubt, contribute to the body of existing literature on emotional intelligence and marketing effectiveness.
Reaching and influencing consumers in the prescription medicine market
Authors: Peters Julia , Nel Deon , Adam Stewart 
Published: October 2009

PurposeCelebrex became the first of a new class of drugs known as COX‐2 selective non‐steroidal anti‐inflammatory drugs. It improves treatment for arthritis sufferers without compromising the protective lining of the stomach. The purpose of this paper is to illustrate how direct‐to‐consumer advertising (DTCA) of prescription medicines can be used to rebuild faith in the cyclooxygenase‐2 (COX‐2) product category.Design/methodology/approachThe case is developed using published sources and no input is required from company representatives. The presentation style follows the classic comprehensive case format used in postgraduate teaching programmes.FindingsBusiness executives and strategic marketing students would benefit from a discussion on how external environmental factors can suddenly impose a review of marketing strategy. The reader learns how management addresses the business dilemma using DTCA.Research limitations/implicationsA blockbuster rival drug Vioxx is withdrawn due to cardiovascular (CV) health safety concerns. A resulting dominant market situation soon becomes a business dilemma. The Federal Drug Administration calls for a “black box” warning label on Celebrex, the most serious type of warning.Practical implicationsThe implications are that having a product in a class of its own is not enough. It highlights the need to communicate to different audiences, to both the medical profession and the end‐user. Getting doctors to recommend the medicine and pulling the product through the channel by stimulating patient demand after a health scare are paramount.Originality/valueThis is the first pharmaceutical business case where the withdrawal of a rival product leaves the dominant competitor in a monopoly situation. Contrary to expectation, market share plummets despite the absence of competition.
Mathematical model of variable volume diafiltration with time dependent water adding
Authors: Takači A. , Žikić‐Došenović T. , Zavargó Z. 
Published: October 2009

PurposeThe purpose of this paper is to introduce a mathematical model, an algorithm and numerical procedure for determining the duration of a diafiltration process with variable volume. This model should decrease diafiltration time and water usage.Design/methodology/approachA mathematical model of a diafiltration process, with constant water adding is considered, as well as the relationships between macro‐ and micro‐solute and the equation for process duration. By introducing α (t)=QD/QF, i.e. time dependent ratio of diafiltration water flow and filtrate flow rate, a mathematical model of diafiltration process with time dependent water adding is proposed. In order to solve this model, an algorithm is suggested, based on the simulation of single time dependent water adding process with a sequence of constant water adding processes. The algorithm is applied for developing both a numerical procedure and simple QBASIC‐program that are tested on one illustrative example.FindingsThe results obtained by the algorithm improve the diafiltration process time around 10 percent and are a step towards finding an optimal dependence function α (t).Research limitations/implicationsFurther on, the analysis of water usage in variable volume diafiltration needs to be done. Also, the problem of finding the optimal α (t) is still open.Practical implicationsThe suggested algorithm is applicable to various membrane filtration processes and can be applied with little modification of the existing filtration equitment.Originality/valueThis paper is the first to view ALFA as a continuous function of time. Previous authors have considered step functions but never used this general approach.
Microfinance institutions in Bangladesh: achievements and challenges
Authors: Ahmed Salehuddin 
Published: October 2009

PurposeThe purpose of this paper is to review the Bangladesh experience with microfinance popularly known as microcredit. The success of microfinance in Bangladesh has generated immense interest in other countries of the world. The paper emphasizes the role of autonomous national microfinance fund and analyzes the efficiency of microfinance delivery mechanisms in Bangladesh. The paper examines the new realities/challenges faced by the microfinance movement in Bangladesh.Design/methodology/approachThe paper provides an overview of the evolution of microfinance institutions (MFIs), their coverage of borrowers and activities funded in Bangladesh. Results of some independent impact assessment studies have been presented. Data from various institutions of Bangladesh and from some surveys conducted in Bangladesh are used.FindingsThe paper shows how the concept of microfinance, the MFI and various modalities of delivery of financial services to the poor have contributed to the development efforts of Bangladesh where a large number of people live below the poverty line.Research limitations/implicationsThe paper is based on data and information of a limited time period and covering some selected issues. Further studies may be carried out on second generation issues and problems based on more available data.Practical implicationsThe paper brings out the implications of microfinance as an effective tool for development and poverty alleviation.Originality/valueThe paper points out the practical aspects to build up a robust and sustainable system for increasing the access of the poor to financial services.
Deal‐making in Whitehall
Authors: Ayres Sarah , Stafford Ian 
Published: October 2009

PurposeThe aim of this paper is to explore Whitehall motivations underpinning theSub‐national Review of Economic Development and Regeneration.Design/methodology/approachThe paper is based on interviews conducted with senior Whitehall officials involved in regional working.FindingsTheSub‐national Reviewseeks to streamline regional structures and provide regions with enhanced autonomy. However, findings indicate that there are distinct differences of opinion across Whitehall departments regarding the future trajectory of English regionalism and what powers and functions regional bodies should acquire. These contradictory positions raise questions about the implementation and effectiveness of the proposals.Originality/valueAn examination of these phenomena is intended to provide greater clarity regarding the opportunities and constraints presented by the latest phase of regional restructuring.
Organizational forgetting and its causes: an empirical research
Authors: Fernandez Vicenc , Sune Albert 
Published: October 2009

PurposeThe purpose of this paper is to determine the impact of organizational forgetting on knowledge‐intensive firms and the circumstances in which the loss of distinctive knowledge takes place.Design/methodology/approachThe empirical research in this paper consists of a qualitative proposal based on two case studies in higher education involving situations of organizational forgetting.FindingsA framework for conceptualizing organizational forgetting. Moreover, the results of the case study analysis include a categorization of organizational forgetting and a set of propositions about their causes.Originality/valueScientific research on knowledge management has focused on the processes of knowledge creation, use and transfer, but has devoted little attention to the processes of knowledge degradation and destruction.
The application of management simulation and game teaching in Taiwan and Australia
Authors: Andreas Liu C.H. , Ho Chien‐Ta Bruce , Hua Tan Kim 
Published: October 2009

PurposeThe purpose of this paper is to investigate the usage of business and simulation games in classroom teaching in the businesses schools of Taiwan and Australia.Design/methodology/approachAn online questionnaire was developed and sent to 2,500 professors in Australia and 1,500 professors in Taiwan. The paper reports the survey results and compares the findings with those existing in the literature. Some of the similarities and differences are also addressed in the paper.FindingsThe study found that most of Australian and Taiwanese respondents expressed the need of a feedback system of games. In addition, most former and current users in these two countries think the web‐based games will replace the traditional ones.Originality/valueThe originality of this paper is the survey of game application in Taiwan and Australia. Also, its main value is for practitioners to know what, how and when gaming and simulation can be used in classroom teaching.
Surgical performance in a virtual environment
Authors: Choi May Y. , Sutherland Garnette R. 
Published: October 2009

PurposeThe purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.Design/methodology/approachA total of 48 participants, comprising video gamers, medical students, surgical residents, and qualified surgeons, were recruited. Subjects played three video games and completed a questionnaire. Three pre‐determined tasks simulating surgical procedures were performed using the simulator. Performance was measured by time for task completion, number of errors, and quality of outcome.FindingsGamers outperformed other groups on all measures of performance at almost every task on the VR simulator. All groups showed interval improvement in performance. As age of participants increased, irrespective of their sex and group, their quality of performance decreased and time to complete tasks increased. Initially, the men outperformed the women at every task, however, the difference decreased with repetition.Research limitations/implicationsMore participants are needed to increase statistical significance of the results, in particular female participants.Practical implicationsThis study showed that gamers adapted rapidly to the neuroArm trainer, which could be attributed to enhanced visual attention and spatial distribution skills from video game play. Therefore, visuospatial skills may become strong elements in the selection criterion for future generations of surgical trainees.Originality/valueThis study evaluated performance on the neuroArm trainer for the first time. The results provide insight into the design of a training program that helps select and prepare future surgeons for robotic surgery.
Grounding simulations in reality: a case study from an undergraduate Politics degree
Authors: Usherwood Simon 
Published: October 2009

PurposeThe purpose of this paper is to address the issue of how best to reproduce realistic reproductions and outcomes in the dynamic environment of a simulated negotiation on a political theme.Design/methodology/approachUsing a case study run by the author of a university undergraduate negotiation module, qualitative data are provided to support a pragmatic model of addressing issues of realistic behaviour and outcomes.FindingsThrough a combination of elements – notably, integration of more conventional academic research, use of repeated points of contact between students and the module leader, and extensive reflection after the exercise by the student – it is possible to provide for a simulation that more closely follows real‐world outcomes than would otherwise be the case.Research limitations/implicationsThe use of a single case study clearly limits the ability to generalise and implies the need to replicate the work in new iterations and in new contexts.Practical implicationsThe paper highlights the importance of grounding simulations in reality, if they are to maximise their utility as a teaching practice. It also stresses the high level of engagement, not only on the part of the students, but also on the part of the module leader, who must be an active part of the simulation structure.Originality/valueThe consideration of a continuous process of grounding simulations in reality is one that has not been explored by the existing literature, so it offers useful insights into practice that will be of value to both practitioners and theorists in the field.
Evaluating business simulation software: approach, tools and pedagogy
Authors: King Melanie , Newman Richard 
Published: October 2009

PurposeThe purpose of this paper is to identify a business simulation appropriate for MEng Engineering students. The selection was based on the following factors; exploring methods for evaluating potential software and enhancing the learner experience.Design/methodology/approachAn interdisciplinary project team was formed to try and resolve the pedagogic, technical and business aspects that would need to be addressed in order to implement such software within the programme. Tools included a questionnaire to assess the potential enhancement of employability skills and a usability questionnaire on ease of use. These were supplemented with discourse on technical and pedagogic issues.FindingsAfter the initial scoping study, the findings indicated that two business simulation software packages had potential. These were “Marketplace – Venture Strategy” and “SimVenture”. Marketplace proved to be the most suitable in terms of the pedagogic and technical requirements.Research limitations/implicationsThe authors were not able to fully trial each simulation over the recommended duration of play because of practical time constraints and they did not have any student contribution to the process. Findings will need to be verified with the piloting cohort of students. Further pedagogic research could be carried out to evidence the enhancement to the student learning experience.Originality/valueThis study is valuable because it purposefully uses an interdisciplinary team comprising expertise in teaching and learning, technology, business and sector knowledge. This was vital in the decision‐making process. It is also valuable in its development of generic methods and tools to measure and evaluate software suitability in relation to usability and employability skills.
Negotiation oriented simulation exercises that incorporate business continuity and international security
Authors: Trim Peter R.J. , Lee Yang‐Im 
Published: October 2009

PurposeThis paper seeks to explain how negotiation simulation exercises can be used to develop management insights and theory in the areas of business continuity and international security.Design/methodology/approachAn extended multi‐cultural communication model for disaster and emergency management simulation exercises and a nine‐stage international security negotiation simulation exercise are outlined.FindingsThe critical friendship group approach and the case study research approach can be used to provide insights into business continuity planning. Complex simulation exercises, underpinned by scenario planning, are useful with respect to providing training and educational support vis‐à‐vis crisis/disaster/emergency planning. A more focused approach to teaching the subject of negotiation, which takes into account the business‐international relations dimension and security in particular, will enable business and management students to link more firmly real world events with company‐government relations. This will contribute to the development of management theory and ensure that business continuity managers, employed by private sector and public sector organisations, utilise more fully simulation exercises than is the case at present.Research limitations/implicationsResearch needs to be undertaken into how academics and practitioners can work together in order to develop management simulation models that are methodologically different from those that exist at present, and which facilitate the theory building process.Practical implicationsBy working closely with simulation designers, academics will be able to produce interdisciplinary/multidisciplinary crisis/disaster/emergency simulation exercises.Originality/valueA nine‐stage negotiation simulation exercise is outlined which will allow management/business studies students to place business continuity planning within an international security context.
Towards understanding engagement in games: an eye‐tracking study
Authors: Renshaw Tony , Stevens Richard , Denton Paul D. 
Published: October 2009

PurposeThe purpose of this paper is to report research undertaken in developing improved understandings of players' interaction and emotional experience of electronic gaming.Design/methodology/approachThe research explores a variety of techniques designed to explore user/player insights into interaction, through consideration of user satisfaction, engagement or immersion. Non‐invasive eye tracking technology is used to augment data derived from these more traditional approaches to the assessment of emotional responses. It is postulated by the authors that from this exploration of insights related to usability, improved games level learning and recognition of new inherent revenue opportunities based around in‐game advertising, will be better understood.FindingsAs the number of participants in this pilot study is small it is perhaps too early to draw firm conclusions from the data collected. However, the study does establish that it is technically possible to configure the eye‐tracker and ancillary equipment to record the eye movements of game players. The study has uncovered further areas worthy of investigation such as the influence on eye movement of, player skill and experience, the nature of activities within the game, and the best ways to indicate the importance of key objects within a game.Practical implicationsThe methodology presented within this paper shows that the application of eye‐tracking solutions can be used to evaluate engagement in games. The findings provide interesting and innovative ways for the games designers and in‐game advertisers to improve their performance.Originality/valueFrom an academic perspective, this research is innovative in the way it has developed a methodology for analysis of player engagement within electronic games. This methodology offers valuable insights into game design improvement and in‐game advertising opportunities.
Teaching construction management through games alone: a detailed investigation
Authors: Long G. , Mawdesley M.J. , Scott D. 
Published: October 2009

PurposeThis paper aims to describe work carried out by the authors using simulation games to teach key aspects of construction management to civil engineering students. The use of simulation games for this purpose is well documented but is still not fully accepted. The work described in this paper aims to address this by analysing the use of simulation games as the primary teaching mechanism in a teaching module, Applied Construction Management.Design/methodology/approachTwo simulation games are described along with the software used to manage and monitor their operation. The two games are functionally similar though the construction scenario's represented, 30 m high dam and 7 km of clay lined canal, are quite different. The Applied Construction Management module is detailed, including the instructional design, assessment procedures and operation during its first three years. This is compared with the more traditional use of the simulation games as a coursework element as employed at Curtin University of Technology in Western Australia.FindingsStudent performance is tracked during operation of the module, and statistics for each year of teaching are given along with examples of student feedback. Examples of individual student behaviour are used to illustrate behaviour patterns identified during the course of the research. Conclusions and implications for the use of simulation games are provided.Originality/valueThe novelty of this work lies in the acquisition and analysis of quantitative data on performance collected during the learning process. It focuses on the simulation games as the sole source of teaching and the comparison with more traditional use of the games previously provide additional value.