bluuebunny/crossref_metadata_2025_split huggingface dataset:
Motel accommodation: trigger points to guest accommodation selection
Authors: Lockyer Tim , Roberts Linda 
Published: January 2009

PurposeThe understanding of the factors that influence the selection of accommodation by guests is an important issue for international accommodation providers. The purpose of this research is to gain a greater understanding not only of the factors that influence the selection of motel accommodation by guests, but also of when and under which situations these factors become trigger points for decision making, focusing in particular on the influence that the length of stay has on the trigger points that impacted the selection process.Design/methodology/approachTo undertake this research, five focus groups were conducted, involving participants who had previous experience in staying in motel accommodation either for business, on vacation or a combination of the two. Participants were selected and invited from a large variety of occupations and backgrounds.FindingsThree levels of trigger points were identified for different lengths of stay. For overnight stays requirements were “minimalist”, convenience being the prime trigger point, and visitors felt they could tolerate most situations. For stays of two‐four nights there were certain requirements, “essentials”, that provided the necessary requirements for sleeping, eating and relaxation, while for stays longer than four nights, additional requirements that enhanced the stay, “enhancers”, were sought, raising the provision of the “essentials” to a higher level of sophistication and comfort.Originality/valueThis research, although conducted in New Zealand and in a specific part of a market, illustrates how complex the process of accommodation selection is by guests and in particular how the trigger points for selection change with the length of stay. It indicates how the physical facilities provided need to be tailored to the market in relation to the length of the visitor's stay.
Elucidating the aesthetic and operational characteristics of UK boutique hotels
Authors: Mun Lim Wai , Endean Mel 
Published: January 2009

PurposeThe paper seeks to clarify the aesthetic and operational characteristics of UK boutique hotels so as to obtain a clearer definition of boutique hotels.Design/methodology/approachSince an official list of boutique hotels is not available, the study looked at 15 consortia recognised as operating bona fide boutique hotels by a few authoritative sources (e.g. Pricewaterhouse Coopers, the RAC). Web sites of each boutique hotel were scrutinised by content analysing vital operational characteristics and aesthetic features that were presented. A comparative analysis was then carried out with the findings and interviews obtained from four boutique hotel managers to establish the common characteristics of boutique hotels.FindingsThe paper describes the aesthetics and operational characteristics of UK boutique hotels, indicating what can be found in a boutique hotel. One of the many important findings of this study suggests that the majority of boutique hotels are not privately owned, contradicting previous studies.Research limitations/implicationsThe list of characteristics is not exhaustive, although the interest in UK boutique hotels is rather recent. The research method used in this study has not been used before, and it is therefore recommended that research on consumer perceptions of boutique hotels should help to augment and balance the findings of this study.Practical implicationsA meaningful and functional definition of boutique hotels will enable trade bodies and relevant associations to revise their grading systems, better serving the hotel industry, as well as business and leisure travellers.Originality/valueThis paper aims to give credibility to the sector so that not any hotel can claim to be boutique, as specific characteristics have to be fulfilled.
Franchisor's ongoing support and franchisee's satisfaction: a case of ice cream franchising in Korea
Authors: Roh Eugene Y. , Yoon Ji‐Hwan 
Published: January 2009

PurposeThe primary purpose of this research is to investigate franchisees' satisfaction based on franchisors' pre‐opening support, central purchasing, congeniality and ongoing business support.Design/methodology/approachThe sample was drawn from ice cream franchising operations in Seoul, South Korea, and its vicinity. Personal interviews were conducted, followed by a self‐administered questionnaire.FindingsThe franchisees learned about their business opportunities through friends and relatives. The brand recognition by the consumer is the major motive for franchisees to engage in franchising. While franchisees are least satisfied with their franchisors' ongoing business support, they are most satisfied with central purchasing support from the franchisor.Practical implicationsThe study offers valuable insights for strategic management as to recruitment, selection, and ongoing support provided by franchisors.Originality/valueThis research is particularly valuable to franchisors who are contemplating expanding their franchising business internationally.
Cheating in virtual worlds: transgressive designs for learning
Authors: Kafai Yasmin B. , Fields Deborah A. 
Published: January 2009

PurposeThis paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike.Design/methodology/approachThe types of cheats were categorized and science content examined in hundreds of cheat sites created for Whyville. The work of a cheat site designer in developing a cheat together with other Whyville players was observed.FindingsIt was found that a great variety of cheats are available in educational worlds and that science games that require more than one simple answer also require the development of more sophisticated cheats.Originality/valueCheating is a transgressive practice widely accepted in gaming but mostly condemned in schooling. The features of cheating and its associated practices allow us to consider transgressive designs for learning in virtual worlds that offer opportunities for youth to participate in creative and critical media production, to engage in science inquiry, and to raise ethical issues.
Virtual worlds, conceptual understanding, and me: designing for consequential engagement
Authors: Gresalfi Melissa , Barab Sasha , Siyahhan Sinem , Christensen Tyler 
Published: January 2009

PurposeThis paper aims to advance the idea of consequential engagement, positioning it as a necessary complement to the more common practices of supporting procedural or conceptual engagement. More than a theoretical argument, this notion is grounded in examples from the authors' work in enlisting game‐based methodologies and technologies for supporting such engagement.Design/methodology/approachThrough the presentation of two example designs, an elementary statistics curriculum and an undergraduate educational psychology course, the paper attends to the potential of narratively‐rich, multi‐user virtual environments for positioning students to critically engage academic content. In particular, it discusses the importance of designing spaces that afford opportunities to understand and apply disciplinary concepts in making sense of, and potentially transforming, conceptually‐revealing scenarios.FindingsThe paper discusses the role of consequential engagement in supporting meaningful procedural and conceptual engagement, and the potential of these designed spaces for positioning learners to develop an appreciation both of the power of the conceptual tools they engage, and of themselves and their peers as people who use these tools.Originality/valueThis paper proposes a framework for design that can be applied to both real and virtual learning environments.
Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills
Authors: Steinkuehler Constance , King Elizabeth 
Published: January 2009

PurposeThis paper aims to reviews the structure and format of an after school incubator program that leverages online games for literacy learning, particularly for adolescent males. It also aims to describe its dual function as both quasi‐natural context and design experiment laboratory and to discuss some early findings that illustrate the kinds of literacy practices the authors are beginning to see within their homegrown community to date.Design/methodology/approachFor the past year, the authors have been engaging game‐loving boys in digital and print literacy practices, not by playing matchmaker between them and those game communities that engage in such practices naturally, but by growing such a community of their own. Following the lead of other games‐based educational programs and known characteristics of game‐related indigenous online communities, the design encourages distributed expertise and collective intelligence in place of standardization and peer‐to‐peer learning in the form of modeling and networked apprenticeship.FindingsThe goal is to leverage teenage boys' existing interests in games to strengthen and enrich their engagement in literacies with payoff both in school and beyond. The findings suggest that the laboratory has met with initial success, particularly in terms of the use of literacy as a tool for solving problems, researching and assembling online multimodal game‐related resources, and synthesizing in‐game and out‐of‐game information.Research limitations/implicationsThere are challenges inherent to taking this sort of “piggyback” approach to literacy learning, yet some characteristics that emerge from such approaches warrant further investigation. Specifically, virtual worlds enable what we call “networked apprenticeship” and function as “levelers” in their ability to let mastery rather than credentials decide who is considered expert in any given situated interaction. Such social contexts for learning, despite the challenges of fostering them, warrant additional research.Practical implicationsWhile previous literature has blamed videogames as the culprit behind boys' lagging success in literacy‐related coursework and assessments, this program inverts this equation and instead investigates the ways in which games can function as a sort of “gateway drug” for important digital literacy practices.Originality/valueThe paper focuses on a program whose target audience is adolescent boys identified as “at risk” and failing in literacy‐related classes yet highly motivated by games.
Not just a dollhouse: whatThe Sims2can teach us about women's IT learning
Authors: Hayes Elisabeth R. , King Elizabeth M. 
Published: January 2009

PurposeThe purpose of this paper is to describe how a popular computer game, The Sims2, engages players in computing practices that are foundational to information technology (IT) fluency, and to draw implications for engaging young people, particularly girls and women, in computer‐related learning.Design/methodology/approachThe analysis is framed within a conceptual perspective on learning as a process of acquiring situated understandings through participation in meaningful activity. The paper draws on two years of work with girls developing IT fluency through playing and modding The Sims. It also draws on interviews with adult women who are highly engaged in creating Sims content.FindingsThe paper identifies a set of practices inherent in Sims game play that are foundational to IT fluency: managing complex systems; cheating and glitching; tinkering with tools; and making, manipulating, and reasoning with spatial representations.Practical implicationsThe paper suggests how existing practices associated with games might be leveraged for the development of IT fluencies.Originality/valueThis study contributes to efforts aimed at rethinking how educators might conceptualize and support the development of IT fluencies. The paper offers new perspectives on the nature of IT fluency in the context of participatory culture and productive uses of new media.
Mobile media learning: multiplicities of place
Authors: Squire Kurt 
Published: January 2009

PurposeThis paper seeks to build a theory of mobile media learning by studying indigenous use of these media and theorizing what impact they might have on learning and education.Design/methodology/approachUsing a critical approach, the paper reviews contemporary developments in mobile media learning particularly those happening outside of schools. It includes reviews of games and/or media, literature (particularly firsthand accounts published by designers and/or users), and analyses of online communities.FindingsAlthough mobile media learning has mostly been framed as “anytime, anywhere” their more profound impact may be in the experience of place. Mobile media enables a multiplicity and hybridity of place that causes opportunities and challenges to learning and education.Research limitations/implicationsTo date, there has been relatively little close study of how youth use such media in educational and learning contexts, and more case studies are needed to understand the impact of mobile media on learning.Practical implicationsThose designing learning environments for a mobile media‐enabled world will need to rethink some basic assumptions about classroom configurations and learning. Rather than designing for large groups, educators might design for students to be in multiple places in time and place.Originality/valueAs handheld computing initiatives continue to proliferate, educators might benefit from taking a step back and reconsidering how mobile media is understood, and this paper argues that looking at mobile media as media with unique affordances makes new kinds of interactions come to light.
Exploratory study to understand the phenomena of adoption of wireless handheld devices in the Australian healthcare system
Authors: Hafeez‐Baig Abdul , Gururajan Raj 
Published: January 2009

PurposeThe purpose of this paper is to understand the phenomenal of wireless handheld technology in healthcare environment.Design/methodology/approachThe paper adopts a mixed method approach and a qualitative approach with focus group and survey techniques.FindingsThe study indicates that organizational readiness, technical readiness, clinical practice, social aspects as well as compatibility of new hardware with the existing system, play a crucial role in the adoption of wireless handheld devices in Australian healthcare systemsResearch limitations/implicationsFuture research in this domain needs to examine implications of wireless handheld technology at an organizational level in the healthcare environment and its adoptability to unique healthcare settingsOriginality/valueThe research has established that access to data, communication enhancements, policy development, high quality information transmission and easy interfaces, are some of the factors influencing the acceptance of wireless technology in Australian healthcare systems. The study also identified challenges, such as the lack of management commitment, in realizing the acceptance.
Perceived importance of EMR functions and physician characteristics
Authors: Meinert David B. , Peterson Dane 
Published: January 2009

PurposeThe purpose of this paper is to investigate why physicians in the USA have been reluctant to embrace electronic medical record (EMR) technology. More specifically, the present study aims to examine physicians' perceptions regarding the importance of various functions of EMR systems and the extent to which physician characteristics were related to the perceived importance of the functions.Design/methodology/approachA mail survey was sent to 358 physicians affiliated with a large, multi‐specialty clinic located in the Midwest region of the USA.FindingsAlthough previous studies suggest that the age, computer sophistication, and medical specialty of physicians impacts the extent to which they use EMR technology, the present study found very little evidence that these characteristics of the physicians were related to the perceived importance of EMR functions.Practical implicationsSince the results demonstrate that physicians view EMR technology as highly important, it was concluded that difference in the use of EMR technology among physicians was not primarily the result of differences in the perceived importance of EMR technology. Rather, it appears that a lack of computer skills may account for much of the resistance to adopting EMR technology. Thus, training to increase computer proficiency among physicians may be the key to increasing the acceptance of EMR technology.Originality/valueThe paper provides useful information on physicians' perceptions of EMR technology.
The effect of experience on web procurement
Authors: Hernández‐Ortega Blanca , Jiménez‐Martínez Julio , José Martín‐DeHoyos M. 
Published: January 2009

PurposeThe main objective of this paper is to analyse how important the previous experience of firms with different information technologies is for their acceptance of web procurement.Design/methodology/approachTo analyse the different types of experience a study was conducted using structural equation modelling techniques. A multi‐sample analysis was also carried out to test whether there are significant differences in behaviour according to the sector of activity to which the organisation belongs.FindingsThe findings show that using various precursor information technologies, such as Electronic Data Interchange (EDI) or the internet generates knowledge that both facilitates and encourages subsequent web procurement. Once a firm has acquired this knowledge its impact is the same in all sectors.Practical implicationsThe work examines the importance of making a continuous investment in IT and shows that previous experience of earlier information systems determines the future technological development of a firm. Thus, firms should be aware that this type of knowledge would help them to obtain competitive advantages and improve their profitability.Originality/valueThe main contribution of the study is its analysis of experience from a multiple perspective. First, the use of different applications: EDI, internet, commercial management software and web procurement. Second, to proxy for experience, the paper considers aspects other than intensity of use: perceived ease of use and usefulness. Finally, the relevance of technological experience for any economic activity is empirically tested.
Strategic alliances between microfirms
Authors: Jaouen Annabelle , Gundolf Katherine 
Published: January 2009

PurposeThis paper aims first to identify the patterns and governance modes of strategic alliances between microfirms and second, to show that alliances between microfirms have specific characteristics.Design/methodology/approachThe research adopts a qualitative approach, based on a survey of 20 alliances. It uses semi‐directive interviews with entrepreneurs of multi‐activity sector firms and discourse analysis.FindingsThe paper proposes a typology of microfirm alliances, and highlights the importance of a coherent vision on the part of the partners: egocentered or co‐development logic. First, it explains alliance motivations, and presents the different alliance configurations: patterns, purposes, and entrepreneurs' relationships. Then, it analyses these configurations and governance modes, and shows several specificities: lack of formalisation, absence of contractual relationships, trust, and constrained trust. Finally, the paper questions the impact of strategic alliances on the development of microfirms.Originality/valueThe research contributes to the knowledge of microfirms' strategic behaviours by showing new results about the functioning of strategic alliances. It shows that informal relationships predominate, and it confirms the research into the role of trust for construction and success of interorganisational collaboration.
The evolution of models of public relations: an outsider's perspective
Authors: Laskin Alexander V. 
Published: January 2009

PurposeThe purpose of this paper is to review the historical development of the models/dimensions of public relations. The extensive criticism of the models and dimensions is provided to better understand the strengths and weaknesses of the concept.Design/methodology/approachThe paper is based on a critical literature review to understand the roots of the models, their empirical tests, the modifications applied to the models over time, and finally the proposed shift from models to dimensions of public relations.FindingsThe study concludes that the attempt to translate the public relations models into the dimensions failed because of a variety of conceptual and methodological flaws. Yet, the idea of developing dimensions of public relations is a viable and practical step in advancing public relations research; however, such dimensions must be continuous, dichotomous and measurable.Originality/valueModels of public relations first became a dominant theoretical perspective in public relations only to virtually disappear from the research agenda later. This paper calls the attention back to the models/dimensions to revive the research in this area.
Reconstruction of public relations history through publications in Public Opinion Quarterly
Authors: Podnar Klement , Golob Ursa 
Published: January 2009

PurposeThe purpose of this paper is to introduce a historical development of public relations from its early days until 1970. The study aims to show that in the early stages of development public relations was closely linked with public opinion research.Design/methodology/approachA historical content analysis is used to establish a “story of identity” through a review of selected articles from Public Opinion Quarterly from 1937 to 1970.FindingsA clear finding is that public relations was once an integral part of public opinion science but later changed its focus to the management field, interested in reaching different publics. From the very beginning public relations was a subject of academic interest.Research limitations/implicationsThis paper has a few limitations; one that stands out is that selected articles were analysed from only one journal, which does not offer the recent material (after 1970 and especially from the 1990s). At the end, the paper raises some questions, which should aid the discussion about the identity crisis of public relations discipline (and managerial function) in the postmodern era.Originality/valueThe paper attempts to cover the gap in an interactive relationship between two disciplines: communication studies and public relations. It contributes to the knowledge of historical development of public relations as an academic discipline.