Universidade Aberta

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    Risk governance as a line of defense: systematic review of hotspots for future research

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    To forestall future financial crises, risk governance has been embraced as a line of defense. Therefore, this paper seeks to synthesize the risk governance literature, identifying gaps, and suggesting direction for future research, through a systematic literature review (SLR). Analyzing 151 papers from the Scopus and Web of Science databases, this paper finds a steady increase in academic work on risk governance. Using the theory, context, characteristics, and methodology (TCCM) framework, the study emphasizes the importance of chief risk officers, geographical context coverage, and effectiveness and regulation of risk governance. Methodologically, endogeneity issues are a major concern for researchers, agency theory (AT) being the most popular theory used. Finally, moderating and mediating variables that affect risk governance are identified as important but under-explored. While providing practitioners and policymakers with a framework, empirical testing is encouraged. The study contributes to SDG Goal 8, Target 10 of strengthening financial institutions and promoting a resilient financial system.The work was supported by the Fundação para a Ciência e a Tecnologia [UIDB/04058/2020].info:eu-repo/semantics/publishedVersio

    Enhancing design thinking approaches to innovation through gamification

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    Purpose – The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms’ ESoIP. Design/methodology/approach – Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings – The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees’ engagement in the innovation process. Practical implications – The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value – Merging the gamification and design thinking approaches is novel, particularly on firms’ ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.info:eu-repo/semantics/publishedVersio

    Environmental impact of FDI: the case of US subsidiaries

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    advantages (FSAs) of US multinational enterprises (MNEs) majority-owned subsidiaries affect environmental pollution in host countries. The research results contribute to helping managers and policymakers understand the environmental impact of MNEs activities, and encourage these firms to develop environmentally responsible management (ERM) as an element of their corporate social responsibility practice. Design/methodology/approach – Panel data consisting of developing and developed countries spanning the years 2004 through 2014 are used. The dynamic panel generalised method of moments technique is implemented. This method avoids common estimation bias, such as endogeneity, heteroscedasticity and autocorrelation. Findings – This paper finds that the direct environmental impacts of FDI vary significantly between the two groups of countries. The environmental benefits of FDI to the recipient country are achieved through capital and technology transfer. The study also reveals that R&D intensity moderates the relationship between FDI and environmental pollution in both developing and developed countries in such a way that environmental pollution decreases. Research limitations/implications – Future research could explore the environmental impact of MNEs on host countries by considering both equity and non-equity entry modes. The findings offer some support to host government policies offering generous incentive packages to attract R&D investment to improve environmental pollution. This research raises questions as to the reasons corporations operating in developing and developed countries should pursue their ERMpractices. Originality/value – This research examines both the direct effect of FDI and the moderating effects of FSAs on the relationship between FDI and the environment. Although previous studies have already looked at the relationship between FDI and the environment, the moderating effect of FSAs is very under-developed in this relationship.info:eu-repo/semantics/publishedVersio

    Key factors for the implementation of technologies supporting talent management

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    Although implementing technologies is a continuous practice observed in organizations, many need help to achieve successful implementations and recognize its impact on their operations and outcomes. Therefore, this review paper aims to present the critical success factors that organizations consider when implementing technology in the Talent Management field. A comprehensive understanding of the technological implementation phenomenon requires adopting a strategic perspective. Consequently, this literature review centres on three clusters: challenges organizations are addressing (Challenges), the technological capabilities and the implementation/adoption process (Technology), and the expected impact (Impact). Findings indicate that a central area of research is the integration of technology in recruitment and, particularly, in the context of Small and Medium Enterprises. Digital Transformation, the Industrial Revolution, and a more diverse workforce are challenges that organizations face. Organizations aim to streamline Human Resources Management (HRM) practices, prioritizing data-driven decisions.N/

    Highly efficient software development using DevOps and microservices: a comprehensive framework

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    With the growing popularity of DevOps culture among companies and the corresponding increase in Microservices architecture development—both known to boost productivity and efficiency in software development—an increasing number of organizations are aiming to integrate them. Implementing DevOps culture and best practices can be challenging, but it is increasingly important as software applications become more robust and complex, and performance is considered essential by end users. By following the Design Science Research methodology, this paper proposes an iterative framework that closely follows the recommended DevOps practices, validated with the assistance of expert interviews, for implementing DevOps practices into Microservices architecture software development, while also offering a series of tools that serve as a base guideline for anyone following this framework, in the form of a theoretical use case. Therefore, this paper provides organizations with a guideline for adapting DevOps and offers organizations already using this methodology a framework to potentially enhance their established practices.N/

    Behavioural factors in the financial decisions of young Mozambicans

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    This paper seeks to analyse how behavioural factors influence the financial decisions of young Mozambican investors. The standard theory of finance assumes investors make rational financial decisions, seeking to minimise risk and maximise their expected utility. However, several studies have been conducted criticizing the assumption that investors are rational, opening the way to behavioural finance theory. According to the behavioural finance approach, financial decisions made by individuals are not based on rational thinking and their risk taking behaviour depends on their beliefs or feelings. Our analysis reveals that young Mozambicans are risk averse towards certain gains and risk lovers when faced with certain losses; they are excessively optimistic about the future; they use the information available as an anchor for their estimates; and they are so overconfident that they believe estimates in uncertain situations to be more accurate than they really are.info:eu-repo/semantics/publishedVersio

    Growing democracy from the start (ages 3–10): early years and primary education guide

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    This project has received funding from the European Union’s Horizon Europe research and innovation programme under Grant Agreement No. 101094052, and from UK Research and Innovation (UKRI) - Reference Number: 10063654

    Gamification in innovation teams

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    The paper examines the relationship between gamification e the use of game elements in non-gaming contexts e and innovation teams’ outcomes. It builds on psychological and teamwork theories, arguing that gamification overcomes collaboration issues and generates multiple positive outcomes, particularly in coordination, alignment, engagement, and teams’ motivation. The research follows a qualitative theory-driven using a case study of an innovation project. The conceptual model built through the findings offers valuable insights about applying gamification in innovation teams, namely: i) surprising teams with such a new and playful approach reduces stress among team members; ii) rules and time constraints play a crucial role in teams’ coordination by avoiding dispersion and enhancing focused efforts. The paper provides a set of testable theoretical propositions derived from the conceptualization of gamification in the context of innovation teams. It supports innovation managers interested in measuring gamification outcomes in teams.info:eu-repo/semantics/publishedVersio

    Gamification approaches to the early stage of innovation

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    Despite the growing adoption and acceptance of gamification approaches among firms, the relationship between gamification and the early stage of innovation is confusing and deserves further attention in order to produce added‐value exploratory knowledge. This paper puts forward the idea that gamification approaches can support the early stage of innovation by making a cross‐comparison of published case studies of firms where gamification was used to address innovation challenges, e.g. use of gamification elements and tools that support the generation of ideas for developing new product concepts or entering new markets. In order to understand and clarify the relationship between gamification and the early stage of innovation, the paper proposes an analytical framework that provides a consistent and organized picture of the use of gamification approaches for innovation purposes. Research findings provide a conceptualization of gamification in the context of the early stage of innovation and demonstrate significant outcomes of these types of approaches with regard to the various forms of engagement, team spirit, consensus building, knowledge transfer, creative thinking and productivity.info:eu-repo/semantics/publishedVersio

    Maximising attendance in higher education: how AI and gamification strategies can boost student engagement and participation

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    The decline in student attendance and engagement in Higher Education (HE) is a pressing concern for educational institutions worldwide. Traditional lecture-style teaching is no longer effective, and students often become disinterested and miss classes, impeding their academic progress. While Gamification has improved learning outcomes, the integration of Artificial Intelligence (AI) has the potential to revolutionize educational experience. The combination of AI and Gamification offers numerous research opportunities and paves the way for updated academic approaches to increase student engagement and attendance. Extensive research has been conducted to uncover the correlation between student attendance and engagement in HE. Studies consistently reveal that regular attendance leads to better academic performance. On the other hand, absenteeism can lead to disengagement and poor academic performance, stunting a student's growth and success. This position proposes integrating Gamification and AI to improve attendance and engagement. The approach involves incorporating game-like elements into the learning process to make it more interactive and rewarding. AI-powered tools can track student progress and provide personalized feedback, motivating students to stay engaged. This approach fosters a more engaging and fruitful educational journey, leading to better learning outcomes. This position paper will inspire further research in AI-Gamification integration, leading to innovative teaching methods that enhance student engagement and attendance in HE.N/

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