University of Zielona Góra
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Social media based sponsorship activation: a typology of content
Purpose: This paper thematically categorises sports sponsorship-linked Twitter content and, by drawing on uses & gratifications (U&G) theory, maps the extent to which these categories cohere with known user motivations for consuming social media. Design/methodology/approach: Qualitative content analysis of a sample of 1502 Tweets by London 2012 Olympic and Paralympic Games sponsors posted between January 2011 and September 2012 was used to develop the typology of sponsorship-linked Twitter content. Findings:From the data, a typology is developed, comprising 17 categories grouped under four main types: informing, entertaining, rewarding and interacting. The majority of sponsor Tweets (68%) fell into the informing type, with 17% categorised as interacting. While few (2%) Tweets were categorised as entertaining, the link to the sponsored event implies a degree of entertaining content even in ostensibly informative, rewarding or interactional sponsorship-linked Tweets. Therefore, the typology categories highlight Twitter content produced by sponsors which engages customers, fostering dialogue alongside providing informative and entertaining content. Research limitations/implications: Practical implications: The typology can inform practitioners’ future sports sponsorship activation planning decisions and can also aid rights holders in tailoring appropriate sponsorship opportunities to potential sponsors, based on an appreciation of the nature of content sought by brand followers. Social implications: Originality/value: The typology extends existing understanding of the use of social media within sponsorship activation campaigns by thematically categorising content and mapping this against known user motivations for consuming brand-related social media content
Policy durability of Circular Economy in China: A process analysis of policy translation
In spite of many observations that governmental policy exerts significant influence on the development of Sustainable Industrial Clusters (SIC), such policy dynamics have not been systemically investigated, and policy durability as one of its important dimensions has been neglected thus far. This study aims to reveal the processes that are needed to bring about policy durability, in order to assess its impact on the successful stimulation of SIC. Building on previous work, we conceptualize policy durability as the result of an active translation process, during which four key elements of policy (actors, ideas, practices and objects) are assembled and reassembled over time. More specifically, we introduce a further analytical step through examining the materialization of policy ideas into physical objects. The case of the Chinese Circular Economy (CE) policy is presented here for the first time as a translation process that evolves from being dominated by a single agency engaged in experimental implementation to centralized cooperation implementation with a mixture of experimental and administrative features. This process features a continuous interaction of primary policy translators, their central interpretations, and associated governmental selection patterns of industrial parks. During this process, we find a progressively better fitness with the context, while establishing conservative forces against policy undermining. In this way, the Chinese CE policy has been made durable
Opponent Modelling by Expectation-Maximisation and Sequence Prediction in Simplified Poker
We consider the problem of learning an effective strategy online in a hidden information game against an opponent with a changing strategy. We want to model and exploit the opponent and make three proposals to do this; firstly, to infer its hidden information using an expectation-maximisation algorithm, secondly, to predict its actions using a sequence prediction method, and finally, to simulate games between our agent and our opponent model in-between games against the opponent. Our approach does not require knowledge outside the rules of the game, and does not assume that the opponent’s strategy is stationary. Experiments in simplified poker games show that it increases the average payoff per game of a state-of-the-art no-regret learning algorithm
“I just feel like I am broken. I am the worst pregnant woman ever”:A qualitative exploration of the “at odds” experience of women's antenatal distress
Advances in perinatal mental health research have provided valuable insights around risk factors for the overall development of maternal distress. However, there is still a limited understanding of the experience of women struggling emotionally during pregnancy. We explored how women view, experience, and interpret psychological distress antenatally. Eighteen Australian women participated in in-depth interviews that were analyzed thematically within a critical realist theoretical framework. We present and situate the current findings within the dominant discourse of the good mother, which arguably promotes guilt and stigma and results in women self-labeling as bad mothers.</p
The role of short-termism and uncertainty avoidance in organizational inaction on climate change: A multilevel framework
Despite increasing pressure to deal with climate change, firms have been slow to respond with effective action. This article presents a multi-level framework for a better understanding of why many firms are failing to reduce their absolute greenhouse gas emissions, which contribute to climate change. The concepts of short-termism and uncertainty avoidance from research in psychology, sociology, and organization theory can explain the phenomenon of organizational inaction on climate change. Antecedents related to short-termism and uncertainty avoidance reinforce one another at three levels—individual, organizational, and institutional—and result in organizational inaction on climate change. The article also discusses the implications of this multi-level framework for research on corporate sustainability
Human Dignity in Ireland
Due to the lack of any express reference to a right to human dignity in the Irish Constitution, there are many unanswered questions as to the legal basis, scope, limitations and nature of the right to human dignity in Ireland. This chapter explores these legal questions through an analysis of the case law of the superior courts, legislation and relevant academic literature in Ireland. The chapter identifies a right to human dignity as one of the many personal capacity rights protected impliedly by Article 40 of the Irish Constitution and determines that the right is now justiciable before the Irish courts. The right to human dignity has been interpreted in a rather functional manner which means that the right is not absolute but is subject to certain limitations in the interests of the common good, to protect the rights and freedoms of others and, rather uniquely, in certain cases to protect the best interests of the individual. While there are many judicial pronouncements on the right to human dignity, there is no express legislative or constitutional protection which has hindered both its use and development. It is, therefore, concluded that in order to ensure the greatest protection of the right and to assist in the development of other constitutional rights, such as economic, social and cultural rights, the right to human dignity should be expressly protected by the Irish Constitution
Exploring views about mindfulness groups for voice-hearing from the perspective of service users and staff:A Q-methodology study
OBJECTIVES: Despite prevailing beliefs about the potential benefits and harmfulness of mindfulness for people who hear voices, there is a paucity of research into staff and service user views. Q-methodology was used to explore views about mindfulness groups for voice-hearers. METHOD: Opportunistic sampling of mental healthcare staff (N = 14) and service users with psychosis (N = 17). Both samples were analysed using principle components factor analysis to identify the range of attitudes held by staff and service users. RESULTS: Staff participants were particularly knowledgeable and interested in mindfulness. A single staff consensus factor was found suggesting mindfulness is helpful, and not harmful for mental health, but uncertainty surrounded its usefulness for voice-hearers. Service users held four distinct attitudes: (i) mindfulness helps to calm a racing mind; (ii) mindfulness helps to manage stress; (iii) mindfulness improves well-being, and does not alter the brain, reality beliefs, or cause madness; and (iv) mindfulness helps with managing thoughts, fostering acceptance, and is acceptable when delivered in a group format. CONCLUSIONS: Staff viewed mindfulness groups for psychosis as helpful, not harmful, but were uncertain about their utility. Consistent with previous research, service users viewed mindfulness groups as useful to promote well-being and reduce distress for individuals experiencing psychosis
Rapid Skill Capture in a First-Person Shooter
Various aspects of computer game design, including adaptive elements of game levels, characteristics of “bot” behavior, and player matching in multiplayer games, would ideally be sensitive to a player's skill level. Yet, while game difficulty and player learning have been explored in the context of games, there has been little work analyzing skill per se, and how this is related to the interaction of a player with the controls of the game - the player's input. To this end, we present a data set of 476 game logs from over 40 players of a first-person shooter game (Red Eclipse) as a basis of a case study. We then extract features from the keyboard and mouse input and provide an analysis in relation to skill. Finally, we show that a player's skill can be predicted using less than a minute of their keyboard presses. We suggest that the techniques used here are useful for adapting games to match players' skill levels rapidly, arguably more rapidly than solutions based on performance averaging such as TrueSkill.<br/