1,721,092 research outputs found
Who Gets more Innovation and Why? A Comparative Analysis of the Italian and British Outsourcing Sectors
Exploring the learning potential of serious games
Digital game technology has been recently introduced in formal training and education through Serious Games applications. Advocates of the new technology highlight the capacity of games to intrinsically motivate and engage users, and the technology’s potential to train users with some realism through the use of high fidelity virtual environments. However, in order to examine the effectiveness of this new medium it is also necessary to look into the individual differences of users, which are rarely accounted for. Not all people respond the same to a given set of stimuli and the different implementations of game elements could significantly influence the users’ levels of engagement and learning transfer. This article provides a framework for exploring the effectiveness of serious games as a training application by exploring the role of different features of digital games as antecedents of engagement, and the moderating effect of individual characteristics on engagement and user acceptance of the medium
What Do You See in Your Bot? Lessons from KAS Bank
The introduction of robotic process automation (RPA) has created an opportunity for humans to interact with bots. While the promise of RPA has been widely discussed, there are reports suggesting that firms struggle to benefit from RPA. Clearly, interactions between bots and humans do not always yield expected efficiencies and service improvements. However, it is not completely clear what such human-bot interactions entail and how these interactions are perceived by humans. Based on a case study at the Dutch KAS Bank, this paper presents three challenges faced by humans, and consequently the perspectives humans develop about bots and their abilities to perform work. We then provide a set of five practices that are associated with the management of the interactions between humans and bots.Information and Communication Technolog
Outsourcing and Innovation. A Comparative Study of Italy and the UK
This research has been conducted by Prof. Ilan Oshri, Director of the Research Centre for Global Sourcing and Services at Loughborough University, Prof. Giovanni Vaia, Director of the Digital Enterprise Lab at Ca’ Foscari University Venice, sponsored by Engineering, an Italian firm. The results of this study are based on a cross-industry survey carried out in 2015 with 150 client firms in Italy (75 firms) and the UK (75 firms) at the executive level who were directly involved in achieving innovation through outsourcing.
In this study, researchers answer this question by comparing innovation performance of Italian and British client firms: how can companies achieve
innovation through outsourcing engagements
Positive psychology and digital games: the role of emotions and psychological flow in serious games development
In this paper we will discuss how positive psychology can contribute to the design of digital games and in particular training applications like Serious Games. While digital games have been known for their ability to deeply immerse users, stimulate the senses and tap into a broad range of emotions, it has proven rather challenging to use them as a vehicle for pedagogy. Relevant research is still at its infancy and many of the mechanisms that foster knowledge creation and enhance learning need to be mapped out before scripted in the game. The theory of psychological flow and the role of positive emotions in broadening people’s thought-action repertoires bring some practical insights and pave the path for tackling some important design questions. Yet there are still major challenges and uncharted waters to be explored in order for the technology to deliver what has been promised
Exploring determinants influencing a service-oriented enterprise strategy: An executive management view
Due to the convergence of rapid business developments and digitization challenges firms need to become more agile. A service-oriented enterprise (SOE) strategy is an approach that decomposes an enterprise into business services that are modular, accessible, and interoperable, in which parts can be provided in-house, or outsourced to the market. The SOE concept has mainly been approached from a technological view and little is known about what type of strategic SOE determinants are relevant. A firm’s strategy to implement an SOE requires top management support. Therefore, insights at executive level are a prerequisite to identify strategic business directions. We conducted a literature review and a qualitative case study amongst eleven firms at executive level in various industries. Business services, business processes, and enabling technology were found in the literature as key determinants influencing a firm’s SOE strategy. Subsequently, the interviews at executive level identified that organizational readiness, knowledge and skills, and governance also affect the SOE strategy of firms. We suggest that a holistic view is required to study the complexity of an SOE. By using an executive view we contribute to IS and business literature as strategic SOE determinants become more explicit.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Information and Communication Technolog
Contractual and Relational Governance as Substitutes and Complements - Explaining the Development and Occurrence of Differential Relationships
What Client Firms Want and Are Willing to Do to Achieve Innovation from Their Suppliers: Insights from the Nordic, Italian, and British Outsourcing Sectors
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