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Piñeiro-Chousa J, López-Cabarcos MÁ, Pérez-Pico AM, Caby J. The influence of Twitch and sustainability on the stock returns of video game companies: Before and after COVID-19. JOURNAL OF BUSINESS RESEARCH 2023; 157:113620. [PMID: 36618961 PMCID: PMC9806492 DOI: 10.1016/j.jbusres.2022.113620] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/16/2022] [Revised: 12/22/2022] [Accepted: 12/26/2022] [Indexed: 06/17/2023]
Abstract
The covid-19 pandemic has shocked society greatly, causing many changes in people's lives. One of these changes relates to leisure and how we relate to others. Videogames became one of the first entertainment options during the pandemic, making the video game industry and the pharmaceutical industry-one of the least affected by economic slowdown. This study analyzes how Twitch and sustainability jointly influence the stock returns of major videogame companies before and during Covid-19 using panel fsQCA analysis. The results show a positive relationship between Twitch, sustainability, and stock returns in video game companies, but this relationship differs yearly, being stronger during the Covid-19 period.
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Affiliation(s)
- Juan Piñeiro-Chousa
- University of Santiago de Compostela, Faculty of Business Administration and Management, Spain
| | | | - Ada M Pérez-Pico
- University of Santiago de Compostela, Faculty of Business Administration and Management, Spain
| | - Jérôme Caby
- IAE Paris - Sorbonne Business School, Université Paris 1 Panthéon-Sorbonne, France
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2
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Xu Y. The Evolving eSports Landscape: Technology Empowerment, Intelligent Embodiment, and Digital Ethics. SPORT, ETHICS AND PHILOSOPHY 2023. [DOI: 10.1080/17511321.2023.2168039] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Affiliation(s)
- Yujun Xu
- Department of PE & School of Education, Peking University
- Academy of Sport, University of Edinburgh
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Hasan MT. The sum of all SCARES COVID-19 sentiment and asset return. THE QUARTERLY REVIEW OF ECONOMICS AND FINANCE : JOURNAL OF THE MIDWEST ECONOMICS ASSOCIATION 2022; 86:332-346. [PMID: 35996643 PMCID: PMC9387107 DOI: 10.1016/j.qref.2022.08.005] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/17/2021] [Revised: 07/26/2022] [Accepted: 08/14/2022] [Indexed: 06/15/2023]
Abstract
In this study, I constitute a search based COVID-19 sentiment index using Google search volume. I develop an alternative Scared COVID-19 Attitude Revealed by Eager Search (SCARES) index using the household search volume i.e. "coronavirus pandemic", "coronavirus epidemic", and "coronavirus outbreak" of United States (US) during the COVID-19 pandemic. Using daily data from May 1, 2020 to July 30, 2021, I find that SCARES index negatively explains stock market return and subsequent return reversals, implying that households' increased pandemic sentiment negatively affects equity market return. Furthermore, decile regressions on characteristics-sorted portfolio returns show that SCARES index predicts the return reversals of firms that are small, less profitable, and with low investment. I also report that COVID-19 search shocks of households do not significantly predict any of the Fama-French five-factors except SMB (small-minus-big). Moreover, I use two state Markov switching model and find that structural breaks associated with pandemic phases make SCARES positively related to indices i.e. twitter based uncertainty, volatility index, economic policy uncertainty, and business condition in high volatility regime. Finally, sub-period analysis reports that, in stock market context, people start to react slowly and become relatively less responsive to the COVID-19 search keywords. The findings of this paper can assist key stakeholders in the market to carefully analyze the asset return pattern during pandemic regimes.
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Affiliation(s)
- Md Tanvir Hasan
- Department of Finance, University of Dhaka, Nilkhet Road, Dhaka 1000, Bangladesh
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Yen JY, Higuchi S, Ko CH, Su SF. Screening, Brief Intervention, and Referral to Treatment Model Based on ICD-11 Criteria of Gaming Disorder and Hazardous Gaming During the COVID-19 Pandemic. CURRENT ADDICTION REPORTS 2022; 9:571-574. [PMID: 36185595 PMCID: PMC9510718 DOI: 10.1007/s40429-022-00444-5] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/14/2022] [Indexed: 11/01/2022]
Abstract
Purpose of Review This commentary aimed to propose the screening, brief intervention, and referral to treatment (SBIRT) model for gaming disorder (GD) and hazardous gaming (HG) on the basis of the International Classification of Disease, 11th version (ICD-11) classification. Recent Findings COVID-19 and its preventive measures increase the risk of GD and the treatment needs could exceed the capacities of mental health systems. Brief intervention could be provided for adolescents with HG after screening. Psychiatrists make diagnoses of GD or HG and then refer them to school counselors, specialized psychologists, or integrated teams based on the severity, comorbidity, and complication of GD. Summary The classification of GD and HG was suitable to develop a SBIRT model intervention. The SBIRT should work through the shortage of resources and provide a brief intervention guild to make it practical.
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Affiliation(s)
- Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan.,Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, Kaohsiung City, Taiwan.,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung City, Taiwan
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka-shi, Kanagawa, Japan
| | - Chih-Hung Ko
- Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Kaohsiung City, Taiwan.,Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, No. 482, Shanming Rd., Xiaogang Dist., Kaohsiung City, Taiwan
| | - Shu-Fang Su
- Department of Health, Kaohsiung City Government, Kaohsiung City, Taiwan
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Tholl C, Bickmann P, Wechsler K, Froböse I, Grieben C. Musculoskeletal disorders in video gamers - a systematic review. BMC Musculoskelet Disord 2022; 23:678. [PMID: 35842605 PMCID: PMC9288077 DOI: 10.1186/s12891-022-05614-0] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2022] [Accepted: 07/01/2022] [Indexed: 12/03/2022] Open
Abstract
Background Video gaming is a recreational activity with yearly increasing popularity. It is mostly a sedentary behavior combined with repetitive movements of the upper limbs. If performed excessively, these movements may promote strain injuries and a sedentary lifestyle is one of the contributing factors to musculoskeletal disorders. Therefore, a systematic review was conducted to evaluate if video gaming negatively affects the musculoskeletal system of video gamers. Methods PubMed, Web of Science and The Cochrane Library were systematically searched in order to identify relevant peer reviewed original articles in English published between 2000 and 2021. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method was used for the analysis. Studies were included when they contained investigations of changes of the musculoskeletal system due to video gaming in healthy individuals. Studies with participants older than 60 years or solely psychological, social or cardiovascular outcomes were excluded. An adapted version of the Newcastle–Ottawa Scale was used for the risk of bias analysis. Results Sixteen observational studies involving a total of 62,987 participants met the inclusion criteria. A majority (11) of the studies reported statistical negative musculoskeletal changes due to video game playtime. Four studies did not report changes and one study found no effect of video game playtime on the musculoskeletal system. Out of the eleven studies, which demonstrated a negative impact of video game playtime on the musculoskeletal system, the most reported painful body parts were the neck (n = 4), shoulder (n = 4) and back (n = 3). Ten studies reported odds ratios (OR) for the dependence of the appearance of musculoskeletal disorders on video game playtime. In eight studies OR were significantly increased (1.3—5.2). Conclusion Eleven out of twelve studies demonstrated a negative impact of video game playtime on the musculoskeletal system. In particular, excessive video game playtimes (> 3 h/day) seemed to be a predictor for the appearance of musculoskeletal disorders. Due to their great popularity across multiple generations, specific and tailored prevention and health promotion programs for video gamers need to be developed to counteract this important public health issue. Supplementary Information The online version contains supplementary material available at 10.1186/s12891-022-05614-0.
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Affiliation(s)
- Chuck Tholl
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany.
| | - Peter Bickmann
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
| | - Konstantin Wechsler
- Institute for Occupational Safety and Health of the German Social Accident Insurance, Sankt Augustin, Germany
| | - Ingo Froböse
- Institute of Movement Therapy and Movement-oriented Prevention and Rehabilitation, German Sport University Cologne, Cologne, Germany
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A Review of Social Media Website Users’ Interaction Paths with Governmental Accounts during the COVID-19 Pandemic. INFORMATICS 2022. [DOI: 10.3390/informatics9030050] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This study aims to describe and analyze the paths of social media website users’ interaction with the content of government accounts during the COVID-19 pandemic. The objectives of the study are to describe the roles of government accounts as a tool to support the concept of health communication among users of social media websites and analyze the targeted and untargeted roles that have emerged in this context, describe the roles of government accounts as a tool of government communication and analyze how government institutions employed them during the COVID-19 pandemic, and describe the roles of social media websites as a tool to address the problems and challenges created by the social spacing procedures and solutions provided by these websites to deal with these challenges. This study surveys a sample of previous studies conducted on the roles of government accounts on social media websites during the COVID-19 pandemic. The tools of this study are both analytical and comparative as they analyze and compare the results of previous studies on the interaction paths of internet users. The results indicate that social media websites have been considered a pivotal tool for building a renewable and interactive system. This coincides with developments in the communication environment in which the individual is present within the social pattern, and its depth of impact has been demonstrated, particularly after the repercussions of the spread of the COVID-19 pandemic.
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A New Contemporary Profession as Game Boosters: The Behavioural Emergence of Intellectual Opportunism. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2022. [DOI: 10.1155/2022/8046012] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
This study investigates the emergence of intellectual opportunism for game boosters in mobile social networks. It shows the supply and demand for upgrading game levels in mobile social networks. These supply and lucrative demand highlight a new temporary profession as game boosters. Game boosters facilitate framed newbie gamers who want to play at a higher game level without playing for a long time. This emergence of professionally game boosters is due to economic opportunism, promising their potential future incomes. Moreover, opportunistic mobile social networks (OMSNs) support the muscular appearance of the game booster profession. On the other hand, this study demonstrates that mobile social networks exploit hedonistic human needs by reflecting their behaviour and social relationships when building efficient and trustworthy business contracts. This study presents uniqueness supported by critical reasoning. First, it shows that the game booster phenomenon has emerged as a contemporary profession in society, promising future cash inflows above the average salaries of typical jobs. Second, this research demonstrates the sequential logic of economic opportunities, intellectual opportunism, and mobile social networks, constructing game boosters’ income generating. Nevertheless, this study acknowledges that the game booster profession has low integrity due to its members’ inconsistent and unprincipled virtues.
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Efrati Y, Spada MM. Self-perceived substance and behavioral addictions among Jewish Israeli adolescents during the COVID-19 Pandemic. Addict Behav Rep 2022; 15:100431. [PMID: 35647261 PMCID: PMC9133580 DOI: 10.1016/j.abrep.2022.100431] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2022] [Revised: 05/01/2022] [Accepted: 05/09/2022] [Indexed: 11/17/2022] Open
Abstract
Overall rates found in self-perceived substance and behavioral addictions among Israeli adolescents during the COVID-19 pandemic. Differences found in self-perceived substance and behavioral addictions by age, biological sex, religiosity, immigration status, and socioeconomic status.
This study examined self-perceived substance and behavioral addictions among Israeli adolescents during the COVID-19 pandemic across different sociodemographic categories. The sample comprised 2,074 adolescents (40% males, 60% females) aged 12–19 years who completed the survey anonymously and with parental consent. We examined what is the prevalence of self-perceived substance and behavioral addictions in this population in the COVID-19 pandemic context. Participants reported self-perceived addictions to social networks (70%), shopping (46%), binge eating (34%), gaming (30%), sex-related behavior (15%), psychoactive substance (31%, including alcohol, tobacco, cannabis, and/or cocaine), and gambling (3%). Moreover, differences were found to be directly related to age, biological sex, religiosity, socioeconomic status, and immigration status. From a lay epidemiological perspective, the current research expands our knowledge about self-perceived addiction among adolescents during the COVID-19 pandemic, offering better understanding of the likelihood probability factors for self-perceived addiction among adolescents and its related negative outcomes, including increased risk factors for later adult life.
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Disordered gaming, loneliness, and family harmony in gamers before and during the COVID-19 pandemic. Addict Behav Rep 2022; 15:100426. [PMID: 35434242 PMCID: PMC9001174 DOI: 10.1016/j.abrep.2022.100426] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/29/2022] [Revised: 03/17/2022] [Accepted: 04/09/2022] [Indexed: 12/20/2022] Open
Abstract
(Internet) Gaming Disorder scores increased significantly during the pandemic years. Loneliness and family harmony did not change significantly. Correlations between (I)GD and loneliness/poorer family harmony increased. The COVID-19 pandemic might have negatively affected the well-being of gamers.
The aim of this study was to investigate if and how disordered gaming, loneliness, and family relations have changed throughout the COVID-19 pandemic (from 2019 to 2021), and whether there were any changes in the association between these variables across three samples of gamers (for each respective year). Samples from 2019, 2020, and 2021 were matched by using propensity score matching across socio-demographic characteristics. The total effective sample comprised 897 gamers (N = 299 per year). These samples were compared in terms of disordered gaming – separately as Gaming Disorder (GD; WHO framework) and Internet Gaming Disorder (IGD; APA framework), loneliness, and family harmony scores with analyses of covariance (ANCOVAs), with age and gender as covariates. Steiger tests were used for correlation differences testing. ANCOVAs showed that while GD and IGD scores have increased significantly during the pandemic years, loneliness and family harmony did not change significantly. Furthermore, the correlation differences tests indicated that the correlations between both IGD and GD with loneliness as well as poorer family harmony have increased during the pandemic years. This study provides empirical evidence that the well-being of gamers might have been negatively affected during the COVID-19 pandemic. While loneliness and family harmony did not increase, the stronger correlations between Gaming Disorder and other variables might suggest that gaming may have been used to cope with loneliness and poorer family harmony.
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Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning. EDUCATION SCIENCES 2022. [DOI: 10.3390/educsci12030182] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/25/2023]
Abstract
There is a good body of literature about digital-game-based language learning (DGBL), but research has mainly focused on students as game players rather than as future educators. This paper reports on a research conducted among 154 teacher candidates at a higher-education institution in Spain regarding the adoption of digital games in education. It analyzes the participants’ knowledge of and attitudes toward digital games in foreign language learning. Quantitative and qualitative data were gathered through a pre/post-test, digital game presentations, and student blog posts. The research comprised five stages associated with critical thinking skills (definition, selection, demonstration, discussion, and reflection), including a game learning module. In the first two stages, preservice teachers completed the module activities and selected different games aimed at teaching English to children in preschool and elementary education. In the last two, they illustrated, discussed, and evaluated the digital games in class following a rubric and reflected on their perception in blog posts. In this four-week research based on a mixed method and convenience sampling, quantitative and qualitative data were gathered through a pre- and post-test survey about student perceptions toward the use of video game in the classroom, class discussion, and blog posts. Statistical data analysis unveiled gender-based differences related to gameplay frequency and genre preferences. The Wilcoxon signed-rank test was used as a nonparametric statistical hypothesis test to compare the two sets of scores resulting from the same participants, and it showed a significant difference (p ≤ 0.05) after the treatment in two of the five dimensions in the survey about teacher candidates’ attitudes toward game usage in education, namely, usefulness (U) and preference for video games (PVG). Research findings revealed preservice teachers’ positive attitudes but lack of practical knowledge about the use of digital games in foreign-language learning.
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Campino J, Brochado A, Rosa Á. Initial coin offerings (ICOs): Why do they succeed? FINANCIAL INNOVATION 2022; 8:17. [PMID: 35070643 PMCID: PMC8761516 DOI: 10.1186/s40854-021-00317-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/01/2021] [Accepted: 11/14/2021] [Indexed: 06/14/2023]
Abstract
Recent literature has addressed initial coin offering (ICO) projects, which are an innovative form of venture financing through cryptocurrencies using blockchain technology. Many features of ICOs remain unexplored, leaving much room for additional research, including the success factors of ICO projects. We investigate the success of ICO projects, with our main purpose being to identify factors that influence a project's outcome. Following a literature review, from which several potential variables were collected, we used a database comprising 428 ICO projects in the banking/financial sector to regress several econometric models. We confirmed the impacts of several variables and obtained particularly valuable results concerning project and campaign variables. We confirmed the importance of a well-structured and informative whitepaper. The proximity to certain markets with high availability of financial and human capital is also an important determinant of the success of an ICO. We also confirm the strong dependency on cryptocurrency and the impact of cryptocurrency valuations on the success of a project. Furthermore, we confirm the importance of social media in ICO projects, as well as the importance of human capital characteristics. Our research contributes to the ICO literature by capturing most of the success factors previously identified and testing their impacts based on a large database. The current research contributes to the building of systems theory and signaling theory by adapting their frameworks to the ICO environment. Our results are also important for regulators, as ICOs are mainly unregulated and have vast future potential, and for investors, who can benefit from our analysis and use it in their due diligence.
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Affiliation(s)
- José Campino
- Instituto Universitário de Lisboa (ISCTE-IUL), Business Research Unit (BRU-IUL), Lisbon, Portugal
| | - Ana Brochado
- Instituto Universitário de Lisboa (ISCTE-IUL), DINÂMIA’CET, Lisbon, Portugal
| | - Álvaro Rosa
- Instituto Universitário de Lisboa (ISCTE-IUL), Business Research Unit (BRU-IUL), Lisbon, Portugal
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Fuming Y, Huang W, Xiaojing L. Micro- and small-sized enterprises’ willingness to borrow via internet financial services during coronavirus disease 2019. INTERNATIONAL ENTREPRENEURSHIP AND MANAGEMENT JOURNAL 2022; 18:191-216. [PMCID: PMC8450705 DOI: 10.1007/s11365-021-00763-5] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Accepted: 09/02/2021] [Indexed: 01/10/2024]
Abstract
This paper explores the relationships among micro- and small-sized enterprises’ (MSEs) willingness to borrow from internet financial services (IFS) and the related impacts of coronavirus disease 2019 (COVID-19) and then analyses the mediating effects of their beliefs on the advantages and disadvantages of IFS. We further analyse the differences produced by the moderator effects of MSEs’ enterprise variables (sector, operating years, entrepreneur's education, profit margin, and employee number) on the above relationships. We collected 632 valid reports by developing an online questionnaire in China and employing judgement sampling of MSEs with fewer than 50 employees and annual operating income less than RMB 5 million. Then, we analysed the findings with partial least squares structural equation modelling. The results show that COVID-19 significantly impacted most Chinese MSEs and that most Chinese MSEs tend to borrow via IFS, but the amount and period of MSEs’ willingness to borrow should not be affected by the impacts of COVID-19 on MSEs. Rather, the explanation concerns the greater unfamiliarity or uncertainty concerning IFSs relative to traditional financial instruments. Moreover, MSEs' understanding of IFS's advantages and disadvantages has significant adverse mediating effects on the relationship between MSEs' willingness to borrow via IFS and the impacts of COVID-19. Furthermore, the enterprise variables of MSEs, namely, their industry type, entrepreneur’s education, number of employees, profit margin, and operating years, have significant moderating effects on these relationships. The results have implications for the government’s comprehensive supervision system for IFS risks, IFS firms’ enterprise performance, risk survey, and information disclosure systems, and the development of customer-specific and easy-to-use marketing strategies for IFS firms.
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Affiliation(s)
- Yang Fuming
- School of Finance and Trade, Wenzhou Business College, Wenzhou, China
| | - WeiLun Huang
- School of Finance and Trade, Wenzhou Business College, Wenzhou, China
| | - Liu Xiaojing
- Shaoxing University, School of Management, Shaoxing, China
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Skare M, Riberio Soriano D. Explaining COVID-19 shock wave mechanism in the European service industry using convergence clubs analysis. SERVICE BUSINESS 2022. [PMCID: PMC8592081 DOI: 10.1007/s11628-021-00471-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/05/2023]
Abstract
The impact of COVID-19 on the economy and business is a major issue. We define convergence clubs as countries with the same impact of COVID-19 on service turnover by using a convergence algorithm for testing and clustering. We repeat the procedure in the hospitality and food industry, information and communication, transport, and storage. The impact of COVID-19 on each convergence club identified in the study varies empirically. The findings suggest that the impact of COVID-19 varies between countries and industries depending on the firm’s agility, innovation, ownership, digital adoption, customer perception, pandemic status, and state financial assistance of companies.
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Shin Y, Hur WM, Hwang H. Impacts of customer incivility and abusive supervision on employee performance: a comparative study of the pre- and post-COVID-19 periods. SERVICE BUSINESS 2022. [PMCID: PMC8345907 DOI: 10.1007/s11628-021-00456-7] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/13/2023]
Abstract
The purpose of our study was to assess the effects of customer incivility and abusive supervision on employee performance during the pre- and post-COVID-19 periods. Our two-wave panel data collected from South Korean frontline service employees revealed that the indirect effect of customer incivility on job performance through emotional exhaustion became more pronounced after the onset of the pandemic. Furthermore, during the pandemic, customer incivility exerted a greater indirect effect on job performance through emotional exhaustion than abusive supervision. These findings offer insights for effectively managing frontline service employees’ stress in times of crisis, including pandemics.
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Affiliation(s)
| | - Won-Moo Hur
- College of Business Administration, Inha University, 100 Inha-ro, Minchuhol-gu, Incheon, 22212 Korea
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15
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Trotter MG, Coulter TJ, Davis PA, Poulus DR, Polman R. Social Support, Self-Regulation, and Psychological Skill Use in E-Athletes. Front Psychol 2021; 12:722030. [PMID: 34858261 PMCID: PMC8632024 DOI: 10.3389/fpsyg.2021.722030] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 10/06/2021] [Indexed: 11/13/2022] Open
Abstract
The aims of the present study were twofold. First, to investigate self-reported social support, self-regulation, and psychological skill use in esports athletes (e-athletes) compared to traditional athletes. Second, to determine if self-reported social support, self-regulation, and psychological skill use influenced e-athlete in-game rank. An online survey was used to collect data from an international sample of e-athletes (n = 1,444). The e-athletes reported less social support, self-regulation, and psychological skill use than reported by traditional athletes in previous studies. E-athletes with higher scores in social support, self-regulation, and psychological skill use was associated with higher in-game rank. The lack of an organisational structure in esports may be a contributing factor as to why e-athletes score lower than traditional athletes on social support, self-regulation, and psychological skill use. Future research is warranted to explore the development of esports programs aiming to promote athletes' social support, self-regulation, and use of psychological skills to enhance in-game performance and well-being.
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Affiliation(s)
- Michael G Trotter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Tristan J Coulter
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
| | - Paul A Davis
- Department of Psychology, Umeå University, Umeå, Sweden
| | - Dylan R Poulus
- School of Health and Human Sciences, Southern Cross University, Bilinga, QLD, Australia
| | - Remco Polman
- Faculty of Health, School of Exercise and Nutrition Sciences, Queensland University of Technology, Brisbane, QLD, Australia
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Moving the 2030 Agenda Ahead: Exploring the Role of Multiple Mediators toward Perceived Environment and Social Sustainability in Residential Neighbourhoods. LAND 2021. [DOI: 10.3390/land10101079] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Neighbourhood safety represents an important topic of study to illustrate the reasons behind the increases in crime and mitigate its effects in neighbourhoods. This study examines how the social and environmental features of neighbourhoods may influence the social sustainability of residents based on the assumption that the perception of safety and social cohesion mediates the effects of neighbourhood environment on social sustainability. A quantitative method was employed to collect data from residents in a low-rise residential area in Penang, Malaysia. The results of structural equation modelling (SEM) indicated the positive and significant effect of neighbourhood accessibility on perceived disorder, whilst the effect of accessibility on social cohesion was negative. Disorders may comprise social and physical disorders, and may have a negative effect on perception of safety, but not on social cohesion. The relationship between disorders and social sustainability is serially mediated by the perception of safety and social cohesion. This implies that those who perceived high disorderliness in a neighbourhood environment reported a lower level of perception of safety, social cohesion and lower levels of social sustainability. Attempts need to be made to reduce neighbourhood disorderliness to pave the way for 2030 Agenda goals implementation.
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The Influence of Potential Infection on the Relationship between Temperature and Confirmed Cases of COVID-19 in China. SUSTAINABILITY 2021. [DOI: 10.3390/su13158504] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
Considering the impact of the number of potential new coronavirus infections in each city, this paper explores the relationship between temperature and cumulative confirmed cases of COVID-19 in mainland China through the non-parametric method. In this paper, the floating population of each city in Wuhan is taken as a proxy variable for the number of potential new coronavirus infections. Firstly, to use the non-parametric method correctly, the symmetric Gauss kernel and asymmetric Gamma kernel are applied to estimate the density of cumulative confirmed cases of COVID-19 in China. The result confirms that the Gamma kernel provides a more reasonable density estimation of bounded data than the Gauss kernel. Then, through the non-parametric method based on the Gamma kernel estimation, this paper finds a positive relationship between Wuhan’s mobile population and cumulative confirmed cases, while the relationship between temperature and cumulative confirmed cases is inconclusive in China when the impact of the number of potential new coronavirus infections in each city is considered. Compared with the weather, the potentially infected population plays a more critical role in spreading the virus. Therefore, the role of prevention and control measures is more important than weather factors. Even in summer, we should also pay attention to the prevention and control of the epidemic.
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Fisher JC, Yoh N, Kubo T, Rundle D. Could Nintendo’s Animal Crossing be a tool for conservation messaging? PEOPLE AND NATURE 2021. [DOI: 10.1002/pan3.10240] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022] Open
Affiliation(s)
- Jessica C. Fisher
- Durrell Institute of Conservation and Ecology (DICE) School of Anthropology and Conservation Canterbury UK
| | - Natalie Yoh
- Durrell Institute of Conservation and Ecology (DICE) School of Anthropology and Conservation Canterbury UK
| | - Takahiro Kubo
- Durrell Institute of Conservation and Ecology (DICE) School of Anthropology and Conservation Canterbury UK
- Department of Zoology University of Oxford Oxford UK
- Biodiversity Division National Institute for Environmental Studies Tsukuba Japan
| | - Danielle Rundle
- Durrell Institute of Conservation and Ecology (DICE) School of Anthropology and Conservation Canterbury UK
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