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1 – 10 of 57Veronica Vitali, Claudia Bazzani, Annamaria Gimigliano, Marco Cristani, Diego Begalli and Gloria Menegaz
This study proposes a literature review and, based on the findings, the authors develop a conceptual framework, attempting to explain how technology may influence visitor behavior…
Abstract
Purpose
This study proposes a literature review and, based on the findings, the authors develop a conceptual framework, attempting to explain how technology may influence visitor behavior and eventually trade show performance.
Design/methodology/approach
The present research explores the role of visitors in the trade show context. The analysis specifically focuses on the variables that influence visitors’ participation at business-to-business trade shows and how their satisfaction and perception can be related to exhibition performance. The authors also take into consideration technological trends that prior to COVID-19 pandemics were slowly emerging in the trade show industry.
Findings
The findings highlight a continuity between pre-, at and postexhibition phases. Visitors’ behavior represents a signal of how a trade show is perceived as postexhibition purchases and next visit emerge as signals of an exhibition evaluation in relation to visitors’ perception. Besides being urgent tools for the continuity of the sector due to the pandemics, emerging technological trends can be key elements in understanding visitors’ behavior and in boosting their interest and loyalty toward trade shows.
Originality/value
The paper proposes a conceptual model including top notch and innovative technological trends to improve the understandment of visitors’ behavior. Both practitioners in companies and academics might find the study useful, given the digital uplift generated by the pandemics.
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Linda Ponta, Gloria Puliga and Raffaella Manzini
The measure of companies' Innovation Performance is fundamental for enhancing the value and decision-making processes of firms. The purpose of this paper is to present a new…
Abstract
Purpose
The measure of companies' Innovation Performance is fundamental for enhancing the value and decision-making processes of firms. The purpose of this paper is to present a new measure of Innovation Performance, called Innovation Patent Index (IPI), which makes it possible to quantitatively summarize different aspects of firms' innovation.
Design/methodology/approach
In order to define the IPI, a secondary source, i.e. patent data, has been used. The five dimensions of IPI, i.e. efficiency, time, diversification, quality and internationalization have been defined both analyzing the literature and applying three different machine learning algorithms (regularized least squares, deep neural networks and decision trees), considering patent forward citations as a proxy of the innovation performance.
Findings
Results show that the IPI index is a very useful tool, simple to use and very promptly. In fact, it is possible to get important results without making time consuming analysis with primary sources. It is a tool that can be used by managers, businessmen, policymakers, organizations, patent experts and financiers to evaluate and plan future activities, to enhance the innovation capability, to find financing and to support and improve innovation.
Research limitations/implications
Patent data are not widely used in all the sectors. Moreover, the pure number of forward citations is not the only forward looking indicator suggested by the literature.
Originality/value
The demand for a useable Innovation Performance tool, as well as the lack of tools able to grasp different aspects of the innovation, highlight the need to develop new instruments. In fact, although previous studies provide several measures of Innovation Performance, these are often difficult for managers to use, do not appreciate different aspects of the innovation and are not forward looking.
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Kunthi Afrilinda Kusumawardani, Hanif Adinugroho Widyanto and Jessica Eva Gloria Tambunan
The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification…
Abstract
Purpose
The purpose of this study is to investigate the factors influencing intention to continue using and spreading the word of mouth for e-commerce applications in the gamification context.
Design/methodology/approach
Using primary data from an online questionnaire, 219 users of e-commerce applications who played games on e-commerce platforms were gathered as the sample of the research and analysed using structural equation modelling.
Findings
The results showed that network exposure from gamification significantly influenced social influence, recognition and reciprocal benefit. However, only social influence and utilitarian shaped attitudes, leading to the intention to continue using the e-commerce platform and spread word of mouth. Recognition, reciprocal benefit and hedonic shopping motivation were not found to significantly influence attitude.
Practical implications
This study provides practical recommendations for e-commerce applications in implementing gamification into their platforms.
Originality/value
This study delivers a better understanding of the implementation of gamification in e-commerce by examining the in-game social interactions and the shopping behaviour in e-commerce to continue using the platform and spread the word of mouth about the gamification method.
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Alka Gupta, Christoph Streb, Vishal K. Gupta and Erik Markin
Acting entrepreneurially in nascent industries is a complex endeavor characterized by uncertainty and ambiguity. Nevertheless, entirely new industries do emerge, often as a direct…
Abstract
Acting entrepreneurially in nascent industries is a complex endeavor characterized by uncertainty and ambiguity. Nevertheless, entirely new industries do emerge, often as a direct result of entrepreneurial behavior. We extend and apply discovery and creation approaches to study entrepreneurial behavior during industry emergence by means of qualitative analysis of a film about the personal computer (PC) industry℉s formative years. We find that discovery and creation behavior are fundamentally interrelated and share a common element: bricolage. Moreover, ideological activism is a major component of entrepreneurial behavior in a new industry℉s formative years during both creation and discovery processes. Implications for research and practice are discussed.
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