This paper investigates risk management practices of Islamic and conventional banks currently operating in the city of Lahore, Pakistan. Self-administered questionnaire is used to collect data from 150 bank senior managers and risk specialists with equal representation of the two banking categories. The study results reveal that risk identification, risk assessment and analysis, credit risk analysis and risk governance are the most efficient and influential variables in explaining the risk management practices of Islamic banks. Whilst understanding risk management, credit risk analysis, and risk governance are the most significant and contributing variables in the risk management practices of conventional banks. The study findings also show that Islamic banks have more areas of weaknesses in their risk management practices than conventional banks. The results presented in this study are likely to benefit bank managers, investors, regulators, and policymakers in guiding them when developing, reformulating and overseeing the bank(s) existing risk management practices.
The main purpose of this study is to identify the role of entrepreneurship in Pakistan. After reviewing the literature, researchers identify those predictors who influence the entrepreneur’s intention with the help of socio cognitive model. National culture of a country influences the entrepreneur’s intention to start new business. Perceived feasibility, perceived desirability and entrepreneurs experience has a direct impact on entrepreneur’s intention. The study finds out the impact of culture on entrepreneur intention, different cultures have different ways to influence the entrepreneur intention and different ways to impact on intentions towards perceived feasibility and perceived desirability .The study helps entrepreneur’s decision making process and also helps out the development of further new business in Pakistan, motivates students to become entrepreneurs and analyzes their feasibility and desirability. Culture varies from country to country, within country different provinces, how different cultures, different traditions, norms and values. So in future, it helps to analyze entrepreneur’s intention in different cultures.
Abstract-The purpose of this paper is to provide a 3D servicescape conceptual model which explores the potential effect of 3D virtual reality retail stores' environment on shoppers' behaviour. Extensive review of literature within two different domains, namely: servicescape models, and retail atmospherics, was carried out in order to propose a conceptual model. Further, eight detailed interviews were conducted to confirm the stimulus dimension of the conceptual model. A 3D servicescape conceptual model is offered on the basis of stimulus-organism-dimension, which proposes that a 3D virtual reality retail (VRR) store environment consists of physical, social, socially symbolic and natural dimensions. These dimensions are proposed to affect shoppers' behaviour through the mediating variables of emotions (pleasure and arousal). An interrelationship between pleasure and arousal, as mediating variables, is also proposed. This research opens a number of new avenues for further research through the proposed model of shoppers' behaviour in a VRR store environment. Further, a systematic taxonomy development of VRR store environment is attempted through this proposed model that may prove to be an important step in theory building. A comprehensive 3D service scape model along with a large number of propositions is made to define a 3D VRR store environment.
Abstract-The aim of this study is to investigate the effect of music, as an atmospheric cue of 3D virtual reality retail (VRR) stores, on shoppers' emotions and behaviour. To complete this research, a major empirical study was conducted in Second Life (SL) which is one of the most mature virtual worlds (VWs). The effect of the music on shoppers' emotions was experimentally tested in computer labs. Pre-test and post-test were conducted to evaluate the emotion levels before and after experiencing 3D VRR stores. Detailed mediation analysis was done with the PROCESS tool at the later stage of the analysis. This research confirmed 'music' as an atmospheric cue of 3D Servicescape. Results of this research determined the effect of music on shoppers' arousal, pleasure and consequent shopping behaviour. Further, this research could not identify the direct effect of arousal on shoppers' behaviour, however, it was a major source of inducing pleasure and increasing shoppers' positive approach behaviour. This paper contribute to better understanding the 3D VRR store atmospheric, role of music in it, shoppers' emotions and behaviour.
Abstract-Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions of users are already living their virtual lives in these worlds. Moreover, the number of users is increasing continuously. The purpose of this paper is to review all the business opportunities on these virtual worlds along with the learning opportunities for the real world companies and business students. This paper clearly and precisely defines the virtual worlds in the context of social networking sites and also aims at discussing the past, present and future of VWs. All the possible business opportunities for the real world companies including advertisement & communication, retailing opportunities, application for human resource management, marketing research and organizations' internal process management through virtual worlds are critically reviewed here. In addition to the discussion current learning and training opportunities for the real world companies and business students are also reviewed. The paper aims at proving that the VWs are full of business and marketing applications and they could be widely used by the real world companies for effective and efficient business operations.
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