BackgroundWe see a growing number of older adults receiving long-term care in industrialized countries. The Healthcare Utilization Model by Andersen suggests that individual need characteristics influence utilization. The purpose of this study is to analyze correlations between need characteristics and service utilization in home care arrangements.Methods1,152 respondents answered the questionnaire regarding their integration of services in their current and future care arrangements. Care recipients with high long-term care needs answered the questionnaire on their own, the family caregiver assisted the care recipient in answering the questions, or the family caregiver responded to the questionnaire on behalf of the care recipient. They were asked to rank specific needs according to their situation. We used descriptive statistics and regression analysis.ResultsRespondents are widely informed about services. Nursing services and counseling are the most used services. Short-term care and guidance and training have a high potential for future use. Day care, self-help groups, and mobile services were the most frequently rejected services in our survey. Women use more services than men and with rising age utilization increases. Long waiting times and bad health of the primary caregiver increases the chance of integrating services into the home care arrangements.ConclusionThe primary family caregiver has a high impact on service utilization. This indicates that the whole family should be approached when offering services. Professionals should react upon the specific needs of care dependents and their families.
Purpose One of the most significant shifts in contemporary business thinking in the tourism and event industry is co-creation and the framework for adopting this collaborative approach is integral for achieving the fundamental goal of value creation. The purpose of this paper is to enhance the understanding of sustainable events by analysing value co-creation processes from the attendees’ perspective. Design/methodology/approach The methodical framework comprises two steps. First, the study analyses the literature related to festivals and value co-creation, with a focus on sustainable festivals. Second, data rooted research based on grounded theory is conducted, using 12 semi-structured interviews with music festival attendees. Findings Three distinct festival attendee categories were identified: the sustainable co-creation type, the calculating type and the experience type. Within each category, attendees have different attitudes, personal values and experiences as well as individual assessments of what exactly constitutes value and value creation. These three categories are regarded as key factors in describing different kinds of value co-creation processes in the festival context. Research limitations/implications Considering these three types and addressing their personal values, beliefs and value perceptions will allow festival organisers to better manage the development of sustainable festivals and their role as value co-creators. Originality/value This paper addresses the need to better understand how value is created in a festival context. The application of grounded theory also considers scholarly calls for a deeper search into the meaning and essence of value for festival attendees.
Ontology enrichment algorithms propose new concepts to given concepts in a domain specific ontology. The paper is dedicated to the quality of ontology enrichment algorithms in terms of recall. DefinitionsAn ontology is a set of concepts ordered by a subconcept relation. Moreover there exists a set of relation names together with a restriction for each one of them: the restriction expresses, which subconcepts of which superconcept are allowed at the i-th place of a relational tupel. We refer to Stumme and Maedche [SM01] for such an ontology definition.
PurposeIn this paper, the authors report the findings of an experiment on the effectiveness of gamification on work performance in a real industrial workplace setting with monotonous, repetitive work.Design/methodology/approachThe authors conducted an experiment with a simple gamification application that the authors added to a given information system and compared the work performance of an experimental group (n = 16) with a control group (n = 15) over a period of one month.FindingsThe results of the authors’ experiment show that gamification of the workplace leads to a measurable improvement of work performance, creates prevailingly positive emotions and increases the motivation of the workers.Research limitations/implicationsThe authors’ findings provide reasons for conducting future research on the contiguity of gamification and the Hawthorne effect or similar phenomena. In this regard, it also seems necessary to take a closer look at who is really affected by a gamified environment and what the boundaries of the gamified environment are.Practical implicationsThe authors demonstrate that gamification is a useful tool for process improvement. Furthermore, our results are helpful for a more successful implementation of gamification.Originality/valueGamification has proven to be effective in a large number of application contexts, such as education, health and crowdsourcing. Despite the generally positive evaluation of its effectiveness, gamification is still thought to work differently in different contexts. Therefore, there is a gap in the literature on this topic with respect to real industrial workplaces. To the best of the authors’ knowledge, the authors are among the first to have conducted a gamification experiment in a real industrial context.
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