1992
DOI: 10.1057/jibs.1992.23
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Cultures and Organizations: Software of the Mind

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Cited by 18 publications
(20 citation statements)
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“…Second, Libya is a highly collectivist society -scoring 80 on Hofstadter's collectivism index (Aharoni, 1992;Abubaker, 2008), as opposed to 35 for the more individualistic UK society (Obeidat, Shannak, Masa'deh, & Al-Jarrah, 2012 In Libya, the Gaddafi government gave considerable attention to people with a disability: laws were issued, institutions were established to provide care, special committees were formed for each kind of disability and social security laws were issued. Unfortunately, issuing laws without proper mechanisms for implementing them does not guarantee change in individual behaviour (Li & Wang, 2013;Martz, Strohmer, Fitzgerald, Daniel, & Arm, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Second, Libya is a highly collectivist society -scoring 80 on Hofstadter's collectivism index (Aharoni, 1992;Abubaker, 2008), as opposed to 35 for the more individualistic UK society (Obeidat, Shannak, Masa'deh, & Al-Jarrah, 2012 In Libya, the Gaddafi government gave considerable attention to people with a disability: laws were issued, institutions were established to provide care, special committees were formed for each kind of disability and social security laws were issued. Unfortunately, issuing laws without proper mechanisms for implementing them does not guarantee change in individual behaviour (Li & Wang, 2013;Martz, Strohmer, Fitzgerald, Daniel, & Arm, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Current literature of advergame effectiveness follows aspects concerned with the attitudes towards the advergame and the brand, which could be mediated by several factors (see Table 2). Product involvement [23][24][25], congruity [23,25,26], product-game congruity [27,28], flow [29,30], brand familiarity [31,32], arousal [29,33], brand fit [34] are the main factors related to advergame effectiveness.…”
Section: Advergaming Design and Consumer Behaviourmentioning
confidence: 99%
“…While analysing advergame effectiveness, there are also issues related to the game itself. For instance, experiencing 'flow' in an advergames can be positive for consumers [29]. Since flow can be influenced by the balance between in-game challenges and player skills [36] and the level of telepresence inside games (i.e.…”
Section: Advergaming Design and Consumer Behaviourmentioning
confidence: 99%
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“…Culture is typically viewed as the values, beliefs, and ideology of an organization or society [22][23][24]. It influences the way in which people behave [25,26]. A person's decision-making process is dependent on their cultural background according to what is considered 'the right way', highlighting the importance of culture [27].…”
Section: Literature Reviewmentioning
confidence: 99%