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1.
The study explored the use of a multi‐attribute approach, Fishbein’s attitude‐towards‐the‐object model, in finding the differences between the attitudes of consumers and nonconsumers of game meat among South African respondents towards the following attributes of game meat: sensory characteristics; health benefits; game meat production ethics; animal welfare; safety for human consumption; availability; and price. This quantitative study determined the attitudes of 1,096 consumers and 310 nonconsumers of game meat with an online survey. Based on attitudes towards individual attributes, as determined by Fishbein’s attitude‐towards‐the‐object model, respondents classified some product attributes as important in their decision to consume, or not to consume, game meat. Respondents indicated that the availability, sensory characteristics, game meat production ethics and health benefits are considered to be important in their decision to consume game meat.  相似文献   

2.
Both gaming and group (decision) support systems (GDSS) are frequently used to support decision-making and policymaking in multi-actor settings. Despite the fact that there are a number of ways in which gaming and GDSS can be used in a complementary manner, there are only sporadic examples of their combined use. No systematic overview or framework exists in which GDSS are related to the functions of gaming or vice versa. In this article, we examine, why, how and for what purpose GDSS can be used to enrich and improve gaming simulation for decision support, and vice versa. In addition to a review of examples found in the literature, four games are discussed where we combined gaming and GDSS for complex decision making in a multi actor context: incodelta, a game about transportation corridors; infrastratego, a game about a liberalizing electricity market; containers a drift, a game about the planning of a container terminal, and; dubes, a game about sustainable urban renewal. Based on the literature and these four experiences, a classification is presented of (at least) four ways in which GDSS and gaming can be used in a complementary or even mutually corrective, manner: the use of GDSS for game design, for game evaluation, for game operation and the use of gaming for research, testing and training of GDSS.  相似文献   

3.
A quantitative methodology is developed to support negotiations over the allocation of costs and benefits in brownfield redevelopment projects by utilizing cooperative game theory. In particular, guidelines for estimating the net benefits of various coalitions that can be formed by the landowners, developers and governments are presented. A general n-player cooperative game is formulated to model the negotiations. Two simple conditions are obtained for checking whether or not a three-player brownfield redevelopment negotiation game has a nonempty core. Various nucleolus concepts and the Shapley value are utilized to find alternative fair cost and benefit allocation schemes, from which the decision makers can negotiate. An illustrative example is employed to demonstrate how the proposed approach can be applied in practice.  相似文献   

4.
Global risk and disaster management challenges are complex and ill-structured group decision processes characterized by time-sensitive, multi-faceted, and self-organizing negotiations, high decision stakes, extreme uncertainty, and dynamic, value-laden tradeoffs. Drama theory asserts that conflict resolution requires players to engage in a rational-emotional process of re-defining both the game and their “positions” in it until agreement on a satisfactory resolution is reached. While game theory has been widely applied to problems dealing with hazards, risk, and disasters, it assumes fixed players, options, and preferences, and hence does not allow for the re-definition of the conflict under consideration. Results show that drama theory constitutes a flexible and powerful tool for modeling group decision and negotiation processes involving natural, man-made, and health-related hazards, risk, and catastrophes in the post-911 security environment by modeling emotional responses that, throughout the course of a game, can lead to unanticipated reactions and change basic assumptions. This is achieved through the use of option boards to construct and analyze emergency, disaster, or crisis models that are structurally similar to game models. Finally, drama theory is compared and contrasted to conflict analysis, which developed from common roots in metagame analysis. The strengths and weaknesses of drama theory are critically evaluated in the context of global climate change and the mounting risk of a worldwide influenza pandemic.  相似文献   

5.
There is an emerging consensus among disciplines dealing with human decision making that the context in which a decision is made is an important determinant of outcomes. This consensus has been slow in the making because much of what is known about context effects has evolved from a desire to demonstrate the untenability of certain common assumptions upon which tractable models of behavior have generally been built. This paper seeks tobring disparate disciplinary perspectives to bear on the relation between context and choice, to formulate (1) recommendations for improvements to the state-of-the-practice of Random Utility Models (RUMs) of choice behavior, and (2) a future research agenda to guide the further incorporation of context into these models of choice behavior.  相似文献   

6.
Maximization of customer equity is a core objective of customer–company relationship management. We present an extended model of customer equity for determining the optimal allocation of marketing resources across acquisition and retention activities. Focusing on the negative relationship between acquisition and retention, we motivate channel quality as a relevant decision variable, explicate its role in the model, and demonstrate the existence of an optimal value. In addition, rather than making concavity assumptions about acquisition and retention rate response curves, we use the flexible ADBUDG model (Little, JDC, Models and Managers: the Concept of a Decision Calculus. Manag Sci 1970; 16(8): 466–484.), which allows for both S-shaped and strictly-concave relationships, and parameterize it using decision calculus. We show how to estimate and apply the model and then provide sensitivity analyses with respect to changes in the true values of model parameters as well as inaccuracy in managerial inputs. We conclude by comparing our model with extant models and discussing the implications of our research.  相似文献   

7.
企业管理决策模拟及内在机理探寻   总被引:4,自引:0,他引:4  
企业管理决策模拟把数据、模型、决策融合,通过决策模拟的形式把管理难以解决的问题化为数据摸型,并运用计算机进行科学决策。经过决策模拟,发现模拟决策过程中存在的问题:决策模拟初期对市场及决策的模拟规则把握不到位,不能及时了解环境的变化,整个模拟决策没有形成整体战略。在现实工作中进行科学管理决策时要关注内外部信息、关注市场需求,关注环境的变化,正确制定企业的决策,实现企业的战略目标。  相似文献   

8.
Despite a strong sensitization to the corruption problem and a large body of interdisciplinary research, scientists have only rarely investigated which motivational, volitional, emotional, and cognitive components make decision makers in companies act corruptly. Thus, we examined how their interrelation leads to corruption by proposing an action model. We tested the model using a business simulation game with students as participants. Results of the PLS structural equation modeling showed that both an attitude and subjective norm favoring corruption led to a desire to act corruptly. Given high perceived behavioral control, this desire was transformed into an intention that finally resulted in corrupt action. Components related to general private and professional goals did not allow for any prediction. Based on these results, we discuss preventative measures and methods for combating intra- and inter-organizational corruption.  相似文献   

9.
随着科技的不断发展,科学要素在决策过程中发挥着越来越重要的作用,不但影响着当下政策的制定,也塑造着未来政策的走向。为了更好地应对未来的挑战,许多国家施行了技术预见计划,20世纪70年代,日本成为第一个进行技术预见的国家,并带动了20世纪90年代欧洲的技术预见热潮。在诸多开展技术预见的国家中,英国是全面实施技术预见的代表性国家之一,创新研究的兴起、科学对于经济发展的推动、识别新兴通用技术方法论的产生是英国开展技术预见的主要动因,从1994年至今,英国开展了三轮技术预见,英国技术预见的经验可以在高层管理、方法多元、过程公开和成果推广等方面为我国提供借鉴。  相似文献   

10.
A Multi-Agent Model for Overlapping Negotiations   总被引:1,自引:1,他引:0  
In the last few years, research on multi-agent systems has addressed different aspects of intelligent negotiations using methods developed in different domains including game theory, decision theory, and economic models. The research proposed in Andersson and Sandholm (1999), Sandholm (1993), Sandholm and Lesser (1995) and Aknine et?al. (2004), Aknine (2002) are significant examples. However, only some of this work focuses on problems related to complex negotiations, particularly those concerning new generation applications. This new research raises fundamental difficulties we have encountered, especially in overlapping negotiations and combined negotiations. This article is interested essentially in overlapping negotiations, which include several agent roles in a same negotiation. One or more agents may play each of these roles. This work shows that the high-level negotiation models are necessary in order to control the execution of overlapping negotiation processes, since, in these negotiations we are facing both classical problems of multi-agent negotiations based on two agents’ roles and the problems concerned with the interdependence of these negotiations. Synchronization of these different processes is thus necessary because of the multiplicity of the roles. Thus, this paper presents a formalized negotiation model, which deals with this problem. It gives a theoretical analysis of the suggested model and discusses the results of the experimental evaluation. To perform this evaluation, we use the application of intelligent service agencies on the Internet.  相似文献   

11.
This article presents an exploratory study designed to investigate which factors in a group process relate to effective marketing decision making. The study was conducted with 20 teams playing Markstrat, a marketing-simulation game. Results indicate that decision performance is positively related to the attitudes of the group members toward their task, the level of effort they exert, and the degree to which the more effective decision makers emerge from the group process.  相似文献   

12.
The purpose of the 1992 French Water Act is to encourage negotiation and dialogue among local stakeholders within a framework which is very similar to a patrimonial approach. Potential use of models in such post-normal approaches is analyzed. Two kinds of models are compared: one is agent-based, the other follows a more classical approach. They are compared according to their contributions as negotiation support tools. This comparison is based on a specific collective decision process dealing with water allocation at the sub-basin scale, in which authors are involved. Both are used to support collective decision processes through simulation of resource use dynamics. Agent-Based Models entail the broadening of spatial information of actors in the process, revealing inter-connected topics not taken into consideration earlier. This makes it possible to remain relevant, despite the sometimes rapidly evolving stakes. The central point of this paper is the implementation, within a practical application, of theories advocating the use of ABM as a collective decision support system. This application promotes a better understanding of the kind of support ABM provides and the way it does so. This is brought about more by re-framing the discussion and modifying the representation of the system on the part of the stakeholders than by providing specific agreements.  相似文献   

13.
Response to wrongdoing is modeled as a decision process in an organizational context. The model is grounded in theory of risk, ambiguity, and informational influences on decision making. Time pressure, inadequate information and coworker influences are addressed. Along the way, a handful of propositions are provided which emphasize influences on the actual choice between response options.  相似文献   

14.
This study examines the differences between solar adopters and the general public in their perceptions of solar technologies. Factor analysis confirmed the existence of the theorized dimensions of innovation perception. Discriminant analyses and post hoc comparisons were used to assess differences between adopters, nonadopters, and procrastinators. Models including these facets resulted in significant improvements over a model containing only demographic variables. Results are used to make suggestions for increasing the pace of solar adoption.  相似文献   

15.
The technique for order preference by similarity to ideal solution (TOPSIS) has become a popular multi-criteria decision making (MCDM) technique, since it has a comprehensible theoretical structure and is able to provide an exact model for decision making. For the use of TOPSIS in group decisions, the common approaches in aggregating individual decision makers’ judgments are the geometric and the arithmetic mean methods, although these are too intuitive and do not consider either preference levels or preference priorities among alternatives for individual decision makers. In this paper, a TOPSIS group decision aggregation model is proposed in which the construction consists of three stages: (1) The weight differences are calculated first as the degrees of preferences among different alternatives for each decision maker; (2) The alternative priorities are then derived, and the highest one can be denoted as the degree to which a decision maker wants his most favorite alternative to be chosen; (3) The group ideal solutions approach in TOPSIS is used for the aggregation of similarities obtained from different decision makers. A comparative analysis is performed, and the proposed aggregation model seems to be more satisfactory than the traditional aggregation model for solving compromise-oriented decision problems.  相似文献   

16.
Participatory democracy is one of several conceptions of democracy which strives to create opportunities for all members of a group to contribute to the decision making process. Recent developments in information technologies in general and Internet technologies in particular are affecting the existing democratic mechanisms, hence enabling citizens and organizations to participate widely, efficiently and transparently in the decision making process and, most importantly, to arrive at better decisions faster, through negotiation. E-negotiation systems rely on such technologies to implement protocols ranging from motion raising and voting to auctions, and to make them available on the web for general use. E-negotiation systems can be used for political and societal decision making as well as business dealings within e-government and B2B settings. In order for these systems to fulfill their promise of bringing decision making opportunities to all, we need a structured approach and a configurable framework for designing, implementing and deploying them. The resulting systems should be web-based, easy to use, affordable, traceable, reliable, secure, flexible, efficient, and open for integration with other systems. This paper starts by examining leading research initiatives to devise such a framework and discussing the motivations behind them. We then introduce several design requirements derived from the expectations of e-negotiation systems providers and users. We argue that meeting these requirements fosters a more democratic and efficient decision making process. We also present our approach and vision of a configurable framework for designing, implementing and deploying e-negotiation systems.  相似文献   

17.
Models of technology adoption, notably the Technology Acceptance Model and the Unified Theories of Acceptance and Use of Technology, provide good theoretical foundations for understanding mobile payment adoption. This study extends these frameworks by incorporating perceived enjoyment, social influence, knowledge and perceived risk. Replications of established theories are tested in a new context of young people's adoption of mobile payment. Subsequent hypotheses test an extended theoretical framework using an online survey (N?=?316). The extended model improves previous models by explaining 62% of variation in intention to use. Against expectations, perceived ease of use had no significant effect on perceived usefulness and intention to use. The study contributes to advancing understanding of perceived enjoyment which had no direct effect on adoption intention but a significant effect on perceived ease of use and usefulness. Social influence reduces perceived risk, and further contribution is made by noting that perceived enjoyment lowers perceived risk.  相似文献   

18.
This paper uses a hierarchical decision process model, uses of information, and a theory of consumption values as a strategic framework for evaluating the general failure of intervention strategies for teenage smoking initiation. Extremely high smoking consideration-to-trial rates and rapid cessation by occasional smokers provide narrow but unused strategic opportunities for intervention. Use of information sources varies by stage of model with interpersonal sources dominating consideration, trial, and cessation stages and mass media showing only a slightly increasing use in cessation compared to the earlier stages. The decision process model and consumption values are necessary for planning strategic interventions. Existing intervention programs are not appropriately targeted in the decision process. Programs should be developed to reduce the smoking consideration to trial rates in younger children and to encourage rapid cessation in older teenagers. The use of either print or broadcast mass media intervention programs is not supported.  相似文献   

19.
Individuals are faced with the many opportunities to pirate. The decision to pirate or not may be related to an individual's attitudes toward other ethical issues. A person's ethical and moral predispositions and the judgments that they use to make decisions may be consistent across various ethical dilemmas and may indicate their likelihood to pirate software. This paper investigates the relationship between religion and a theoretical ethical decision making process that an individual uses when evaluating ethical or unethical situations. An ethical decision making model was studied for general unethical scenarios and for the unethical behavior of software piracy. The research model was tested via path analysis using structural equation modeling and was found to be appropriate for the sample data. The results suggest that there is a relationship between religion and the stages of an ethical decision making process regarding general ethical situations and software piracy.  相似文献   

20.
在环境群体性事件频发的今天,正确引导民众舆论的发展方向十分重要。文章构建了一个环境群体性事件的舆论传播动态演化博弈模型,对其传播机制进行了定量分析,找到了影响舆论传播的关键性因素,并为政府正确引导舆论方向提供了理论参考和决策建议。  相似文献   

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