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201.
Groupware, and particularly Group Support System (GSS) tools, support organisational co-ordination and interaction between various organisational structures working within a decentralised market that evolves in different times and places. In 1998, 1999 and 2000 an educational project (HKNet) between the City University of Hong Kong (China) and the Eindhoven University of Technology (The Netherlands) has shown that remote collaboration can lead to successful problem solving in multicultural groups. This study focused on 178 participants, all of whom were involved in academic courses on software engineering, informatics and management using e-mail, videoconferencing, Internet phone connections and GroupSystemsT for both synchronous and asynchronous interactions. The task was to participate in a joint project on a chosen IT-related subject resulting in a joint report. The HKNet project created a win-win situation for both universities. Throughout the three-year project, GroupSystemsT supported efficient group problem solving, development of new-shared meaning and cultural attitude changes. The groups wrote creative reports that reflected their having worked successfully together. This paper presents selected results in an abbreviated form and the lessons learned from the last three years of the HKNet experience. Special emphasis is given to social and cultural phenomena. Limitations of our study will be discussed before to conclude with future research plans.  相似文献   
202.

The objective of this study was to unravel the challenges confronting women of color (WoC)-owned small and medium-sized enterprises (SMEs) in the United States. This is based on findings that most WoC-owned SMEs fail within the first few years of establishment. The impact of the global financial crisis resulting from the COVID-19 pandemic on WoC-owned SMEs was also explored. System Dynamics (SD) is a computational modeling approach useful for understanding changes in a system over time and is applied in this study to illustrate WoC entrepreneurs' navigation through the startup and maturation of SMEs. The authors calibrated and validated the model with publicly available data. Findings revealed that more emphasis should be placed on failure reduction in the early years of establishment of these businesses. Also, there is the need for early intervention rather than focusing on the improvement of the successful business exit from the system. Results indicated that the creation of new businesses by WoC after the failure of existing businesses produced an increase in the number of failed enterprises. The authors assert that attention must be paid at the individual level through support to the entrepreneur. This study contributes to the extant literature by providing the first known SD model useful in depicting the SME system for WoC entrepreneurs in the US. The model serves as a potentially useful tool for informing effective policy making, education, and programmatic approaches to support the success of WoC entrepreneurs in the US.

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203.
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game's storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games.  相似文献   
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