In this article, we investigate the relation between customer loyalty and social media engagement. Two dimensions of customer loyalty are considered: affective and conative loyalty. We distinguish two forms of social media engagement: consuming of social media (passive engagement) and contribution to social media (active engagement). In a survey among 1,050 customers of a travel agency, the level of engagement of customers with the company’s social media activities is measured in relation to their degree of loyalty. Results show a partial positive relationship between social media engagement and customer loyalty: only consuming social media is directly related to affective loyalty.
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The Spring of 2020 brought many disruptions to our professional and personal lives due to the COVID-19 pandemic that forced worldwide mid-semester campus closures; pivoting of traditional, face-to-face classes to remote teaching and learning; and postponements or cancellations of conferences, workshops, and other professional development events. One example of the breakdown of scheduled opportunities for us as honors colleagues to gather in-person to enhance our practices and strengthen our community was the cancellation of the 2020 International Conference on Talent Development and Honors Education in Groningen, the Netherlands, originally slated for June 10-12 but moved to June 16-18, 2021. Immediately following the 2020 conference, we (the authors) had planned to offer the fifth Honors International Faculty Institute (HIFI), an international and highly interactive occasion for honors and talent development teachers, researchers, and leaders to engage in presentations, experiential activities, place-as-text explorations, collaborative group work, reflective exercises, and showcases designed to improve teaching, learning, and programming in honors. Suddenly, the coronavirus upended our world, and we had to reimagine the institute that we had previously organized four times alternately at Hanze University of Applied Sciences (Netherlands) and Texas Christian University (USA). Putting aside the disappointment of the moment and recognizing the value of coming up with an alternative to HIFI that would ensure the safety and health of our honors colleagues, we decided to create a fully online version with free registration to encourage participation and create resources accessible to all members of our international community. We wanted to highlight the challenges of how all of us unexpectedly had to pivot to remote teaching and learning as the global pandemic intensified, but we also wanted to share information, experiences, and models that could open new avenues for operationalizing online honors education more generally beyond the COVID-19 crisis. We wanted, in other words, to explore how honors pedagogy could (and maybe should) be adapted to the increasingly online world of primary, secondary, and higher education. Thus, HIFLO 2020 was born! HIFLO stands for Honours International Faculty Learning Online.
CRYPTOPOLIS is a project supported by EU which focuses on the financial management knowledge of teachers and the emerging field of risk management and risk analysis of cryptocurrencies. Cryptocurrency has shown to be a vital and rapidly growing component in today’s digital economy therefore there is a need to include not just financial but also crypto literacy into the schools. Beside multiple investors and traders the market is attracting an increasing number of young individuals, viewing it as an easy way to make money. A large pool of teenagers and young adults want to hop on this train, but a lack of cryptocurrency literacy, as well as financial literacy in general amongst youth, together with their inexperience with investing makes them even more vulnerable to an already high-risk investment.Therefore, we aim to increase the capacity and readiness of secondary schools and higher educational institutions to manage an effective shift towards digital education in the field of crypto and financial literacy. The project will develop the purposeful use of digital technologies in financial and crypto education for teaching, learning, assessment and engagement.
Fashion has become inextricably linked with digital culture. Digital media have opened up new spaces of fashion consumption that are unprecedented in their levels of ubiquity, immersion, fluidity, and interactivity. The virtual realm continuously needs us to design and communicate our identity online. Unfortunately, the current landscape of digitised fashion practices seems to lack the type of self-governing attitude and urgency that is needed to move beyond commercially mandated platforms and systems that effectively diminish our digital agency. As transformative power seems to be the promise of the virtual, there is an inherent need to critically assess how digital representation of fashion manifests online, especially when these representations become key mediators within our collective and individual public construction of self. A number of collectives and practitioners that actively shape a counter movement, organized bottom up rather than through capital, are questioning this interdependence, applying inverted thinking and experimenting with alternative modes of engagement. Starting from the research question ‘How can critical fashion practitioners introduce and amplify digital agency within fashion’s virtual landscape through new strategies of aesthetic engagement?’, this project investigates the implications of fashion’s increasing shift towards the virtual realm and the ramifications created for digital agency. It centers on how identity is understood in the digital era, whether subjects have full agency while expected to construct multiple selves, and how online environments that enact as playgrounds for our identities might attribute to a distorted sense of self. By using the field of critical fashion as its site, and the rapidly expanding frontier of digital counter practices as a lens, the aim of this project is to contribute to larger changes within an increasingly global and digital society, such as new modes of consumerism, capital and cultural value.
De creatieve industrie levert oplossingen voor maatschappelijke uitdagingen, en wordt daarom gezien als aanjager van innovatie in sectoren zoals de zorg. Zo brengen mkb-ers binnen deze industrie een divers aanbod aan games op de markt, met als doel een positieve impact op het welzijn en gezondheid van de samenleving. Vooral voor de doelgroep kinderen is de belofte van zorg-games groot, omdat zij nog bezig zijn hun attitudes en gewoontes te vormen. Zorg-games maken data-uitwisseling, en daarmee personalisatie, monitoring, en bijsturing mogelijk. De waarde van games zit dan ook in de mogelijkheid om op grote schaal dienstverlening op maat aan te bieden. De opschaling van games wordt echter belemmerd doordat er geen gevalideerde systematiek is om, op een ethische manier, game engagement en gedragspatronen bij kinderen te meten. Een dergelijke systematiek is van belang om games te optimaliseren zodat ze relevant zijn én blijven voor diegene die ze afnemen (gezondheidzorg en zorgklanten). Dit is cruciaal voor mkb-professionals, die behoefte hebben aan handvatten voor een data-gedreven aanpak, een langere levenscyclus van hun games, en een grotere afzetmarkt binnen de zorg. Dit voorstel adresseert deze behoefte: “Hoe kunnen mkb-professionals een nieuwe generatie zorg-games ontwikkelen, die met ethisch verkregen data de (1) game engagement en (2) gedragspatronen van kinderen inzichtelijk maken, zodat optimalisatie en validatie mogelijk is?” Om deze vraag te beantwoorden wordt een consortium tussen Jeugdgezondheidzorg (JGZ), gamebedrijven en kennisinstellingen opgezet dat op iteratieve wijze onderzoekt hoe gebruikersdata uit games inzicht kan geven in (1) engagement en (2) gedragspatronen van kinderen, met (3) correcte toepassing van de privacyregelgeving rondom data-uitwisseling. De intentie is om een “lerend” lab op te zetten waarbij gebruikersdata input vormt voor adaptieve entertainment- en preventiestrategieën. Het project levert kennis op over de strategische inzet van zorg-games voor kinderen en een blauwdruk van criteria waaraan deze games moeten voldoen.