Human capital and social capital are crucial in shaping entrepreneurial decisions, yet their combined effects on entrepreneurship entry remain insufficiently explored. This study uses data from the China Household Tracking Survey (2010–2018) to examine how the coupling of human and social capital influences entrepreneurship entry. By defining human-social capital coupling as the interdependence between these two forms of capital, we estimated its nonlinear impact using generalized propensity score matching and analyzed variations across gender and region. The results revealed that human capital-social capital coupling mediated the relationship between these capitals and entrepreneurship entry, following a significant N-shaped trend with identified thresholds. The impact of this coupling was also influenced by gender and regional variations. The study contributes to the literature by introducing a novel perspective on capital coupling, assessing its threshold effects, and highlighting gender and regional disparities. Individuals should understand and use the human capital-social capital coupling to guide their actions; policymakers are encouraged to consider and enhance the coupling between human and social capital in their entrepreneurship support strategies.
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The scientific publishing industry is rapidly transitioning towards information analytics. This shift is disproportionately benefiting large companies. These can afford to deploy digital technologies like knowledge graphs that can index their contents and create advanced search engines. Small and medium publishing enterprises, instead, often lack the resources to fully embrace such digital transformations. This divide is acutely felt in the arts, humanities and social sciences. Scholars from these disciplines are largely unable to benefit from modern scientific search engines, because their publishing ecosystem is made of many specialized businesses which cannot, individually, develop comparable services. We propose to start bridging this gap by democratizing access to knowledge graphs – the technology underpinning modern scientific search engines – for small and medium publishers in the arts, humanities and social sciences. Their contents, largely made of books, already contain rich, structured information – such as references and indexes – which can be automatically mined and interlinked. We plan to develop a framework for extracting structured information and create knowledge graphs from it. We will as much as possible consolidate existing proven technologies into a single codebase, instead of reinventing the wheel. Our consortium is a collaboration of researchers in scientific information mining, Odoma, an AI consulting company, and the publisher Brill, sharing its data and expertise. Brill will be able to immediately put to use the project results to improve its internal processes and services. Furthermore, our results will be published in open source with a commercial-friendly license, in order to foster the adoption and future development of the framework by other publishers. Ultimately, our proposal is an example of industry innovation where, instead of scaling-up, we scale wide by creating a common resource which many small players can then use and expand upon.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.
De creatieve industrie is een spil in innoverend Nederland en design speelt daarbinnen een cruciale rol. Het hbo heeft een belangrijke positie in deze drive voor innovatie. Door ontwerpend onderzoek te enten op de praktijk draagt het hbo actief bij aan kennis over het creatieve ontwerpproces. Het Network Applied Design Research (NADR) wordt een initiatieforgaan met voorbeeldfunctie en best practices van praktijkgericht en ontwerp gerelateerd onderzoek: koers uitzetten, initiatief nemen; visie neerzetten door organisatie van events en output (ondernemend en onderzoekend) die een zuigende werking heeft door te doen/organiseren zodat massa gecreëerd kan worden. Doelen van dit netwerk zijn onder meer: toegepast design onderzoek te emanciperen en de zichtbaarheid ervan te vergroten, kennis te ontwikkelen en de ontwikkelde kennis makkelijker en breder te delen, het stimuleren van de kwaliteit van praktijkgericht onderzoek in de ontwerpende disciplines, netwerkvorming, het opzetten van een body of knowledge & skills en kenniskaart, organisatieverband voor interactie met stakeholders, invloed op beleid en instrumenten. Het netwerk bevestigt de speciale positie die praktijkgericht, ontwerpend onderzoek heeft binnen het totale onderzoekskader. De verkenning in opdracht van SIA naar de positie van praktijkgericht onderzoek in de creatieve industrie onderschrijft dit. NADR vertegenwoordigt hbo-lectoren die vanuit hun lectoraat actief zijn op het gebied van design waarbij wetenschappelijke disciplines als Natural Sciences & Engineering, Humanities, Behavioral & Social Sciences en Arts in meer of mindere mate worden geïntegreerd om een bijdrage te leveren aan het reframen en oplossen van diverse maatschappelijke thema’s als bijvoorbeeld gezondheidszorg of circulaire economie. De verbindende factor is ontwerpen gerelateerd onderzoek en het platform is open voor lectoraten die zich daarmee verwant voelen, van zorg- technische- duurzame- virtuele product ontwerpers tot gameontwerpers, architecten of meer op toegepaste kunst gerichte lectoraten, zolang het ontwerpend onderzoek en integratie van verschillende disciplines bij hen centraal staat.