The integration of chatbots in the financial sector has significantly improved customer service processes, providing efficient solutions for query management and problem resolution. These automated systems have proven to be valuable tools in enhancing operational efficiency and customer satisfaction in financial institutions. This study aims to conduct a systematic literature review on the impact of chatbots in customer service within the financial sector. A review of 61 relevant publications from 2018 to 2024 was conducted. Articles were selected from databases such as Scopus, IEEE Xplore, ARDI, Web of Science, and ProQuest. The findings highlight that efficiency and customer satisfaction are central to the perception of service quality, aligning with the automation of the user experience. The bibliometric analysis reveals a predominance of publications from countries such as India, Germany, and Australia, underscoring the academic and practical relevance of the topic. Additionally, essential thematic terms such as “artificial intelligence” and “advanced automation” were identified, reflecting technological evolution in this field. This study provides significant insights for future theoretical, practical, and managerial developments, offering a framework to optimize chatbot implementation in highly regulated environments.
In the domain of public management, the concept of agency refers to the capacity of individuals or groups to effectively utilise power and resources to achieve certain goals. The formation of agency is significantly influenced by the external institutional environment and how actors perceive social structures. Thus, the agency to win a game can be generated as players familiarise with the game’s operations and understand the story line. But beyond this, there are also players who make mods on a non-profit basis, modifying the game’s program to meet the needs of others. mods, as a form of patching, are different from other fan-created mediated texts. Therefore, studying the agency in gaming community management, where both players and developers interact, offers valuable insights for understanding how to promote public participation, innovation, and effective governance in the context of public management. This approach bridges the gap between the digital world and real-world public management practices.
During and after any disaster, a situation report (SITREP) is prepared, based on the Daily Incident Updates (DIU), as an initial decision support information base. It is observed that the decision support system and best practices are not optimized through the available formal reporting on disaster incidents. The rapidly evolving situation, misunderstood terms, inaccurate data and delivery delays of DIU are challenges to the daily SITREP. Multiple stakeholders stipulated with different tasks should be properly understood for the SITREP to initiate relevant response tasks. To fill this research gap, this paper identifies the weaknesses of the current practice and discusses the upgrading of the incident-reporting process using a freely available software tool, enabling further visualization, and producing a comprehensive timely output to share among the stakeholders. In this case, “Power-BI” (a data visualization software) is used as a 360-degree view of useful metrics—in a single place, with real-time updates while being available on all devices for operational decision-making. When a dataset is transformed into several analytical reports and dashboards, it can be easily shared with the target users and action groups. This article analyzed two sources of data, namely the Disaster Management Center (DMC) and the National Disaster Relief Service Center (NDRSC) of Sri Lanka. Senior managers of disaster emergencies were interviewed and explored social media to develop a scheme of best practices for disaster reporting, starting from just before the occurrence, and following the unfolding sequence of the disasters. Using a variety of remotely acquired imageries, rapid mapping, grading, and delineating impacts of natural disasters, were made available to concerned users.
In light of the metaverse’s vast expansion, it’s a crucial intellectual platform that’s transforming the video game industry and spurring creative innovation and technological advancement. Considering the distinctive niche that Taiwan occupies within the realm of the video game industry, this study uses a total of 11 video game companies in Taiwan as samples. The study spans a period of 16 years, from 2007 to 2022, and utilizes the random effect regression model for analysis. The study results illustrate that intellectual capital efficiency exerts varying contributions to the creation of value across different corporate value indicators within the video game industry. Among the factors, HCE, SCE, and CEE demonstrate the highest explanatory power for ROE, reaching up to 82.23%. Following this, they account for 73.57% of the variance in market share, but only a meager 13.67% for Tobin’s Q. This study is the empirical evidence that different methods of measuring intellectual capital and various definitions of value creation in an industry may lead to divergent results and managerial implications in intellectual capital research. Hence, it is worthwhile for subsequent studies to continue clarifying and delving deeper into these aspects.
Community policing has emerged as a vital instrument for combatting crime and enhancing public safety in South Africa. As a result, it has the capacity to go beyond traditional law enforcement functions as a mediator in disputes, fostering improved relationships between the police and the communities where they work. This paper analyses the implementation of community policing strategies by the South African police with the purpose of resolving conflicts. This study aims to address social crime prevention-related concerns through community policing methods in the Galeshewe police area within the Francis Baard policing regions of the Sol Plaatje Municipality, South Africa. The paper examines the tactics that community police employ to enforce the law, avoid social issues, and manage conflict resolution in the communities. A qualitative method and descriptive design were employed. Comprehensive document analysis, semi-structured interviews, and observations were employed as data collection strategies. An inductive reasoning model was used to analysis data. The findings of the study demonstrated that community policing plays an important role in optimizing problem mapping and it increases public knowledge of the importance of upholding security and order in the different police operations that support the community policing program.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
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