Young people are a traditional risk group for radicalization and involvement in protest and extremist activities. The relevance of this topic is due to the growing threat of youth radicalization, the expansion of the activities of extremist organizations, and the need to organize high-quality preventive work in educational organizations at various levels. The article provides an overview of research on the topic under consideration and also presents the results of a series of surveys in general educational institutions and organizations of secondary vocational education (n = 11,052), universities (n = 3966) located in the Arctic zone of the Russian Federation. The results of the study on aspects of students’ ideas about extremism are presented in terms of assessing their own knowledge about extremism, the presence/absence of radically minded people around them, determining the degree of threat from the activities of extremist groups for themselves and their social environment, and identifying approaches to preventing the growth of extremism in society. Conclusions are drawn about the need to improve preventive work models in educational organizations towards a targeted (group) approach.
This study looked at how adding augmented reality (AR) to Jordanian fast-food apps during the pandemic impacts brand identity, consumer views, and interactions. It wanted to see if AR strengthens brand connections or leads to brand dilution concerns in the industry. The research utilized a qualitative approach, employing semi-structured interviews with 52 marketing managers from diverse fast-food establishments across Jordan. The study highlighted how mobile apps, especially AR, changed brand interactions in Jordan’s fast-food market. They boosted convenience and engagement but raised worries about food quality and brand dilution due to heavy app use. It stressed the need to balance tech innovation, preserve brand identity, offer personalized experiences, understand user behavior, and tackle app development challenges for better brand loyalty. The research offers practical implications for stakeholders, recommending strategic AR integration, a user-centric approach, cultural sensitivity in tech adoption, and the preservation of emotional connections. It emphasizes the significance of maintaining a delicate balance between leveraging technological advancements and safeguarding the distinctiveness of individual brand identities within an increasingly app-centric landscape. This study uncovers AR’s influence in Jordan’s fast-food scene, highlighting its transformative power and possible drawbacks. It offers practical advice for industry players, guiding them on how to navigate the digital shift without compromising brand integrity or customer connections.
Carbonated soft drinks (CSDs) have long been a mainstay of the beverage business but changing consumer tastes and rising health awareness have necessitated a thorough study of the variables impacting consumer choices. This study intends to explore the complex web of customer preferences, purchasing behaviour, and perceptions related to carbonated soft drinks. This research analyses how numerous variables, including gender, affect these preferences and choices via careful examination. The purpose of thepresent research is to determine the perception of consumer influencing customer choice preferences for the consumption of carbonated soft drinks, influence of gender and the role of advertisement in finalizing the choice. It would be helpful to do further research to better understand how these highlighted variables affect purchasing choices, especially gender-based variances. The important influence of gender on consumer behaviour has been acknowledged. For this study, a structured questionnaire was distributed through online social media to individuals of 12–45 years of age from the period of April–May 2023. For analysis of the data collected, SPSS 22.0 was used. The study has confirmed that consumption of Coca-Cola is higher than any other soft drink in almost the entire country. The factors like youthfulness, tradition, status symbol and level of carbonation have different influences on the buying behavior of male and female consumers.
Ticket revenues are crucial for the financial success of sports teams. To maximize these revenues, teams continuously explore effective ticket promotional strategies. One such strategy includes partial season plans, which mirror bundle offers common across various industries. Another widespread promotional strategy across industries is offering discounted credit (i.e., store credit purchased at a lower price than its face value). However, its application in sports (e.g., providing a $500 credit for tickets at $450) remains limited. Therefore, this study explores critical questions such as: “How effective is offering discounted credit compared to partial season plans?” and “What factors influence ticket promotion preferences?” Consequently, the study employed a 2 × 2 × 2 experimental designs, considering three independent variables: promotion type (discounted credit vs. partial season plans), promotion flexibility (predefined vs. customizable), and the consumer’s distance to the venue (near vs. distant). Results indicated that partial season plans generated significantly higher perceived value and purchase intentions while presenting lower perceived risks than discounted credit . Promotion flexibility did not significantly influence the three dependent variables , but the distance to the venue did . Both practical and theoretical implications of these findings are discussed.
STEAM (science, technology, engineering, arts, and mathematics) education has recently been encouraged and attracted much national attention. This qualitative study aimed to conduct a thematic analysis of college student STEAM open responses to provide an examination of college students’ perceptions of their STEAM experiences into the STEAM field. Based on transformative learning theory, a thematic analysis of 756 written responses to seven prompts by 108 college student participants revealed three primary themes: (1) exciting and challenging difficulties, and transdisciplinary learning in STEAM; (2) STEAM learning of gradual process, problem-oriented instruction, and creative problem solving; and (3) metacognition development in STEAM. The findings revealed that undergraduates’ STEAM perceptions provide strong support for STEAM implementation to enhance teaching effectiveness in higher education.
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