This research paper aims to examine the association between financial development and environmental quality in 31 European Union (EU) countries from 2001 to 2020. This study proposed an estimation model for the study by combining regression models. The regression model has a dependent variable, carbon emissions, and five independent variables, including Urbanization (URB), Total population (POP), Gross domestic product (GDP), Credit to the private sector (FDB), and Foreign direct investment (FDI). This research used regression methods such as the Fixed Effects Model, Random Effects Model, and Feasible generalized least squaresThe findings reveal that URB, POP, and GDP positively impact carbon emissions in EU countries, whereas the FDB variable exhibits a contrary effect. The remaining variable, FDI, is not statistically significant. In response to these findings, we advocate for adopting transformative green solutions that aim to enhance the quality of health, society, and the environment, offering comprehensive strategies to address Europe’s environmental challenges and pave the way for a sustainable future.
Background: The background and objectives of the research revolve around bureaucracy as a classic form of the modern division of labor, with Max Weber acknowledging its inevitability. However, the objective implications of the bureaucracy’s iron cage are evident in governance and management experiences. The mayors of Tehran’s districts exemplify how Iranian culture interacts with bureaucracy. This research seeks to establish principles and governance for district governors using an alternative bureaucracy, parallel to conventional bureaucracy. Methods: The methods employed include twenty strategically selected interviews, considering age, municipal area, and work experience for maximum variance. Grounded theory methodology, specifically the approach by Anselm Strauss and Barney Glaser, guides the research, employing open coding, axial coding, and selective coding. MaxQDA 2020 software enhances the qualitative data analysis, facilitating organization, coding, and collaboration within the research team. Results: Findings indicate “inevitable violations” as a common starting point for interviewees, leading to three axes: “preconditions,” “objectives,” and “strategies and mechanisms” of alternative bureaucracy. In conclusion, breaking through bureaucracy becomes necessary for governors to act. Alternative bureaucracy, rooted in experience yet considering the bureaucratic field, requires transcendent goals. Hybridity and ethical principles are crucial when transitioning from conventional bureaucracy to the alternative in urban governance.
This study introduces a cross-country comparative analysis of the role of News Ombudsperson in the public media corporations in Spain and France. It investigates the specific media self-regulatory processes established to reduce reputational risks and increase the trust and credibility of the media organisations. It aims to fill in the gaps in prior research by applying a qualitative framework developed using indicators derived from scholarly work on regulation and governance and media management. The variables selected for the analysis are extracted from prior interdisciplinary research and focus on media self-regulatory processes, complaints management mechanisms, election, reporting procedures, checks and balances, roles, visibility and transparency of News Ombudspersons in two countries which represent the Polarised Pluralist media system category. Research questions are raised in relation to the main variables identified for the comparative analysis. Data were collected from multiple publicly available international sources, including public media organizations databases, national media regulatory authorities, and academic studies. Results reveal cross-country variations. The systematic investigation of different forms of self-regulatory procedures might lead to concrete recommendations and best practice models for media organizations beyond the European Union. Further research could address the role of media audiences as relevant stakeholders in media governance processes.
Metaverse technology has various uses in communication, education, entertainment, and other aspects of life. Consequently, it necessitates using some interactive mobile applications to enter the virtual world and gain real-time, face-to-face experiences, particularly among students. This research focused on the factors accelerating metaverse technology acceptance particularly, Metaverse Experience Browser application acceptance among the students under the factors proposed by the unified theory of acceptance and use of technology (UTAUT) model. Notably, lack of studies in metaverse browsers and their prevalence during the post pandemic era, indicates a strong literature gap. The researchers gathered data from n = 384 higher education students from the two cities in the United Arab Emirates and applied Structural Equation modelling (SEM) for data analysis. Results revealed that Performance Expectancy (p < 0.003) and Social Influence (p = 0.000) were significant factors affecting the Behavioral Intention of the students to consider Metaverse Experience Browser as an interactive mobile application. On the other hand, behavioural Intention significantly affects (p = 0.000) Effort Expectancy, which shows how fewer efforts and greater accessibility are associated with one’s behavioural Intention. Besides, the effect of Behavioral Intention (p = 0.000) on Metaverse Experience Browser acceptance also remained validated. Finally, Effort Expectancy (p = 0.000) also indicated its significant effect on the Metaverse Experience Browser. These results indicated that the factors proposed by UTAUT have greater applicability on the Metaverse Experience Browser as they showed their relevance to its acceptance. The present study concludes that the acceptance of Metaverse Experience Browser as an interactive mobile application is a level ahead in improving students’ experiences. Thus, the Metaverse Experience Browser is considered a modified way of creating, sharing, participating, and enjoying the virtual world, indicating its greater usage among students for different purposes, including education and learning.
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