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.
In a rapidly evolving digital economy, cyberpreneurship has emerged as a pivotal force driving innovation and economic growth. The study applies the Theory of Planned Behaviour in predicting entrepreneurial intention in the context of Malaysia, where the government has actively championed digital entrepreneurship. Drawing from a sample of 473 final-year university students in the Klang Valley region of Malaysia, the study investigates the impact of Individual Entrepreneurial Orientation (IEO) dimensions, namely innovativeness, risk-taking, and proactiveness, on the intention to engage in cyberpreneurship within the context of Digital Free Trade Zones (DFTZ). The study further examines the moderation effect of psychological characteristics incorporating visionary thinking, self-efficacy, opportunism, and creativity to provide a comprehensive understanding of the factors influencing cyberpreneurial intentions. With the moderating variable, the paper presents a comprehensive model to investigate the IEO and psychological characteristics contributing to cyberpreneurship intentions and its impact on engagement in DFTZ. An empirical examination of data and hypotheses found that risk-taking (RISK) and proactiveness (PRO) are significantly related to cyberpreneurial intention. Psychological characteristics significantly proved its moderating role in its interaction with innovatiness (INNO), risk-taking (RISK), and proactivness (PRO) in influencing cyberpreneurial intentions (CYBER_PI). Innovativeness (INNO) without the influence of the moderating variable is not significantly related to cyberpreneurial intentions. Engagement with the Digital Free Trade Zone (DFTZ) through the mediating role of cyberpreneurial intentions (CYBER_PI), the innovativeness (INNO) did not succeed. On the other hand, risk-taking (RISK) and proactiveness (PRO) are found to be significant. The paper contributes to the landscape of e-commerce and digital trade literature by advancing our understanding of the factors driving individuals’ intentions to participate in cyberpreneurship and engage in DFTZ. The findings of this study provide valuable insights for policymakers, educators, and entrepreneurs alike.
The rapid advancement of financial technology (Fintech) has revolutionized the way financial transactions are conducted, with E-payment services becoming increasingly integral to daily commerce. This paper examines consumer perceptions and attitudes towards E-payment services offered by Fintech companies, identifying key factors that influence their acceptance and usage. Employing a quantitative approach, the research integrates quantitative data from surveys and applied SEM (Structural Equation Modelling) through AMOS. Out of 450, 420 respondents have given their views on perceptual preferences and attitudes with the help of SPSS. KMO and Bartlett’s Test are executed to understand and to check the factors for implementing factor analysis further through extractions. Anticipated findings are expected to reveal a spectrum of consumer attitudes shaped by factors such as trust, security, convenience, and technological familiarity. It contributes to the existing literature by providing updated insights into consumer behaviour in the Fintech sector and suggesting actionable strategies for service providers to enhance user engagement and satisfaction. It holds the potential to inform both theoretical frameworks in technology acceptance and practical marketing strategies for Fintech companies aiming to optimize E-payment services for diverse consumer bases.
This study employs a virtual reality (VR) game to examine the role of VR gaming in learning Saudi cultural heritage. By creating 3D (Three-dimensional) virtual heritage buildings, the game immerses players in cultural scenes, fostering a lasting appreciation for art history. Objectives include making heritage information dissemination engaging, blending learning and entertainment in a 3D environment, designing a gamified setting for active learning, and igniting interest in culture, tradition, architecture, and art history. This paper further highlights the significance of serious gaming in promoting the Saudi cultural heritage among the younger generation. The research involved immersing 59 participants into a heritage building environment using a VR game and then probing their experience of the environment through a questionnaire. Results indicate positive participant experiences, increased interest in Saudi cultural heritage and appreciation for VR technology. The study demonstrates the potential of VR games to make heritage accessible and enjoyable for the younger generation, motivating further exploration and learning. Valuable resources are provided for individuals and researchers interested in using VR gaming for cultural heritage engagement.
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