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1

Jorgenson, Dale W., e Daniel T. Slesnick. "Aggregate Consumer Behavior and Household Equivalence Scales". Journal of Business & Economic Statistics 5, n. 2 (aprile 1987): 219. http://dx.doi.org/10.2307/1391902.

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Jorgenson, Dale W., e Daniel T. Slesnick. "Aggregate Consumer Behavior and Household Equivalence Scales". Journal of Business & Economic Statistics 5, n. 2 (aprile 1987): 219–32. http://dx.doi.org/10.1080/07350015.1987.10509580.

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3

Bradbury, Bruce. "The welfare interpretation of consumer equivalence scales". International Journal of Social Economics 30, n. 7 (luglio 2003): 770–87. http://dx.doi.org/10.1108/03068290310478739.

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Su, Che-Jen, Hsin-Hsing Liao, Nicolas Lorgnier, Wen-Shen Yen, Patrick Bouchet, Yuichi Hirooka, Rim Jallouli, Mornay Roberts-Lombard e Yi-Fang Lan. "Measuring Adolescent Influence Tactics With Parents in Family Vacation Decisions: A Comparable Scale Across 19 Societies". SAGE Open 9, n. 1 (gennaio 2019): 215824401983595. http://dx.doi.org/10.1177/2158244019835950.

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Exhibiting evidence of the applicability of scales developed in one society to other societies is a critical issue in establishing the general models of consumer behavior. This study investigates the measurement model of adolescent influence tactics with their parents in family vacation decision making in 19 societies. By conducting a series of exploratory and confirmatory factor analyses, adolescent influence behavior emerges in a refined and validated model of four subscales indicating its construct equivalence across societies. Procrustes rotation assessing the similarity of each society’s factor structure reveals a substantial degree of metric equivalence. Moreover, the original measures of influence tactics were relatively free from cross-cultural response bias, achieving the necessary degree of scalar equivalence. Our findings not only furnish future empirical research with cross-societal evidence of the generalized model of measuring adolescent influence behaviors but also highlight the participative role that adolescents play in family vacation decisions.
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Gorostidi-Martinez, Haritz, Weimin Xu e Xiaokang Zhao. "A review of Spanish consumers’ product-country image of China". Asia Pacific Journal of Marketing and Logistics 29, n. 3 (12 giugno 2017): 589–615. http://dx.doi.org/10.1108/apjml-09-2016-0160.

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Purpose The purpose of this paper is to facilitate and clarify the perceptions of Spanish consumers towards China, its people, and its products, while outlining the overall contemporary Chinese product-country image (PCI) within the Spanish market. Design/methodology/approach A 52-item construct was adapted from former PCI scales from cross-cultural equivalence, including “country image”, “personal image”, “product image”, “general knowledge about China”, and “personal data”. Overall, 215 valid structured questionnaires were gathered. Findings The current study provides: a PCI literature review; hypotheses results concerning Spanish citizens’ views of Chinese products’ price, quality, technicality, inventiveness, and known brands concepts; descriptive statistics and results graphs for each of the PCI sections; and correlations of other variables with the five product image variables within the construct. Research limitations/implications Implementing standardized, longitudinal consumer studies that facilitate better comprehension of PCI evolution within a specific market emerged as a future research agenda. Originality/value The data informed both the Chinese public and private organizations’ managers of the importance of adapting to the market and non-market environments within Spain to avoid the liability of country of origin effect.
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Yao, Shuguang, Kaibo Yan, Sisi Lu e Ping Xu. "Equivalence study involving rail vehicle collision test conditions". Proceedings of the Institution of Mechanical Engineers, Part F: Journal of Rail and Rapid Transit 233, n. 1 (3 giugno 2018): 73–89. http://dx.doi.org/10.1177/0954409718779940.

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In the context of rail vehicle collision tests, which incur high costs and consume substantial time and energy, the equivalence between a single vehicle crashing into a rigid wall and two identical vehicles colliding with each other was studied. Taking the car body as a rigid body, a three-dimensional multi-body dynamic model was built to simulate a single-vehicle impact and a collision between two identical vehicles; the results showed that the condition of a single vehicle crashing into a rigid wall at a speed of [Formula: see text] can be used to replace the condition of one vehicle moving at a speed of v and crashing into an identical vehicle that is stationary. However, the actual collision is a strong nonlinear process, and it is necessary to conduct the equivalent test of the condition of collision. Based on the similarity theory, the scaled equivalent vehicle model is established. Through a series of scaled model tests, the following conclusion is drawn: if one vehicle moving at a speed of vcrashes into another identical vehicle that is stationary, one can equivalently use a single vehicle with a speed of [Formula: see text] (units: m/s) that crashes into a rigid wall. This study provides practical support for the equivalence of vehicle collision test conditions and holds great value for engineering applications.
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Waterhouse, Andrew L. "Consumer Labels can Convey Polyphenolic Content: Implications for Public Health". Clinical and Developmental Immunology 12, n. 1 (2005): 43–46. http://dx.doi.org/10.1080/10446670410001722249.

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Polyphenolics are a large group of related substances. Many of these, in fact much of that found in food, is composed of processing-derived substances too complex for complete identification. Recent studies have suggested likely benefits for diets high in polyphenols, particular in reducing heart disease mortality, but other benefits have also been suggested. A consumer label based on the major polyphenolic classes is both manageable and fairly informative as most foods do not contain all possible classes. Differences between class member can be significant, but data on individual substances is impractical and no data is certainly less informative. Equivalency scales may be useful but may skew content of many foods towards the high-equivalency substances, even while the full beneficial effects of each individual substance is poorly described.
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Qianhui, Gao, Ito Shoichi e Saito Hisamitsu. "Measuring Japan’s technical barriers to trade based on the China’s fruit exports to Japan". Agricultural Economics (Zemědělská ekonomika) 64, No. 3 (16 marzo 2018): 141–47. http://dx.doi.org/10.17221/235/2016-agricecon.

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The study analyses the influence of technical barriers to agricultural trade carried out by Japan on China’s fruit exports. In order to measure the tariff equivalents of technical barriers, the price wedge method is utilized. Based on the utility function specified in the study, the constructed model is adopted to evaluate the elasticity of substitution between the imported fruits and Japanese domestic fruits, and the consumers’ preference parameters for different kinds of fruits. Sample data are chosen from the beginning of 2002 to the end of 2015. Based on the estimated preference parameters and elasticity of substitution, the results show that Japanese consumers prefer domestic fruits to the imported fruits. Besides, the results reveal that although the substitution and preference parameters are higher for the improved quality of imported fruits in the context of the positive list system, the scales of tariff equivalents of technical barriers are larger than the regular custom tariffs, and the technical barriers would cause extra huge costs for the imported fruits. Especially, in the three consecutive years after the implementation of the positive list system, tariff equivalents of technical barriers almost reached 150%, and then gradually decreased in the following years.
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Alamer, Ahmed, Ben Soh e David E. Brumbaugh. "MICKEY 2.0.85: A Secure and Lighter MICKEY 2.0 Cipher Variant with Improved Power Consumption for Smaller Devices in the IoT". Symmetry 12, n. 1 (22 dicembre 2019): 32. http://dx.doi.org/10.3390/sym12010032.

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Lightweight stream ciphers have attracted significant attention in the last two decades due to their security implementations in small devices with limited hardware. With low-power computation abilities, these devices consume less power, thus reducing costs. New directions in ultra-lightweight cryptosystem design include optimizing lightweight cryptosystems to work with a low number of gate equivalents (GEs); without affecting security, these designs consume less power via scaled-down versions of the Mutual Irregular Clocking KEYstream generator—version 2-(MICKEY 2.0) cipher. This study aims to obtain a scaled-down version of the MICKEY 2.0 cipher by modifying its internal state design via reducing shift registers and modifying the controlling bit positions to assure the ciphers’ pseudo-randomness. We measured these changes using the National Institutes of Standards and Testing (NIST) test suites, investigating the speed and power consumption of the proposed scaled-down version named MICKEY 2.0.85. The (85) refers to the new modified bit-lengths of each MICKEY 2.0 register. The results show that it is faster, requires less power, and needs fewer GEs. The proposed variant will enhance the security of applications, such asRadio-frequency identification (RFID) technology, sensor networks, and in Internet of things (IoT) in general. It also will enhance research on the optimization of existing lightweight cryptosystems.
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DeLong, John P. "Energetic inequivalence in eusocial insect colonies". Biology Letters 7, n. 4 (2 marzo 2011): 611–14. http://dx.doi.org/10.1098/rsbl.2011.0036.

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The energetic equivalence rule states that population-level metabolic rate is independent of average body size. This rule has been both supported and refuted by allometric studies of abundance and individual metabolic rate, but no study, to my knowledge, has tested the rule with direct measurements of whole-population metabolic rate. Here, I find a positive scaling of whole-colony metabolic rate with body size for eusocial insects. Individual metabolic rates in these colonies scaled with body size more steeply than expected from laboratory studies on insects, while population size was independent of body size. Using consumer-resource models, I suggest that the colony-level metabolic rate scaling observed here may arise from a change in the scaling of individual metabolic rate resulting from a change in the body size dependence of mortality rates.
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Dyg Affizzah, A. M., Fathan Soetrisno, Y. Irma Yazreen e Winnie Nirau. "Malaysia Corporate Credibility Index: An Assesment". Journal of Public Administration and Governance 9, n. 3 (29 settembre 2019): 261. http://dx.doi.org/10.5296/jpag.v9i3.15246.

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Corporate credibility has attracted interest from a wide range of academic disciplines. Malaysians tend to identify themselves by ethnic groups and not nationality. Cross-national marketing research that attempts to make comparisons and generalizations about Malaysian consumers, instead of Malay, Chinese or Indian sub-groups, is likely to be questionable. As corporate credibility index is crucial for every corporate, there is no benchmark or index in Malaysia context in determining levels of credibility of corporates. This provides an opportunity for this research to assess measurement invariance in cross-ethic perception difference between the westerner and Malaysian as well as developing a credibility index model called Malaysia organization credibility Index (MOCI) as an output of research. The Asian perception on corporate credibility may not be reliable and suitable if it is tested using the western-based scales, due to differences in ethnic culture, religious and personal values of the Asian consumers themselves. Nonetheless, one must determine whether such scales exhibit cross-cultural equivalence before meaningful comparisons and generalizations can be made. Based on the SEM, the study finds out that both westerners and Asian seems to share the same perception on the honesty, trustworthiness and expertise. However, Asian perceived to see that customer and employees focus are the significant variables in perceiving the credibility of corporate organization and its reputation. Hence, increasingly, corporations in Asia will need to be cognizant of how they are perceived to achieve their strategic goals. This will involve understanding the impact of specific country reputations on firm reputation. Thus this study suggests the establishment of Malaysian Corporate Credibility Index that can be applied to Asian as a whole.
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Whybrow, Stephen, Graham W. Horgan e Jennie I. Macdiarmid. "Buying less and wasting less food. Changes in household food energy purchases, energy intakes and energy density between 2007 and 2012 with and without adjustment for food waste". Public Health Nutrition 20, n. 7 (19 dicembre 2016): 1248–56. http://dx.doi.org/10.1017/s1368980016003256.

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AbstractObjectiveConsumers in the UK responded to the rapid increases in food prices between 2007 and 2009 partly by reducing the amount of food energy bought. Household food and drink waste has also decreased since 2007. The present study explored the combined effects of reductions in food purchases and waste on estimated food energy intakes and dietary energy density.DesignThe amount of food energy purchased per adult equivalent was calculated from Kantar Worldpanel household food and drink purchase data for 2007 and 2012. Food energy intakes were estimated by adjusting purchase data for food and drink waste, using waste factors specific to the two years and scaled for household size.SettingScotland.SubjectsHouseholds in Scotland (n 2657 in 2007; n 2841 in 2012).ResultsThe amount of food energy purchased decreased between 2007 and 2012, from 8·6 to 8·2 MJ/adult equivalent per d (P<0·001). After accounting for the decrease in food waste, estimated food energy intake was not significantly different (7·3 and 7·2 MJ/adult equivalent per d for 2007 and 2012, respectively; P=0·186). Energy density of foods purchased increased slightly from 700 to 706 kJ/100 g (P=0·010).ConclusionsWhile consumers in Scotland reduced the amount of food energy that they purchased between 2007 and 2012, this was balanced by reductions in household food and drink waste over the same time, resulting in no significant change in net estimated energy intake of foods brought into the home.
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Zanzer, Yoghatama, Ângela Batista, Anestis Dougkas, Juscelino Tovar, Yvonne Granfeldt e Elin Östman. "Difficulties in Translating Appetite Sensations Effect of Turmeric-Based Beverage When Given Prior to Isoenergetic Medium- or High-Fat Meals in Healthy Subjects". Nutrients 11, n. 4 (29 marzo 2019): 736. http://dx.doi.org/10.3390/nu11040736.

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The established effect of turmeric and its curcuminoids on appetite sensations was previously shown to be mediated by gut hormones release. In in vitro and preclinical studies, curcumin was shown to induce GLP-1 secretion and improve postprandial glycemia. In humans, consumption of 220 mL turmeric-based beverage (TUR, containing 185 mg gallic acid equivalents (GAE)) prior to white wheat bread (WWB, 50 g available carbohydrate) reduced early postprandial glucose levels and induced peptide tyrosine–tyrosine (PYY) release, as well as lowered ‘desire to eat’ and ‘prospective consumption’ in a postprandial setting, compared to control. In the present study, 12 healthy participants (5 men, 7 women) were admitted. An identical beverage was given and consumed prior to isoenergetic (423 kcal) medium-fat (MF) or high-fat (HF) meals. Appetite sensations including perceived ‘hunger’, ‘desire to eat’, ‘satiety’, ‘fullness’, ‘prospective consumption’, and ‘thirst’ were measured using visual analogue scales. MF induced 18% (p = 0.039) higher ‘satiety’ compared to HF. TUR consumption prior to either MF or HF did not modulate the perceived appetite sensations. Whether macronutrient-induced appetite sensations override the actual turmeric effects warrants further investigation.
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Rojanarata, Theerasak, Kwanrutai Waewsa-Nga, Parin Buacheen, Praneet Opanasopit e Tanasait Ngawhirunpat. "Development of Greener and Safer Assays for Hydrochloride Drugs: Photometric Microtitration of Phenylpropanolamine Hydrochloride and Metformin Hydrochloride". Advanced Materials Research 361-363 (ottobre 2011): 1892–96. http://dx.doi.org/10.4028/www.scientific.net/amr.361-363.1892.

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An environmentally friendlier, safer and saver method is described for the assay of drugs as hydrochloride salts namely metformin hydrochloride and phenylpropanolamine hydrochloride via the determination of their chloride contents. In this method, an aqueous solution of drug was treated with measured excess of silver nitrate in the presence of nitric acid, followed by the determination of unreacted silver nitrate by Volhard’s method using ammonium thiocyanate titrant and iron(III) alum indicator. To minimize the reagents consumed and wastes generated, the reactions were scaled down to less than 2 mL carried out in microcentrifuge tubes and using micropipettes for the transfer of reagents. The equivalence point was determined by spectrophotometry to diminish visual errors by reading the absorbance of red iron(III) thiocyante complex at 450 nm on microplates, which quickened the measurements of multi-samples. After validation, the method showed satisfactory accuracy and precision and was successfully applied for the assay of both drugs in raw materials, giving the results comparable to the pharmacopeial methods. In addition, the proposed assay was free from the use of harsh, toxic and environmentally harmful chemicals i.e. glacial acetic acid, acetic anhydride, mercuric acetate which are employed in the USP non-aqueous titration methods. Thus, the method is considerably safer for analysts and is a cost-effective and green analytical method suitable for a sustainable environment.
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Michel, Anna P. M., David J. Miller, Kang Sun, Lei Tao, Levi Stanton e Mark A. Zondlo. "Long-Path Quantum Cascade Laser–Based Sensor for Methane Measurements". Journal of Atmospheric and Oceanic Technology 33, n. 11 (novembre 2016): 2373–84. http://dx.doi.org/10.1175/jtech-d-16-0024.1.

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AbstractA long-path methane (CH4) sensor was developed and field deployed using an 8-μm quantum cascade laser. The high optical power (40 mW) of the laser allowed for path-integrated measurements of ambient CH4 at total pathlengths from 100 to 1200 m with the use of a retroreflector. Wavelength modulation spectroscopy was used to make high-precision measurements of atmospheric pressure–broadened CH4 absorption over these long distances. An in-line reference cell with higher harmonic detection provided metrics of system stability in rapidly changing and harsh environments. The system consumed less than 100 W of power and required no consumables. The measurements intercompared favorably (typically less than 5% difference) with a commercial in situ methane sensor when accounting for the different spatiotemporal scales of the measurements. The sensor was field deployed for 2 weeks at an arctic lake to examine the robustness of the approach in harsh field environments. Short-term precision over a 458-m pathlength was 10 ppbv at 1 Hz, equivalent to a signal from a methane enhancement above background of 5 ppmv in a 1-m length. The sensor performed well in a range of harsh environmental conditions, including snow, rain, wind, and changing temperatures. These field measurements demonstrate the capabilities of the approach for use in detecting large but highly variable emissions in arctic environments.
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Tsao, Hsiu-Yuan (Jody), Colin L. Campbell, Sean Sands, Carla Ferraro, Alexis Mavrommatis e Steven (Qiang) Lu. "A machine-learning based approach to measuring constructs through text analysis". European Journal of Marketing 54, n. 3 (23 novembre 2019): 511–24. http://dx.doi.org/10.1108/ejm-01-2019-0084.

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Purpose This paper aims to develop a novel and generalizable machine-learning based method of measuring established marketing constructs through passive analysis of consumer-generated textual data. The authors term this method scale-directed text analysis. Design/methodology/approach The method first develops a dictionary of words related to specific dimensions of a construct that is used to assess textual data from any source for a specific meaning. The method explicitly recognizes both specific words and the strength of their underlying sentiment. Findings Results calculated using this new approach are statistically equivalent to responses to traditional marketing scale items. These results demonstrate the validity of the authors’ methodology and show its potential to complement traditional survey approaches to assessing marketing constructs. Research limitations/implications The method we outline relies on machine learning and thus requires either large volumes of text or a large number of cases. Results are reliable only at the aggregate level. Practical implications The method detail provides a means of less intrusive data collection such as through scraped social media postings. Alternatively, it also provides a means of analyzing data collected through more naturalistic methods such as open-response forms or even spoken language, both likely to increase response rates. Originality/value Scale-directed text analysis goes beyond traditional methods of conducting simple sentiment analysis and word frequency or percentage counts. It combines the richness of traditional textual and sentiment analysis with the theoretical structure and analytical rigor provided by traditional marketing scales, all in an automatic process.
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Scoville, Jonathan P., Evan Joyce, Joshua Hunsaker, Jared Reese, Herschel Wilde, Amir Arain, Robert L. Bollo e John D. Rolston. "Stereotactic Electroencephalography Is Associated With Reduced Pain and Opioid Use When Compared with Subdural Grids: A Case Series". Operative Neurosurgery 21, n. 1 (17 marzo 2021): 6–13. http://dx.doi.org/10.1093/ons/opab040.

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Abstract BACKGROUND Minimally invasive surgery (MIS) has been shown to decrease length of hospital stay and opioid use. OBJECTIVE To identify whether surgery for epilepsy mapping via MIS stereotactically placed electroencephalography (SEEG) electrodes decreased overall opioid use when compared with craniotomy for EEG grid placement (ECoG). METHODS Patients who underwent surgery for epilepsy mapping, either SEEG or ECoG, were identified through retrospective chart review from 2015 through 2018. The hospital stay was separated into specific time periods to distinguish opioid use immediately postoperatively, throughout the rest of the stay and at discharge. The total amount of opioids consumed during each period was calculated by transforming all types of opioids into their morphine equivalents (ME). Pain scores were also collected using a modification of the Clinically Aligned Pain Assessment (CAPA) scale. The 2 surgical groups were compared using appropriate statistical tests. RESULTS The study identified 43 patients who met the inclusion criteria: 36 underwent SEEG placement and 17 underwent craniotomy grid placement. There was a statistically significant difference in median opioid consumption per hospital stay between the ECoG and the SEEG placement groups, 307.8 vs 71.5 ME, respectively (P = .0011). There was also a significant difference in CAPA scales between the 2 groups (P = .0117). CONCLUSION Opioid use is significantly lower in patients who undergo MIS epilepsy mapping via SEEG compared with those who undergo the more invasive ECoG procedure. As part of efforts to decrease the overall opioid burden, these results should be considered by patients and surgeons when deciding on surgical methods.
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BOONSUPA, Wilawan. "Chemical Properties, Antioxidant Activities and Sensory Evaluation of Berry Vinegar". Walailak Journal of Science and Technology (WJST) 16, n. 11 (20 giugno 2018): 887–96. http://dx.doi.org/10.48048/wjst.2019.4562.

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This study was carried out to examine the chemical properties, antioxidant activities and sensory scores of berry vinegar produced from 4 berry species, namely Morus alba L. (Mulberry), Vaccinium macrocarpon L. (Cranberry), Rubus idaeus L. (Rasberry), and Rubus laciniatus L. (Blackberry). Berry vinegars were produced via a 2-stage (alcoholic and acetous) fermentation process. The initial soluble solid contents in the berry juice were adjusted to 22 ºBrix before the fermentation. Alcoholic fermentation was conducted using Saccharomyces cerevisiae as the inoculant while Acetobacter pasteurianus was used for acetous fermentation. As observed for all samples during the alcoholic fermentation the levels of soluble solids decreased continuously and the levels of alcohol were found to increase at the end of fermentation process. Notably, the wine produced from ‘Blackberry’ species exhibited the highest levels of alcohol (11.73 %) while those produced from ‘Mulberry’ exhibited the highest levels of antioxidant activity (60.85 %). Similar results were observed for all samples during the acetous fermentation, in which the levels of alcohol dropped continuously and the levels of acetic acid were noted to elevate at the end of the fermentation process. The highest levels of acetic acid (5.01 %) was detected in the vinegars produced from ‘Cranberry’ species while those produced form ‘Raspberry’ species exhibited the highest levels of antioxidant activity (74.43 %). Sensory evaluation based on the 9-point hedonic scales showed that the vinegars produced from ‘Mulberry’ species displayed the highest overall acceptability with an average score of 7.27, equivalent to the hedonic scale of 9, which indicated the moderately pleasant levels of the vinegar preference of the consumers.
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Picioreanu, Cristian, Jan-Ulrich Kreft e Mark C. M. van Loosdrecht. "Particle-Based Multidimensional Multispecies Biofilm Model". Applied and Environmental Microbiology 70, n. 5 (maggio 2004): 3024–40. http://dx.doi.org/10.1128/aem.70.5.3024-3040.2004.

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ABSTRACT In this paper we describe a spatially multidimensional (two-dimensional [2-D] and three-dimensional [3-D]) particle-based approach for modeling the dynamics of multispecies biofilms growing on multiple substrates. The model is based on diffusion-reaction mass balances for chemical species coupled with microbial growth and spreading of biomass represented by hard spherical particles. Effectively, this is a scaled-up version of a previously proposed individual-based biofilm model. Predictions of this new particle-based model were quantitatively compared with those obtained with an established one-dimensional (1-D) multispecies model for equivalent problems. A nitrifying biofilm containing aerobic ammonium and nitrite oxidizers, anaerobic ammonium oxidizers, and inert biomass was chosen as an example. The 2-D and 3-D models generally gave the same results. If only the average flux of nutrients needs to be known, 2-D and 1-D models are very similar. However, the behavior of intermediates, which are produced and consumed in different locations within the biofilm, is better described in 2-D and 3-D models because of the multidirectional concentration gradients. The predictions of 2-D or 3-D models are also different from those of 1-D models for slowly growing or minority species in the biofilm. This aspect is related to the mechanism of biomass spreading or advection implemented in the models and should receive more attention in future experimental studies.
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Serra-Cantallops, Antoni, Jose Ramón Cardona e Fabiana Salvi. "Antecedents of positive eWOM in hotels. Exploring the relative role of satisfaction, quality and positive emotional experiences". International Journal of Contemporary Hospitality Management 32, n. 11 (25 settembre 2020): 3457–77. http://dx.doi.org/10.1108/ijchm-02-2020-0113.

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Purpose This study aims to compare the relative importance of service quality (SQ), customer satisfaction (CS) and positive emotional experiences (PEE) to determine which is more influential in customers’ intention to spread positive eWOM. Design/methodology/approach A questionnaire that had been translated previously into English, German and Spanish and contained scales from previous studies, as well as a new scale created for electronic word-of-mouth (eWOM) (which was tested before fieldwork commenced), was sent through an online survey to all customers who had stayed in a hotel during the previous three months and were selected from the customers’ database of two international hotel chains that operate hotels worldwide, most of which are middle-upper class establishments that specialize in the holiday market. A total of 3,671 valid questionnaires were obtained, and the research model was tested using partial least squares. Findings The findings suggested that, in the context of mid-upscale hotels, SQ is of paramount importance for CS, but by itself, does not guarantee customers’ involvement in generating and spreading positive eWOM. CS, by itself, neither guarantees customer involvement in positive eWOM spreading. However, the provision of services that can generate PEE among hotel guests is a powerful determinant of positive eWOM spreading and also has a very positive effect on CS. Research limitations/implications The results are based on a sample selected from customers of mid-upper-class hotels that cater to the holiday segment, and therefore, apply only to customers who use this category of hotel services. Further research should be conducted on mid-lower-class hotels to determine whether the results obtained in this paper can be generalized throughout the hotel industry. Practical implications This study provides useful insights for hotel marketing managers by identifying a key causal element that fosters consumer creativity and consumer content creation by spreading eWOM. Managerial practices should strive to provide guest experiences that have the ability to increase emotional outcomes. The results have practical implications for product/service development, communication and customer relationship activities, as well as price and revenue management. Specifically, SME hotels could benefit from an increased volume of positive eWOM to increase their competitiveness. Originality/value The antecedents of eWOM have received less attention in research than its effects. Drawing on a large sample of hotel customers, this paper sheds light on the important issue of identifying which factors motivate customers to engage in spreading positive eWOM specifically in the hotel industry. The results also suggested that WOM and eWOM should not be considered strictly equivalent either in their features and effects or in their antecedents.
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Smith, C., J. W. James e E. W. Brascamp. "On the derivation of economic weights in livestock improvement". Animal Science 43, n. 3 (dicembre 1986): 545–51. http://dx.doi.org/10.1017/s0003356100002750.

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ABSTRACTThe use of profit equations for deriving economic weights (the value per unit improvement in a trait) in the genetic improvement of livestock has led to anomalies both in theory and in practice. These anomalies can be removed by imposing two conditions. One is that any extra profit from genetic change that can be matched by rescaling the size of the production enterprise should not be counted since it can be achieved without any genetic change. Only savings in cost per unit of product value should be included. The second condition is that changes that correct previous inefficiency in the production enterprise should not be counted. Thus, it is assumed that resources are efficiently used, and changes in output will require proportional changes in input. This means that fixed costs, like variable costs, should be expressed per unit of output, rather than as a fixed total enterprise cost. Improvement effort spent on traits that redress current inefficiencies in a production enterprise is of local and temporary value and is at the opportunity cost of improvement of other traits that save costs per unit of product value and are of permanent and general value. Application of these two conditions is shown to give economic weights that are identical on different bases; scaled output value, input or profit; fixed output value, input or profit; and zero profit. They were also equivalent to economic weights derived as the cost per unit product value from an economic efficiency index. The dilemma of different economic weights for different perspectives in production (unit of product, animal, producer, investor, and consumer) is also resolved.
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Beagle, Alexander J., Geoffrey H. Tison, Kirstin Aschbacher, Jeffrey E. Olgin, Gregory M. Marcus e Mark J. Pletcher. "Comparison of the Physical Activity Measured by a Consumer Wearable Activity Tracker and That Measured by Self-Report: Cross-Sectional Analysis of the Health eHeart Study". JMIR mHealth and uHealth 8, n. 12 (29 dicembre 2020): e22090. http://dx.doi.org/10.2196/22090.

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Abstract (sommario):
Background Commercially acquired wearable activity trackers such as the Fitbit provide objective, accurate measurements of physically active time and step counts, but it is unclear whether these measurements are more clinically meaningful than self-reported physical activity. Objective The aim of this study was to compare self-reported physical activity to Fitbit-measured step counts and then determine which is a stronger predictor of BMI by using data collected over the same period reflecting comparable physical activities. Methods We performed a cross-sectional analysis of data collected by the Health eHeart Study, a large mobile health study of cardiovascular health and disease. Adults who linked commercially acquired Fitbits used in free-living conditions with the Health eHeart Study and completed an International Physical Activity Questionnaire (IPAQ) between 2013 and 2019 were enrolled (N=1498). Fitbit step counts were used to quantify time by activity intensity in a manner comparable to the IPAQ classifications of total active time and time spent being sedentary, walking, or doing moderate activities or vigorous activities. Fitbit steps per day were computed as a measure of the overall activity for exploratory comparisons with IPAQ-measured overall activity (metabolic equivalent of task [MET]-h/wk). Measurements of physical activity were directly compared by Spearman rank correlation. Strengths of associations with BMI for Fitbit versus IPAQ measurements were compared using multivariable robust regression in the subset of participants with BMI and covariates measured. Results Correlations between synchronous paired measurements from Fitbits and the IPAQ ranged in strength from weak to moderate (0.09-0.48). In the subset with BMI and covariates measured (n=586), Fitbit-derived predictors were generally stronger predictors of BMI than self-reported predictors. For example, an additional hour of Fitbit-measured vigorous activity per week was associated with nearly a full point reduction in BMI (–0.84 kg/m2, 95% CI –1.35 to –0.32) in adjusted analyses, whereas the association between self-reported vigorous activity measured by IPAQ and BMI was substantially smaller in magnitude (–0.17 kg/m2, 95% CI –0.34 to –0.00; P<.001 versus Fitbit) and was dominated by the Fitbit-derived predictor when compared head-to-head in a single adjusted multivariable model. Similar patterns of associations with BMI, with Fitbit dominating self-report, were seen for moderate activity and total active time and in comparisons between overall Fitbit steps per day and IPAQ MET-h/wk on standardized scales. Conclusions Fitbit-measured physical activity was more strongly associated with BMI than self-reported physical activity, particularly for moderate activity, vigorous activity, and summary measures of total activity. Consumer-marketed wearable activity trackers such as the Fitbit may be useful for measuring health-relevant physical activity in clinical practice and research.
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23

Taher, Ali T., Raffaella Origa, Silverio Perrotta, Alexandra Kouraklis, Giovan Battista Ruffo, Antonis Kattamis, Ai-Sim Goh et al. "Improved Patient-Reported Outcomes with a Film-Coated Versus Dispersible Tablet Formulation of Deferasirox: Results from the Randomized, Phase II E.C.L.I.P.S.E. Study". Blood 128, n. 22 (2 dicembre 2016): 850. http://dx.doi.org/10.1182/blood.v128.22.850.850.

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Abstract (sommario):
Abstract Background : Patients (pts) with hematological disorders such as transfusion-dependent thalassemia (TDT) and myelodysplastic syndromes (MDS) require long-term supportive therapy with iron chelation therapy (ICT) to remove excess iron and prevent organ failure. Adherence to ICT can affect survival, so a well-tolerated and effective chelation regimen is required. The once-daily dispersible tablet (DT) formulation of the iron chelator deferasirox (DFX) has been available since 2005, offering an alternative to parenteral deferoxamine, yet barriers remain to pt adherence including the need to take the drug in a fasting state, palatability and GI tolerability. A DFX film-coated tablet (FCT) was developed that can be taken orally, once-daily with or after a light meal, and is potentially less burdensome to pts than the DT formulation. Here we report pt-reported outcomes, during the 24-week (wk) study. Methods :ICT-naïve or pre-treatedpts aged ≥10 yrs, requiring ICT at DFX DT ≥30 mg/kg/day (TDT) or ≥20 mg/kg/day (MDS), with serum ferritin (SF) >1000 ng/mL, were enrolled. ICT-naïve pts received either DFX DT 20 mg/kg/day or DFX FCT 14 mg/kg/day. ICT pre-treated pts received a DT or FCT dose equivalent to their pre-washout dose. Dose was adjusted based on SF and investigator's judgment after wk 4 for ICT-naïve pts and after 3 months for ICT pre-treated pts (±5-10 mg/kg/day, maximum 40 mg/kg/day [DT]; ±3.5-7 mg/kg/day, maximum 28 mg/kg/day [FCT]); dose adjustments for safety reasons permitted at any time. The modified satisfaction with iron chelation therapy (modified SICT; 5-point response scales to assess adherence (six questions), satisfaction/preference (two questions), and concern (three questions) domain scores) and palatability (taste, aftertaste, ability to consume medicine, perception of medicine) questionnaires were completed at wks 2, 3, 13, and end of treatment. The GI symptom diary consisted of five items (pain in your belly, nausea, vomiting, constipation, diarrhea) rated on an 11-point scale and was completed daily. Results: In total, 173 pts were enrolled; 87 were treated with FCT and 86 were treated with DT. Completion rates for questionnaires (~80% at the start reducing to ~70% by wk 24) and GI daily diary (~70% at the start reducing to ~35% by wk 24) were similar for each formulation. Throughout the 24-wk study period, FCT pts consistently reported greater adherence (attributable to: easier to remember to take medication, thinking less about stopping medication, instructions from doctor followed more closely, medication easier to take, less bothered by time taken to prepare medication and waiting time before eating), greater satisfaction/preference (in general and with administration of medicine), and fewer concerns (attributable to: less worry about not swallowing enough medication, fewer limitations in daily activities, less concern about side effects), than DT pts (Figure 1). Pts assessed which medication for iron overload they would like best, choosing between: FCT, DT, powder to sprinkle on food, and 'I don't know'. At end of treatment, 53/60 (88.3%) evaluable pts receiving FCT indicated that they preferred the FCT and 41/63 (65.1%) evaluable pts receiving DT indicated they would prefer FCT. FCT pts reported higher satisfaction on palatability scores than DT pts (Figure 1), reporting no taste or aftertaste and that they are able to swallow the full amount of medicine with the right amount of liquid. The difference in score between DT and FCT was >1 point (minimal important difference) for all domains and palatability at most visits, indicating a clinically meaningful difference between formulations. Overall GI summary scores were low for both formulations indicating pts experience very little trouble/concern associated with GI symptoms; DT pts reported more trouble/concern than those receiving FCT (Figure 2). Conclusions: These results show a clear preference in favor of DFX FCT in all domains for the modified SICT. Pts were satisfied with their medicine during the study period and more pts were satisfied with DFX FCT compared with DT at all visits. DFX FCT offers pts an improved formulation that does not require administration in a fasting state, has better palatability, and very little concern associated with GI tolerability. Enhanced pt satisfaction with the new DFX FCT formulation may improve adherence, thereby, reducing iron overload-related complications. Disclosures Taher: Novartis: Honoraria, Research Funding; Celgene: Research Funding. Origa:Novartis: Honoraria; Apopharma: Honoraria. Kouraklis:Novartis: Honoraria; Amgen: Honoraria; Janssen: Honoraria; Gilead: Consultancy; Roche: Consultancy; Celegene: Consultancy. Kattamis:Novartis: Honoraria, Research Funding; ApoPharma: Honoraria. Cortoos:Novartis: Employment. Huang:Novartis: Employment. Weill:Novartis: Employment. Herranz:Novartis: Employment. Porter:Bluebird Bio: Consultancy; Agios Pharmaceuticals: Consultancy, Honoraria; Celegene: Consultancy; Novartis: Consultancy, Honoraria, Research Funding.
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24

Bueso, M. E., Andrea Garmyn, Travis O'Quinn, J. C. Brooks, Mindy M. Brashears e M. F. Miller. "Comparing Honduran and United States Consumers’ Sensory Perceptions of Honduran and U.S. Beef Loin Steaks". Meat and Muscle Biology 2, n. 1 (16 agosto 2018). http://dx.doi.org/10.22175/mmb.11236.

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Abstract (sommario):
The objective of this study was to compare the eating quality characteristics of beef from the United States and Honduras and to assess the willingness of Honduran and U.S. consumers to pay for these products. All U.S. sourced strip loins from grain-finished cattle, aged 21 d, were selected to equally represent USDA Select (SEL; n = 6) and upper 2/3 (Top) Choice (TC; n = 6) quality grades. Additionally, strip loins (n = 6) from Honduran grass-finished (HGRASS) cattle and grain-finished (HGRAIN) cattle (n = 6) were collected from a commercial abattoir in Siguatepeque, Honduras and aged 21 d. Samples were evaluated on 8-point hedonic scales for flavor, tenderness, juiciness, and overall liking by 240 consumers in each country. Consumers indicated if each trait was acceptable, and willingness to pay for each sample was rated in U.S. dollars (or the Honduran Lempiras equivalent): $0, 3, 6, and 10 per 0.45 kg. Chemical composition and Warner-Bratzler shear force (WBSF) were also determined. The TC had greater (P < 0.05) fat percentage than SEL and HGRASS, but did not differ (P > 0.05) from HGRAIN. The HGRAIN had greater WBSF values than TC and SEL, which did not differ (P > 0.05); however, HGRASS was similar (P > 0.05) to all other treatments. The TC had greater tenderness and flavor liking scores (P < 0.05) than all other treatments, followed by SEL, HGRASS, and HGRAIN, with a significant difference between each treatment. Honduran consumers assigned greater ratings for tenderness and flavor liking when compared to U.S. consumers. The lowest rated treatment in both countries was Honduran grain-finished followed by Honduran grass-finished. Consumers in Honduras were willing to pay more for samples when compared to U.S. consumers. Consumers were also willing to pay a premium for products with greater palatability, regardless of the country of origin.
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25

Giovanni, Renato De, Erik Torres, Rafael Burlamaqui Amaral, Ignacio Blanquer, Vinod Rebello e Vanderlei Perez Canhos. "OMWS: A Web Service Interface for Ecological Niche Modelling". Biodiversity Informatics 10 (4 settembre 2015). http://dx.doi.org/10.17161/bi.v10i0.4853.

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Abstract (sommario):
Ecological niche modelling (ENM) experiments often involve a high number of tasks to be performed. Such tasks may consume a significant amount of computing resources and take a long time to complete, especially when using personal computers. OMWS is a Web service interface that allows more powerful computing back-ends to be remotely exploited by other applications to carry out ENM tasks. Its latest version includes a new operation that can be used to specify complex workflows in a single request, adding the possibility of using workflow management systems on parallel computing back-end. In this paper we describe the OMWS protocol and compare its most recent version with the previous one by running the same ENM experiment using two functionally equivalent clients, each designed for one of the OMWS interface versions. Different back-end configurations were used to investigate how the performance scales for each protocol version when more processing power is made available. Results show that the new version outperforms (in a factor of 2) the previous one when more computing resources are used.
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26

Watson, Sinead, Tony Benson, Michelle Spence, Moira Dean e Jayne Woodside. "The impact of nutrient and health claims on perceived healthiness and the amount of food eaten: An experimental breakfast study". Proceedings of the Nutrition Society 79, OCE2 (2020). http://dx.doi.org/10.1017/s0029665120004929.

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Abstract (sommario):
AbstractA previous study has demonstrated that when people thought they were eating a low-calorie milkshake (versus a high-calorie labelled equivalent though same product) their physiological satiety, as measured by the gut peptide ghrelin, was consistent with what they believed they were consuming rather than the actual nutritional content (Crum et al., 2011). If replicated and shown for different food types, this finding could have implications for nutrient and health claims labelling and advertising. The aim of the study was to examine whether satiation (self-reported and physiological) varies depending on the mindset in which one approaches food consumption. On two separate visits (1 week between), participants (n = 50) were asked to consume a 380-calorie yoghurt and granola breakfast product under the pretence that it was either a 500-calorie ‘indulgent’ breakfast (high in fat and sugar) or a 250-calorie ‘sensible’ breakfast (low in fat and sugar). At each visit blood samples were collected at three timepoints to measure acylated ghrelin: after a 20-minute rest period (baseline), after 60-minutes (pre-consumption) and after 90-minutes (post-consumption). Self-reported appetite scales were completed 10 minutes prior to each blood sample. During the first interval (between 20 and 60 minutes) participants rated the breakfast label's appearance and perceived healthiness, and during the second interval (between 60 and 90 minutes) participants consumed the breakfast product while rating its sensory appeal. Participants (mean [SD]: 30.1 [10.4] yrs.) rated the ‘indulgent’ breakfast as more appealing than the ‘sensible’ breakfast (mean difference: 5.00 [95% CI: 0.71, 9.30]; P = 0.024), but felt less healthy when consuming the ‘indulgent’ breakfast (mean difference: -13.17 [95% CI: -18.75, -7.60]; P < 0.001). The breakfasts were not rated differently according to their taste, smell, overall palatability and enjoyment. Participants reported a higher mean change in self-reported fullness for the ‘indulgent’ breakfast than the ‘sensible’ breakfast from pre-consumption to post-consumption (mean difference: 7.19 [95% CI: -0.73, 13.6]; P = 0.030). This relationship was not observed between baseline and post-consumption, or for the other self-reported appetite measures (hunger, satiety, quantity and desire to eat). Mean change in acylated ghrelin was not significantly different between the breakfasts at any timepoint. This study demonstrated an increase in self-reported fullness after consuming the ‘indulgent’ breakfast compared to the ‘sensible’ breakfast despite the fact the two breakfast products were identical. A physiological response, however, was not observed.
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27

Jaskot, Anne, Sally Oey, John Salzer, Angie Van Sistine, Eric Bell e Martha Haynes. "ALFALFA Hα Reveals How Galaxies Use Their Hi Fuel". Proceedings of the International Astronomical Union 11, S315 (agosto 2015). http://dx.doi.org/10.1017/s1743921316007985.

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Abstract (sommario):
AbstractAtomic hydrogen traces the raw material from which molecular clouds and stars form. With 565 galaxies from the ALFALFA Hα survey, a statistically complete subset of the ALFALFA survey, we examine the processes that affect galaxies' abilities to access and consume their Hi gas. On galaxy-wide scales, Hi gas fractions correlate only weakly with instantaneous specific star formation rates (sSFRs) but tightly with galaxy color. We show that a connection between dust and Hi content, arising from the fundamental mass-metallicity-Hi relation, leads to this tight color correlation. We find that disk galaxies follow a relation between stellar surface density and Hi depletion time, consistent with a scenario in which higher mid-plane pressure leads to more efficient molecular cloud formation from Hi. In contrast, spheroids show no such trend. Starbursts, identified by Hα equivalent width, do not show enhanced Hi gas fractions relative to similar mass non-starburst galaxies. The starbursts' shorter Hi depletion times indicate more efficient consumption of Hi, and galaxy interactions drive this enhanced star formation efficiency in several starbursts. Interestingly, the most disturbed starbursts show greater enhancements in Hi gas fraction, which may indicate an excess of Hi at early merger stages. At low galaxy stellar masses, the triggering mechanism for starbursts is less clear; the high scatter in efficiency and sSFR among low-mass galaxies may result from periodic bursts. We find no evidence for depleted Hi reservoirs in starbursts, which suggests that galaxies may maintain sufficient Hi to fuel multiple starburst episodes.
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28

Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence". M/C Journal 12, n. 3 (15 luglio 2009). http://dx.doi.org/10.5204/mcj.166.

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Abstract (sommario):
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. 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