interaction fairness
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2021 ◽  
Vol 16 (2) ◽  
pp. 267-281
Author(s):  
Donghun Yoon

Abstract In this paper, the various problems of the franchise industry in South Korea are discussed and analyzed, and solutions to these based on the research results are presented and discussed. In this study, hypotheses were formulated for creating a model. Conflict, management, fairness, and performance were designated as variables, and how these variables affect one another was investigated. A research was conducted to verify the research model, reliability analysis was conducted through the Cronbach’s coefficient, and the study hypotheses were verified using factor and regression analyses. The conflicts between and the achievements of franchisors and franchisees were examined, along with the relationships among conflict, management, fairness, and performance. Management was subdivided into the overall management by the franchisor and the franchisee’s self-management and autonomy while fairness was subdivided into distribution, procedure, and interaction fairness between the franchisor and franchisee.


Author(s):  
Chao Zhang ◽  
Pieter van Gorp ◽  
Maxine Derksen ◽  
Raoul Nuijten ◽  
Wijnand A. IJsselsteijn ◽  
...  

Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.


1998 ◽  
Vol 9 (2) ◽  
pp. 137-149 ◽  
Author(s):  
Yuh-Jzer Joung ◽  
S.A. Smolka

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