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Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and...
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Purpose: The purpose of this paper is to engage the ecological model as a conceptual tool to examine the ethics of conducting research on LGBTQ+ individuals in the workplace. In particular, it focuses on outness and the act of outing in research. Design/methodology/approach: Established...
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Purpose: Social media management is an emerging profession that is growing as companies increasingly adopt social media. The purpose of this paper is to analyze social media managers’ personal branding. Design/methodology/approach: In-depth qualitative data is drawn from 20 semi-structured...
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Purpose: The practice of frontline employees articulating their brand voice and posting work-related content on social media has emerged; however, employee brand equity (EBE) research has yet to be linked to employees’ social media activity. This paper aims to take a methods-based approach to...
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