Institution
IAE Lyon, University of Lyon School of Management
About: IAE Lyon, University of Lyon School of Management is a based out in . It is known for research contribution in the topics: Smart contract & Information privacy. The organization has 76 authors who have published 91 publications receiving 664 citations.
Topics: Smart contract, Information privacy, Project management, Emerging markets, Information system
Papers published on a yearly basis
Papers
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TL;DR: In this article, the authors investigate the extent and the determinants of the stock market's reaction following ordinary news related to environmental, social and governance issues, and find that firms facing negative events experience a drop in their market value of 0.1%, whereas companies gain nothing on average from positive announcements.
Abstract: Stories about corporate social responsibility have become very frequent over the past decade, and managers can no longer ignore their impact on firm value. In this paper, we investigate the extent and the determinants of the stock market’s reaction following ordinary news related to environmental, social and governance issues—the so-called ESG factors. To that purpose, we use an original database provided by Covalence EthicalQuote. Our empirical analysis is based on about 33,000 ESG news (positive or negative), targeting one hundred listed companies over the period 2002–2010. On average, firms facing negative events experience a drop in their market value of 0.1%, whereas companies gain nothing on average from positive announcements. We find also that market participants are responsive to the media, but they do not react to firms’ press releases or to NGOs’ disclosures. Moreover, our results indicate that sector’s reputation mitigates the loss (the goodwill hypothesis) and that cultural proximity and lexical contents of ESG disclosures play a significant role in the magnitude of the impact.
150 citations
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TL;DR: A comprehensive survey of blockchain-enabled smart contracts from both technical and usage points of view is presented in this article, where the authors identify a set of challenges and open issues that need to be addressed in future studies.
Abstract: In recent years, the rapid development of blockchain technology and cryptocurrencies has influenced the financial industry by creating a new crypto-economy. Then, next-generation decentralized applications without involving a trusted third-party have emerged thanks to the appearance of smart contracts, which are computer protocols designed to facilitate, verify, and enforce automatically the negotiation and agreement among multiple untrustworthy parties. Despite the bright side of smart contracts, several concerns continue to undermine their adoption, such as security threats, vulnerabilities, and legal issues. In this paper, we present a comprehensive survey of blockchain-enabled smart contracts from both technical and usage points of view. To do so, we present a taxonomy of existing blockchain-enabled smart contract solutions, categorize the included research papers, and discuss the existing smart contract-based studies. Based on the findings from the survey, we identify a set of challenges and open issues that need to be addressed in future studies. Finally, we identify future trends.
140 citations
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TL;DR: In this article, the authors analyzed three interrelated streams of literature (digital innovation, tourism management and stakeholder theory) and developed a conceptual paper that sheds light on AR in museums.
77 citations
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16 Sep 2019
TL;DR: An in-depth literature review on adaptive gamification in education in order to provide a synthesis of current trends and developments in this field and provide future research guidelines in the form of three needs that should be fulfilled for exploring this field.
Abstract: Gamification, the use of game elements in non-game settings, is more and more used in education to increase learner motivation, engagement, and performance. Recent research in the gamification field suggests that to be effective, the game elements should be tailored to learners. In this paper, we perform an in-depth literature review on adaptive gamification in education in order to provide a synthesis of current trends and developments in this field. Our literature review addresses 3 research questions: (1) What are the current kinds of contributions to the field? (2) What do the current contributions base their adaptation on, and what is the effect of this adaptation on the gamified system? (3) What is the impact of the adaptive gamification, and how is this impact measured? We also provide future research guidelines in the form of three needs that should be fulfilled for exploring this field.
75 citations
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17 Oct 2019
TL;DR: The results reveal that different implementations of a same motivational strategy have different impacts on motivation, and Hexad is the most appropriate user typology for tailored gamification and the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.
Abstract: Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.
74 citations
Authors
Showing all 76 results
Name | H-index | Papers | Citations |
---|---|---|---|
Ulrike Mayrhofer | 17 | 156 | 1469 |
Elise Lavoué | 17 | 78 | 873 |
Peter Wirtz | 16 | 87 | 812 |
Véronique Zardet | 14 | 100 | 704 |
Henri Savall | 13 | 78 | 703 |
Caroline Hussler | 11 | 43 | 813 |
Sylvie Llosa | 10 | 32 | 579 |
Laurent Cappelletti | 10 | 42 | 280 |
Marielle Audrey Payaud | 10 | 44 | 342 |
Jean-Fabrice Lebraty | 10 | 70 | 340 |
Sonia Capelli | 9 | 71 | 286 |
Olivier Lavastre | 8 | 60 | 649 |
Marie-Christine Chalus-Sauvannet | 7 | 21 | 130 |
Noémie Dominguez | 7 | 29 | 264 |
Hanane Beddi | 7 | 22 | 120 |