p-Index From 2021 - 2026
0.408
P-Index
This Author published in this journals
All Journal Economit Journal
Hiroko Oe
The Business School, Bournemouth University, UK

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Young Businesspeople’s Entrepreneurial Perceptions and Intentions to Contribute to Local Communities: A Case Study of the Cultured Pearl Industry in Mie, Japan Max Weeks; Hiroko Oe; Yasuyuki Yamaoka; Takuya Hirata
Economit Journal: Scientific Journal of Accountancy, Management and Finance Vol 1 No 2 (2021): Economit Journal: Scientific Journal of Accountancy, Management and Finance: (May
Publisher : Britain International for Academic Research (BIAR-Publisher)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/economit.v1i2.443

Abstract

A number of theoretical frameworks attempt to help those in disadvantaged areas by encouraging growth in local industries created in those areas. However, as far as the authors are aware, not all of these attempts have been successful. The case discussed here is that of the cultured pearl industry, a traditional Japanese industry. In particular, the research focuses on the cultured pearl industry in Mie Prefecture, located in the western part of Mainland Japan, and the attitudes of young entrepreneurs who aim to support its sustainable development. A quantitative approach was applied to survey data collected from 170 respondents living in and originating from Mie Prefecture, through which this research attempts to identify the factors motivating young entrepreneurs to contribute to the industrial revitalisation of their local communities. Four potential motivating factors for young entrepreneurs to contribute to their local communities were initially hypothesised (sense of community involvement, attachment to community, economic value, and non-economic value, such as that related to community ties). These were then analysed and examined based on a factor analysis and regression model. The analytical results indicated that three of the four factors were significant in estimating the willingness of young entrepreneurs to contribute to the community, with the exception being the third factor, ‘economic value’. This finding may not be immediately generalisable due to the small amount of data available for the study and the need to compare individual respondent demographics and response trends. For example, it may be that the participants in this survey were already successful entrepreneurs with no financial concerns and a desire to contribute to the local pearl businesses and community development in addition to their primary businesses. Thus, a future research goal is to evaluate the results of this study through a detailed survey that considers the respondents' individual attributes. However, as a pilot test, this study indicates that the young generation, with its entrepreneurial spirit, does not necessarily have economic value as their primary goal. Instead, they may be more attentive to sociocultural factors; in particular, they may be prepared to take a stand for the sustainable development of their local communities.
A Typology of Digital Games Focusing on Potential Contributions to Communicating United Nations Sustainable Development Goals Takuji Takemoto; Kosuke Asakura; Srivichai Nuwaree; Mayuko Mizuno; Tomoki Minami; Mahiro Muramatsu; Sota Yamamoto; Sachiyo Kamimura; Hiroko Oe
Economit Journal: Scientific Journal of Accountancy, Management and Finance Vol 1 No 3 (2021): Economit Journal: Scientific Journal of Accountancy, Management and Finance: (Aug
Publisher : Britain International for Academic Research (BIAR-Publisher)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/economit.v1i3.482

Abstract

This study aims to develop a discussion framework regarding the applicability of online games in higher education institutions for enhancing the understanding of the United Nations Sustainable Development Goals. A typology of online games is discussed, and games are categorised into three types: knowledge education, survival simulation experience and urban design simulation. A quantitative method was applied in this study, with data being collected from game participants who played games of the three types. Ten game attributes were used as potential independent variables to estimate the dependent variable of the participants’ understanding of the SDGs, using structural equation modelling. The developed and verified models indicate that each type of game had a unique impact on the participants’ perceptions of the SDGs based on various factors. This information could be useful as a guide for pedagogists aiming to enhance students’ awareness and understanding of the content and contexts of specific SDGs.