This thesis presents research theorising the use of social network sites (SNS) for the consumption of cultural goods. SNS are Internet-based applications that enable people to connect, interact, discover, and share user-generated content. They have transformed communication practices and are facilitating users to present their identity online through the disclosure of information on a profile. SNS are especially effective for propagating content far and wide within a network of connections. Cultural goods constitute hedonic experiential goods with cultural, artistic, and entertainment value, such as music, books, films, and fashion. Their consumption is culturally dependant and they have unique characteristics that distinguish them from uti...
This Portfolio of Exploration documents the transformation in my management practice from an operati...
The UK education system is built upon and perpetuates a single, dominant culture (beliefs, values an...
The thesis presents research regarding decision-making by children aged 12-15 within design and tech...
Building good relationships at work is crucial for individual wellbeing and workplace satisfaction. ...
Clinical practice guidelines are developed worldwide, at an ever increasing rate (Sandström et al., ...
Cross-border collaboration has become the rule for a growing number of enterprises in post-modern so...
Recent strategy formation process literature has claimed organisations increasingly have to adjust d...
This thesis interrogates the nature of and meanings behind consumption practices in a femaleled and ...
The research question addressed here is ‘How to identify and effectively implement a developmental p...
This research provides an interpretive cross-class analysis of the leisure experience of children, a...
This thesis investigates the relationship between self-identity and consumption by discussing the co...
A thesis submitted in partial fulfilment of the requirement of the University of Wolverhampton for t...
Background & Research Purpose: As innovation drivers and policy instruments, innovation intermediari...
This research explores the social phenomenon of Corporate Social Responsibility (CSR). Recent high p...
Problem solving in the workplace is a high stakes activity that has important implications for organ...
This Portfolio of Exploration documents the transformation in my management practice from an operati...
The UK education system is built upon and perpetuates a single, dominant culture (beliefs, values an...
The thesis presents research regarding decision-making by children aged 12-15 within design and tech...
Building good relationships at work is crucial for individual wellbeing and workplace satisfaction. ...
Clinical practice guidelines are developed worldwide, at an ever increasing rate (Sandström et al., ...
Cross-border collaboration has become the rule for a growing number of enterprises in post-modern so...
Recent strategy formation process literature has claimed organisations increasingly have to adjust d...
This thesis interrogates the nature of and meanings behind consumption practices in a femaleled and ...
The research question addressed here is ‘How to identify and effectively implement a developmental p...
This research provides an interpretive cross-class analysis of the leisure experience of children, a...
This thesis investigates the relationship between self-identity and consumption by discussing the co...
A thesis submitted in partial fulfilment of the requirement of the University of Wolverhampton for t...
Background & Research Purpose: As innovation drivers and policy instruments, innovation intermediari...
This research explores the social phenomenon of Corporate Social Responsibility (CSR). Recent high p...
Problem solving in the workplace is a high stakes activity that has important implications for organ...
This Portfolio of Exploration documents the transformation in my management practice from an operati...
The UK education system is built upon and perpetuates a single, dominant culture (beliefs, values an...
The thesis presents research regarding decision-making by children aged 12-15 within design and tech...