Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor | Department of Industrial and Systems Engineering | en_US |
dc.contributor.advisor | Yu, K. M. (ISE) | - |
dc.creator | Chu, Hing Ting | - |
dc.identifier.uri | https://theses.lib.polyu.edu.hk/handle/200/9347 | - |
dc.language | English | en_US |
dc.publisher | Hong Kong Polytechnic University | - |
dc.rights | All rights reserved | en_US |
dc.title | Social entrepreneurship for computer gaming industry | en_US |
dcterms.abstract | Mobile gaming industry has been booming since the existence of the smart phone and it also creates a lot of job opportunities. This dissertation details a study of the development of a technology focused social enterprise, Teen Future, which employed marginal youth to test mobile games. Marginal youths today faced more challenges than previous generation due to single parent household, high suicide rate, insufficient of university offer, and others. The society needs to implement more innovative way to solve this social problem. Marginal youths today are also the tech savvy generation and they are the right candidates for the game testing job. Teen Future, thus, aimed to achieve both the social goal and financial sustainability. The project objective was to develop a new social enterprise business model. Under the concept of Tripartite collaborative Model (TCM), Teen Future looks for outsourcing contract partners from video game developers who would provide on the job training as well as Non-government organization (NGO) support on youth recruitment to prepare their attitude and to motivate them to work. Teen Future also adopts Change Agent Productions (CAP) with the belief that the youth gaining an early access of the digital world and equipping with the software skill could lead them to a better career path. In order to maintain sustainability, Teen Future also aimed to establish a knowledge management system to retain and capture the knowledge. The eLearning platform created may help the youth to learn in an easier way, and to generate knowledge and capital. Teen Future was analysed and evaluated as a case study through a set of questionnaires. The findings confirmed the possibility of building a form of technology social enterprise under a low capital requirement. Mission was fulfilled with financial sustainability, strategic operational efficiency as well as effective workfare creation on the capital employed. | en_US |
dcterms.extent | xxv, various pagings : color illustrations | en_US |
dcterms.isPartOf | PolyU Electronic Theses | en_US |
dcterms.issued | 2018 | en_US |
dcterms.educationalLevel | M.Sc. | en_US |
dcterms.educationalLevel | All Master | en_US |
dcterms.LCSH | Hong Kong Polytechnic University -- Dissertations | en_US |
dcterms.LCSH | Electronic games industry | en_US |
dcterms.LCSH | Social entrepreneurship | en_US |
dcterms.accessRights | restricted access | en_US |
Files in This Item:
File | Description | Size | Format | |
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991022095455103411.pdf | For All Users (off-campus access for PolyU Staff & Students only) | 2.54 MB | Adobe PDF | View/Open |
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