Communication is of central importance for business and public authorities to make substantial progress on the sustainability ladder. Corporate social responsibility (CSR) is about the contribution of business to sustainability, and stakeholder theory is an integral concept of CSR. The literature regularly associates stakeholder management with good CSR schemes and practices. Proactive companies are assumed to interact at a certain level with their affected stakeholders through their business activities. It is quite common to find studies that show a direct connection between stakeholder management and business success, especially with regard to financial success. However, this study, based on an in-depth case study on Campina, the second largest dairy company in the Netherlands, has its primary focus not on direct financial implications of stakeholder management, but on the impact proactive stakeholder management has on the interaction between companies and public authorities. The study argues that CSR pro-active companies are better positioned in their sectors, especially when relating with public authorities, and that such companies are better able to influence the policy-making process compared with their competitors.
The construction industry is one of the sectors with the highest accident rates. To prevent accidents, construction workers receive occupational safety training and safety instructions. However, experience-based learning of dangerous situations is hardly possible or justifiable in reality. Virtual reality (VR) simulations can be a potential solution in this regard by allowing workers to experience dangerous situations in a very vivid but safe way without being exposed to real hazards. In this study, a VR simulation for construction safety training was developed and tested with trainees that learn the safe operation of hand-operated power tools. In this particular case study, the objective for the participants in the VR simulation was to successfully consider all safety aspects in the operation of an angle grinder. The usability, user experience and implicit learning were investigated during the study. Additionally, we conducted post-play interviews with participants. Results found learning effects of participants as well as a satisfying user experience and usability. The results also show that participants might learn content as presented, risking the learning of false information if the simulation does not cover relevant safety aspects.
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