The paper aims to determine how sustainability can be implemented into virtual business simulators dedicated to higher education due to the need for raising environmental awareness among students. Climate and natural environmental changes caused by human activities require adjustments in society’s mindsets and activities, especially in the business-related sector, which makes the implementation of sustainability in business higher education of crucial importance. Virtual business simulators are innovative tools in business higher education. Their use, as a part of game-based learning, is attracting increasing interest, as this method allows us to understand interactions between business decisions and their results. In this paper, we present our case study of an IT-based business simulator, which includes aspects of sustainability, and the initial experience of a group of test students participating in the business game. The paper discusses the authors’ own IT solutions and the possibilities of implementing the concept of sustainability into business-oriented higher education. This paper proposed the manner of implementing sustainability, including pseudocodes, into a virtual business simulator. The results show how challenging it is to implement sustainability into game-based business education, as it increases the complexity of interactions among different aspects of running a business, including the goal of making a company more diversified.
Recently we observe a boom of e-shopping and e-marketing, with plenty of tools, systems, and improvements to encourage customers to purchase more goods and services and to cut off the costs. One may enumerate here the recommendation systems, JIT strategy, instant shopping channels connected to the advertisement, personal targeting, and many more. To facilitate the implementation and operation of such systems, we collect several data related to users' behavior by means of cookies, server logs, link and timing analysis, etc. Up to now, limited attention has been paid to apply all of these mechanisms to real stores and marketplaces. To fill the gap, in this paper we propose a multi-level system to (1) contextually analyze customer behavior at a shopping space by means of Internetof-Things devices and services, (2) process this information at server-side to compute some instant purchasing recommendations and incentives, and (3) immediately send these recommendations to the customers, either in a form of classical marketing message, or as a personal advice, possibly linked with a discount, "special offer", etc. In such a way, each customer is served personally and thus has more motivations to buy the recommended or discounted items.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.