This article explores the contribution of psychological entrepreneurial support, based on same-gender group mentoring, to the strengthening of female entrepreneurial intention in the specific context of a women-only incubator. According to the literature on female entrepreneurship, women entrepreneurs are faced with specific challenges that influence their entrepreneurial intention such as a lack of self-confidence, caused by gender stereotypes, and conflict between family life and entrepreneurial career. More precisely, our research aims to determine how psychological entrepreneurial support is implemented in the incubation process to overcome these specific challenges, and the mechanisms for strengthening female entrepreneurial intention analyzed at both intrapersonal and interpersonal levels. We discuss the implications of our findings on related research into business incubators and the design of mentoring programs adapted to the needs of women entrepreneurs.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory


