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Open Access
Article
Publication date: 25 July 2023

Woulan Hattingh, Liandi Van den Berg and Ayesha Bevan-Dye

Technological advancements in games increased the popularity of online gaming. The rapid expansion of the eSports market may largely be attributed to the ever-increasing…

1464

Abstract

Purpose

Technological advancements in games increased the popularity of online gaming. The rapid expansion of the eSports market may largely be attributed to the ever-increasing popularity amongst Generation Y amateur gamers. The primary objective of this study is to determine the factors influencing Generation Y amateur gamers' ongoing eSports gameplay intentions.

Design/methodology/approach

This study used the extended unified theory of acceptance as the theoretical framework. Data analysis included exploratory principal component analysis, confirmatory factor analysis and path analysis.

Findings

The results of the confirmatory factor analysis suggest that Generation Y amateur gamers' ongoing eSports gameplay intentions is an eight-factor model that is reliable, valid and has acceptable model fit. The results of the path analysis indicate that habit, price-value, flow, effort expectancy and facilitating conditions have a statistically significant positive influence on amateur gamers' ongoing eSports gameplay intentions, whilst social influence and hedonic motivation have a negative but non-significant influence on those intentions.

Research limitations/implications

The sample was formed using only amateur eSports gamers. In this regard, the opportunity exists to research professional eSports gamers. This study only focussed on Generation Y members between 18 and 36 years old. As a result, there is an opportunity for researchers to research the different generations of South African eSports gamers to determine whether there are any differences or similarities between generational segments.

Practical implications

The results of this study clearly indicate that flow, together with habit are salient contributors to ongoing gameplay intentions amongst amateur eSports gamers in South Africa. A reasonable assumption that can be made here is that flow is also instrumental in encouraging habitual gaming, which increases the importance of flow in overall ongoing gameplay intentions. This suggests that R&D expenditure should be directed at enhancing user engagement by building increased levels of flow into eSports games.

Social implications

eSports game developers can also achieve a desired state of flow by creating daily challenges that reward players when the players achieve specific objectives, which will encourage gamers to enter a state of flow when provided with challenges to complete. However, these in-game challenges should have a variety of levels regarding difficulty, ranging from beginner, intermediate and advanced levels so as not to exceed the effort expectancy of different groups of players. Game developers should provide regularly updated challenges to gamers to ensure that eSports games remain enjoyable and does not become predictable.

Originality/value

Given the nascence of research on eSports behaviour, the results of this study provide a novel addition to the knowledge pool, particularly in terms of amateur eSports behavioural intentions. Interestingly, hedonic motivation and social influence were non-significant negative predictors of Generation Y amateur gamers' ongoing eSports gameplay intentions. The recommendations provide various marketing strategies and opportunities for eSports business expansion.

Details

International Journal of Sports Marketing and Sponsorship, vol. 25 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Open Access

Abstract

Details

Young Children’s Play Practices with Digital Tablets
Type: Book
ISBN: 978-1-78756-705-4

Open Access
Article
Publication date: 14 October 2021

Shang Gao and Ying Li

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

5530

Abstract

Purpose

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Design/methodology/approach

This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data.

Findings

The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games.

Practical implications

The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements.

Originality/value

To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.

Details

The Electronic Library , vol. 39 no. 4
Type: Research Article
ISSN: 0264-0473

Keywords

Open Access
Article
Publication date: 17 May 2023

Amir Zaib Abbasi, Muhammad Asif, Amjad Shamim, Ding Hooi Ting and Raouf Ahmad Rather

The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers’ online engagement in…

4262

Abstract

Purpose

The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers’ online engagement in eSports-related products/firm either through direct contribution (purchase intention) or indirect contribution (co-production, community engagement, word-of-mouth and recruitment).

Design/methodology/approach

Data from 262 eSports consumers aged 18–24 years were collected and analyzed through WarpPLS 8.0.

Findings

The findings of this study confirm that CeSE significantly influences all dimensions of the consumption behaviors (purchase intention, co-production, community engagement, word-of-mouth and recruitment).

Originality/value

This study provides empirical support for a conceptual framework developed through the social exchange theory and engagement theory. Besides, hierarchical component model approach is applied to estimate the composite model of CeSE.

Open Access
Article
Publication date: 16 March 2022

Ke Shen and Yanbin Wu

The purpose of this paper is to incorporate Chinese traditionality (CT) and patriotism (PAT) within the theory of reasoned action (TRA). It tests the moderating effect of gender…

2000

Abstract

Purpose

The purpose of this paper is to incorporate Chinese traditionality (CT) and patriotism (PAT) within the theory of reasoned action (TRA). It tests the moderating effect of gender with the aim to provide a deeper understanding of why Chinese tourists choose to take domestic travels.

Design/methodology/approach

Data is collected from 370 Chinese tourists. Convenience sampling is used. Structural equation modelling is used to test the proposed hypotheses.

Findings

The results of this paper show that PAT is positively related to tourists’ attitudes (ATs) and Chinese domestic travel intention (CTI). Moreover, CT is found to influence PAT, ATs and subjective norms (SNs) directly, as well as CTI indirectly. However, the positive relationship between PAT and SNs is not supported. Additionally, the influence of PAT on CTI for females is significantly higher than that for males.

Research limitations/implications

The current paper adopts convenience sampling; data is collected using an online questionnaire which may cause sample bias and even reduce the reliability of the data. Future studies may adopt quota sampling based on the population of each province to gain more reliable data. Further research can consider including more constructs to better understand why Chinese people choose to travel domestically.

Originality/value

This paper is one of the first attempts to include PAT and CT within the TRA and contributes to the pool of literature on the TRA. It provides a comprehensive understanding of CTI. Second, PAT and CT are linked to the TRA, which expands the application of PAT and CT to the context of hospitality and tourism. Finally, the moderating role of gender contributes to the knowledge regarding the moderating effect between their respective relationships.

性别在中国传统与爱国主义对中国国内旅游意愿影响中的调节作用

摘要

研究目的

本研究将中国传统性与爱国主义引入理性行为理论, 同时将性别作为调节变量, 目的在于探究中国游客选择国内游的原因。

研究设计

通过分析便利抽样所收集的370份中国游客样本, 运用结构方程模型验证本研究的假设。

研究发现

中国游客爱国主义能够正向显著影响其国内游的态度和旅游意向; 此外, 中国传统性也直接影响游客的爱国主义、态度和主观规范, 并且分别通过爱国主义、态度和主观规范间接影响旅游意向; 然而, 爱国主义和主观规范之间的关系却并没有得到验证; 最后, 女性游客的爱国主义对于旅游意向的影响作用显著高于男性游客。

研究局限

首先, 本研究运用网络调研的方式进行便利抽样, 这一点有可能产生样本偏差, 甚至降低了样本的可信度, 未来研究可以根据各省人口数量采用配额抽样的方式进行抽样, 以期进一步提高数据的可信度; 其次, 更多的变量应当被引入研究, 以进一步探究中国游客选择国内游的原因。

原创性

首先, 本研究是为数不多的将爱国主义和中国传统性引入理性行为理论, 这一点进一步拓展了关于理性行为理论的研究范围, 也进一步加深了对于国内游原因的认识; 其次, 将爱国主义和中国传统性这一概念引入旅游领域, 进一步拓展了关于两者研究的边界; 最后, 在中国国内游的研究领域中, 将性别作为调节变量引入本研究一定程度上填补了在该领域研究中的不足。

La influencia de la moderación de género en la tradición China y el patriotismo en la intención de viajar dentro de China

Propósito

Este research incorpora los conceptos a de la tradicionalidad China (TC) y el patriotismo (PAT) a la teoría de La Acción razonada (TAR), teniendo en cuenta el efecto moderador de género, con el objetivo de profundizar en la comprensión de porqué los turistas chinos eligen realizar viajes domésticos/nacionales.

Diseño/Metodología

A partir de los datos recolectados de 370 turistas chinos utilizando las muestras de cuestionarios realizados de manera on-line, éste estudio usa un modelado de ecuaciones estructurales para probar las hipótesis propuestas.

Resultados

Los resultados demuestran que el PAT está positivamente relacionado con las actitudes del viajero y la intención de viaje nacional chino (IVNC).Es más, la tradicionalidad China (TC) influye en el Patriotismo (PAT), las actitudes del viajero chino (AVC) y también en las normas subjetivas (NS) directamente.Adicionalmente, la influencia del PAT en la intención de viaje del viajero doméstico chino, especialmente en mujeres, es significativamente mayor que en hombres.

Limitaciones/Implicaciones

Primero, el estudio adopta un muestreo de conveniencia y recopila cuestionarios on-line, lo que puede causar un sesgo en la muestra e incluso reducir la confiabilidad de los datos obtenidos.Los futuros estudios pueden adoptar un muestreo por cuotas basado en el número de población de cada una de las provincias de China, para obtener datos más relevantes.

Originalidad del trabajo/Valores

Este estudio es uno de los primeros en incluir el PAT y el TC dentro de la TAR, que amplía la literatura sobre la TAR y proporciona una comprensión más completa de las actitudes del viajero chino.Segundo, el PAT y la TC están vinculados al TAR, el cuál expande la aplicación del PAT y la TC en el contexto del turismo en todas sus ramas.Por último, el rol moderador de género contribuye al conocimiento, sobre el efecto moderador entre sus respectivas relaciones.

Open Access
Article
Publication date: 30 April 2024

Bernardinus Harnadi, Albertus Dwiyoga Widiantoro, FX Hendra Prasetya, Ridwan Sanjaya and Ranto Partomuan Sihombing

Research on technology acceptance of online entertainment with age, gender and cultural factors as moderator, is rarely conducted. Previous research predominantly focused on age…

Abstract

Purpose

Research on technology acceptance of online entertainment with age, gender and cultural factors as moderator, is rarely conducted. Previous research predominantly focused on age or gender as moderator, neglecting the influence of cultural factors. Therefore, this study aims to investigate acceptance of online entertainment technology, incorporating age, gender and cultural factors as moderator.

Design/methodology/approach

Data were collected through a survey comprising 1,121 individuals aged 14–24 years from three cities in Indonesia. The proposed theoretical model examined the causal effect of acceptance and moderating effects due to individual gender, age, power distance, individualism, feminism and uncertainty avoidance (AU). Subsequently, structural equation modeling was used to evaluate the theoretical model, and the results confirmed several findings from previous research.

Findings

The findings confirmed the positive direct impact of habit and price value (PV) on behavioral intention and hedonic motivation, as well as social influence on habit. The recent findings derived from the moderating effect analysis showed that age, individualism and feminism played a moderating role in the effects on individual intention due to habit. Additionally, gender and AU moderated the effects on individual habits due to hedonic motivation.

Originality/value

This research contributes to the limited knowledge of technology acceptance of online entertainment, and also integrates the causal effects of individual intention due to habit, PV, hedonic motivation and social influence, considering the moderating role of culture, age and gender. Consequently, the investigation provides valuable insights into the literature by presenting evidence of age, gender and cultural differences in acceptance. Furthermore, it offers practical guidance to online entertainment application developers on designing applications to satisfy consumers of different ages, genders and cultures.

Details

Information Discovery and Delivery, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2398-6247

Keywords

Open Access
Article
Publication date: 7 August 2018

Søren Kristiansen, Maria Camilla Trabjerg, Nanna Reventlov Lauth and Anders Malling

The study aims to explore the types of simulated games and gambling platforms used by adolescents, adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling…

3451

Abstract

Purpose

The study aims to explore the types of simulated games and gambling platforms used by adolescents, adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling and the potential interrelationships between simulated and monetary forms gambling.

Design/methodology/approach

Data was obtained from a qualitative longitudinal panel study with three waves of individual interviews. A cohort of 51 young Danes, with varying levels of gambling involvement, were interviewed three times, with a 10-12 frequency from 2011 to 2014. In total, 149 interviews were conducted over the 4-year period.

Findings

Enjoying social interactional effects appeared to be the main reasons young people engage in simulated gambling games. The study documented characteristics of both a catalyst pathway and a containment pathway emphasizing that for some young people simulated gambling may increase the likelihood of involvement in real money gambling while it may decrease it for others.

Research limitations/implications

The sample was relatively limited and it involved participants from only one of the five Danish regions. The sample reflects the culture, rural/urban configuration and gambling market of a specific geographic region.

Practical implications

Some forms of simulated digital gambling may provide players with excitement and unrealistic conceptions of winning chances, which, in turn, may encourage participation in real forms of gambling. This may call for regulatory policies aiming at the structural features of simulated gambling products and their rapid global spread. Consumer campaigns aimed at both young people themselves and their parents may be considered.

Originality/value

Few studies have provided insights into the meanings and motivations of young people engaged in simulated gambling. The current study is among the first to explore adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling and the potential interrelationships between simulated and monetary forms gambling.

Details

Young Consumers, vol. 19 no. 3
Type: Research Article
ISSN: 1747-3616

Keywords

Open Access
Article
Publication date: 1 March 2024

Alshaimaa Bahgat Alanadoly and Suha Fouad Salem

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game…

Abstract

Purpose

The aim of this study was to investigate the role of immersive gaming on brand coolness and brand equity, with particular emphasis on fashion gaming collaborations. We used game theory as a theoretical framework to analyse immersive branding strategies and gain a deeper understanding of fashion consumers’ decision-making process in gaming environments. Gender, as a significant factor affecting gamers, has been studied as a moderator that impacts the overall proposed framework.

Design/methodology/approach

A quantitative method was used to assess the significance of relationships within the proposed model empirically. The partial least squares structural equation modelling technique was implemented to assess the relationships of the framework with a sample size of 160 active Malaysian gamers.

Findings

The findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core values of online games, perceived enjoyment is most strongly associated with perceived brand coolness, ahead of the values of self-expression and perceived emotional challenge. The results of the multigroup analysis further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, the role of perceived brand coolness being weaker among male respondents.

Originality/value

The study contributes to the existing literature by providing a deeper understanding of the impact of immersive gaming branding practices on the overall equity of the fashion brand. The results provide insight for fashion brand managers into the significant effect on consumer behaviour outcomes of fashion-gaming collaborations.

研究目的

本研究擬探討身歷其境的遊戲體驗在品牌酷感和品牌資產上所扮演的角色; 研究特別強調裝扮遊戲的合作。研究人員以博弈論作為研究的理論框架,來分析沉浸品牌策略、和對時裝消費者在遊戲的環境中如何作出決策取得更深入的瞭解。研究人員探討了性別作為影響遊戲參與者的重要因素,這因素被視為為整個被提出的框架帶來調節的影響和作用。

研究設計/方法/理念

研究人員採用定量方法進行研究,目的為於被提出的模型內之各種關聯的意義進行以經驗為依據的評估。研究人員採用了基於偏最小平方法的結構方程模型研究法,來對一個包含160名活躍的馬來西亞遊戲參與者的樣本進行框架的各個聯繫的評估研究。

研究結果

研究結果顯示,品牌資產與品牌酷感成正相關; 而且,在網絡遊戲的三個核心價值中,感知享受與品牌酷感之間的聯繫最為強烈和密切,超過自我表現和感知情感挑戰兩者的價值; 多群組的分析結果更暗示了在時裝產業裡,透過網絡遊戲去建立品牌資產在女性回應者中是與品牌酷感有強烈密切的關係; 而在男性回應者中,品牌酷感所扮演的角色則較弱。

研究的原創性/價值

本研究使我們能更深入認識沉浸遊戲品牌的慣常做法如何影響時裝品牌的整體資產。研究結果為時裝品牌經理提供了啟示,使他們明瞭時裝遊戲的合作會給消費者行為產生重要的影響。

Details

European Journal of Management and Business Economics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2444-8451

Keywords

Content available
Article
Publication date: 7 October 2014

Fevzi Okumus

162

Abstract

Details

International Journal of Contemporary Hospitality Management, vol. 26 no. 7
Type: Research Article
ISSN: 0959-6119

Open Access
Article
Publication date: 18 June 2021

Maria Giovina Pasca, Maria Francesca Renzi, Laura Di Pietro and Roberta Guglielmetti Mugion

The present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality…

13429

Abstract

Purpose

The present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality (T&H) sector, providing a roadmap for future research recommendations for service research and practice.

Design/methodology/approach

The research is based on a systematic literature review and adopts a systematic quantitative approach to summarize existing evidence on gamification usage in the T&H sector, focusing on relevant service literature on gamification. The authors analyze 36 papers published between 2011 and 2019.

Findings

The authors synthesize existing knowledge into five themes describing gamification's role in T&H (Edutainment, Sustainable behavior, Engagement factors, Service provider-generated content and User-generated reviews). Then, a cross-analysis of the five themes reveals the pivotal elements (affordances, behavioral and psychological outcomes, and benefits) generated by gamification mechanics in T&H, simultaneously highlighting potential implications and relevant insights for service literature. The review identifies critical issues affecting gamification research and provides a future research agenda, considering opportunities for T&H and service research.

Originality/value

The study provides the first SLR investigating gamification in T&H. The findings present potential implications and relevant insights for T&H contributing to the construction of a more holistic understanding of gamification adoption in service research.

Details

Journal of Service Theory and Practice, vol. 31 no. 5
Type: Research Article
ISSN: 2055-6225

Keywords

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