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21 – 30 of over 16000Wooyoung William Jang, Kevin K. Byon, Thomas A. Baker III and Yosuke Tsuji
Recently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports…
Abstract
Purpose
Recently, Jang and Byon (2020) found that esports recreational gameplay consumption is causally linked to esports online media consumption. In the context of esports, live-streaming content (by individual creators) is a new type of media consumption, which should be distinguished from esports event broadcast. Extending Jang and Byon’s finding, the purpose of this study is to examine the mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast because it allows the games to be more accessible to viewers due to two-way communication. In order to test for stability of the mediating effect of esports live content streaming, we examined the hypothesized model across the three genres (i.e. imagination [n = 224], physical enactment [n = 195], sport simulation [n = 179]).
Design/methodology/approach
Data (N = 598) were collected via an online survey from individuals who had experienced esports recreational gameplay. A total of 15 items with five dimensions (i.e. esports recreational gameplay, esports content live streaming, esports event broadcast, streamer identification, and pro-player identification) were adapted from existing studies. The two identification constructs and gender were used as control variables.
Findings
The model fit of the measurement model was found to be acceptable via CFA. The results of SEM indicated that the intention of esports content live streaming consumption played a full mediation role in the relationship between esports recreational gameplay behavior and the intention of esports event broadcast consumption. Additionally, we found the mediating effect of esports content live streaming across the three genres.
Originality/value
This study contributes to literature related to the esports consumer behavior by conceptualizing esports content live streaming and found that esports content live streaming represents a mechanism that underlies the relationship between esports recreational gameplay intention and esports event broadcast consumption.
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Guan-Yu Lin, Yi-Shun Wang, Yu-Min Wang and Meng-Hsuan Lee
The study aims to examine the relationships among personality traits (i.e. the Big Five personality traits and locus of control), self-perceived facial attractiveness, motivations…
Abstract
Purpose
The study aims to examine the relationships among personality traits (i.e. the Big Five personality traits and locus of control), self-perceived facial attractiveness, motivations (i.e. intrinsic and extrinsic motivation) and intention toward live stream broadcasting. It also investigates the moderating role of perceived behavioral control in the relationship between motivations and intention.
Design/methodology/approach
Data collected from a sample of 637 participants are used to examine the research model and test the hypotheses with the employment of partial least squares structural equation modeling.
Findings
The study shows that motivations and perceived behavioral control are significant predictors of intention. Perceived behavioral control has a significant moderating effect between motivations and intention. Intrinsic motivation is positively influenced by self-perceived facial attractiveness, agreeableness, extraversion and internal locus of control, while extrinsic motivation is positively predicted by self-perceived facial attractiveness, conscientiousness and extraversion.
Originality/value
This study enhances our understanding of the determinants of intention toward live stream broadcasting by exploring its relationships with motivations, self-perceived facial attractiveness and personality, as well as the moderating effects of perceived behavioral control.
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Morten Kringstad, Harry Arne Solberg and Tor Georg Jakobsen
Attendance at matches in the smaller European football leagues is challenged by the increased number of live broadcast matches, particularly covering the biggest leagues. The…
Abstract
Purpose
Attendance at matches in the smaller European football leagues is challenged by the increased number of live broadcast matches, particularly covering the biggest leagues. The purpose of this paper is to analyse the effects of live broadcasting, match scheduling and other factors on stadium attendance in the top division of Norwegian football.
Design/methodology/approach
The analysis is based on a fixed effects regression model on attendance at match levels covering the period 2005 to 2011.
Findings
The main results show two different effects. While live broadcast domestic matches on “free TV” is positively correlated to stadium attendance, the increased number of “imported” matches from the big-five leagues is a substitute. Moreover, matches played on weekdays have a lower level of attendance than weekend matches.
Practical implications
The increased number of imported live broadcast football matches from the biggest European leagues influences and widens the financial gap between the biggest and the smaller football leagues. One possible solution for reducing the substitution effect from these matches is a more efficient match schedule in the Norwegian top division in football.
Originality/value
Norway has a small population with a high interest for football. This paper measures effects on attendance in the Norwegian top division in football matches with regards to the increased number of live broadcast matches both from the domestic league and from the big five football leagues.
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This study seeks to survey the current convergence of broadcasting and telecommunication, examine the policy questions that arise in Korea and present a review of current…
Abstract
Purpose
This study seeks to survey the current convergence of broadcasting and telecommunication, examine the policy questions that arise in Korea and present a review of current regulation in this field.
Design/methodology/approach
From a technical perspective, the convergence between telecommunications and broadcasting is emerging as both industries move towards digital standards. Yet, from a policy‐making perspective, convergence seems premature and may not be desirable. This study focuses in particular on the digital media broadcasting (DMB) service, which is currently being developed in Korea.
Findings
The paper suggests perspectives on forthcoming satellite DMB service developments, and the implications of this emerging technological breakthrough. The study indicates that current broadcasting‐based regulatory frameworks may tend to deter technological convergence and thus delay service introduction in the market.
Originality/value
The paper concludes with a new regulatory model with more consideration of service providers and users.
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The development of radio in the US shows the debates about how the new medium of communications should be controlled and financed. Generalisations about capitalist business ethics…
Abstract
The development of radio in the US shows the debates about how the new medium of communications should be controlled and financed. Generalisations about capitalist business ethics having uncontested sway in creating an advertiser‐supported, private‐sector medium rest on ignorance of the concerns aired in the press during the 1920s. However, the final outcome in the US did depend on a reliance on advertising to pay for the medium.
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Examines the use of the soft systems approach in introducing information technology for an international broadcasting programme. International broadcasting is an important system…
Abstract
Examines the use of the soft systems approach in introducing information technology for an international broadcasting programme. International broadcasting is an important system for transferring knowledge to people in diverse regions. Presents the soft systems methodology in a case example on how the news programme production of an international broadcasting organization in Japan deploys IT. Suggests that any IT deployment should consider the perspectives of IT beneficiaries, IT users, as well as the IT owners. Therefore, all relevant people must be included in the audience of the broadcasts in diverse regions.
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Yusuke Gotoh, Tomoki Yoshihisa, Hideo Taniguchi and Masanori Kanazawa
The purpose of this paper is to propose a scheduling method called the “Hierarchical Asynchronous Harmonic Broadcasting (H‐AHB)” method, to reduce the waiting time for…
Abstract
Purpose
The purpose of this paper is to propose a scheduling method called the “Hierarchical Asynchronous Harmonic Broadcasting (H‐AHB)” method, to reduce the waiting time for heterogeneous clients.
Design/methodology/approach
The authors analyze and evaluate the performance of the proposed H‐AHB method.
Findings
It was confirmed that the proposed method gives shorter average waiting time than the conventional methods.
Research limitations/implications
A future direction of this study will involve making a scheduling method where the server broadcasts multiple videos.
Practical implications
In general broadcasting systems, the server broadcasts the same data repetitively and clients wait until the first portion of the data is broadcast. Although the server can deliver the data to many clients concurrently, clients have to wait until their desired data are broadcast.
Originality/value
The H‐AHB method further reduces waiting time by scheduling an effective broadcast that considers the number of clients' available channels.
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This Chapter is all about communication and the ways we are now able to reach out to others around the world from our personal computers or mobile devices, which were never…
Abstract
This Chapter is all about communication and the ways we are now able to reach out to others around the world from our personal computers or mobile devices, which were never available before. One might initially consider this section more in line with productivity tools instead of those impacting the digital humanities. I will, however, demonstrate that it is through these tools that the field is expanding, offering interesting ways in which scholars can communicate ideas with one another, share thoughts, research, and collaborate. Additionally, it is through the use of these tools that our ideas are being shared with students and interestingly how students are, in turn, reciprocating our efforts. The chapter focuses on video broadcasting tools, audio conferencing, audiocasting, and collaboration applications, offering examples of how they can be used in a classroom setting.
This article focuses on Brazil’s migration to digital television. It shows how, in the case of Brazil, unicasting solely reflected the interests of commercial broadcasters…
Abstract
This article focuses on Brazil’s migration to digital television. It shows how, in the case of Brazil, unicasting solely reflected the interests of commercial broadcasters. Comparing Brazil to France and the United Kingdom, it explains why the European choice for multicasting is one of the reasons for the success of digital television penetration in these two countries.
By analyzing viewing shares and the financial relevance of the public broadcasters, BBC, and France Televisions, to the national broadcasting spaces, the study concludes that these European traditional broadcasters profited from digital television, despite their exposure to a more competitive environment.
As I will discuss, the model chosen in Brazil continues to hamper Public Service Broadcasting (PSB) and national audiovisual industries’ developments, as well as slowing digital take-up. In Brazil, public broadcasting continued to play a marginal role in the national broadcasting space and the audiovisual market, concentrated in a few local companies.
The findings of this comparative study, developed from a political economy perspective, provide important insights into both Brazilian and European telecommunications policy.
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André Luiz Maranhão de Souza-Leão, Bruno Melo Moura and Fernando Sacic Carneiro-Leão
Sports leagues have stood out in the entertainment industry due to their great economic value and cultural impact. This is the case of the American sports leagues, with emphasis…
Abstract
Purpose
Sports leagues have stood out in the entertainment industry due to their great economic value and cultural impact. This is the case of the American sports leagues, with emphasis on the National Basketball Association (NBA), whose largest Latin American market lies on Brazil. The aforementioned league’s audience is constantly growing, a fact that can be partially explained by the encouragement provided for its viewers to interact through social media, in a phenomenon called social TV. Accordingly, the aim of the present study is to investigate how social TV works as a means for Brazilian fans to coproduce their NBA broadcasting enjoyment through social media interactions.
Design/methodology/approach
The authors conducted a netnography on the community of fans engaged in Twitter hashtag #NBAnaESPN, which was released by ESPN to promote audience integration during NBA games' broadcasting.
Findings
A theorization about the role played by social TV in the way fan culture articulates through social media to enjoy broadcasting media products was herein presented. The findings of this study have evidenced three categories concerning the role played by television broadcasting, social media and the fandom in NBA consumption by Brazilian fans. Based on these findings, the authors got to the conclusion that social TV establishes a mediatized environment where fan culture can be articulated through social media to enable interactions about television broadcasting.
Research limitations/implications
The study was limited to members of the Brazilian NBA audience who engage in the official social media of the league’s broadcasting.
Originality/value
The study heads toward a theoretical generalization based on the research results.
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