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1 – 10 of over 33000
Article
Publication date: 3 August 2021

Bastian Kordyaka and Björn Kruse

The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online…

Abstract

Purpose

The purpose of this paper is to investigate toxic behaviour (TB) that significantly harms individuals’ gameplay experience in multiplayer online video games. Multiplayer online video games allow to simultaneously interact with others in real time. They can be considered as digital communities unifying a group of players within a video game. TB is characterized by spreading a bad mood (e.g. upsetting and insulting) leading to unsatisfying outcomes in team-based multiplayer environments.

Design/methodology/approach

Using mixed methods, the authors show that handling TB should be addressed more firmly on a level of game design. First, the authors test the explanatory power of the online disinhibition effect (ODE) and its antecedents on TB using a quantitative survey (N = 320) and structural equation modelling. Specifically, the authors show that dissociative anonymity, asynchronicity, solipsistic introjection, dissociative imagination and minimization of authority have a mediated effect through toxic disinhibition as predictors of TB. Second, the authors conduct a focus group workshop (N = 10) with experts from diverse disciplines to derive design principles on a level of game design.

Findings

The results indicate that transparency and imminent feedback are still underutilized elements in game design that can significantly buffer several forms of TB. By developing a heuristic prototype and exemplary design principles in subsequent categories, the authors address all relevant in-game scenarios. With this study, the authors provide researchers and practitioners helpful insights on how to increase the well-being and safety of gaming communities.

Originality/value

ODE already showed its explanatory potential in the neighbouring context of cyberbullying. Embedded in theories of negative behaviour on the internet, the authors propose a holistic and theory-driven approach to handle TB on a level of game design. The authors’ insights allow for a better understanding of an innovative entity of the dark side of technology diffusion and adverse side effects linked to it.

Article
Publication date: 14 February 2023

Xin Ming Stephanie Chen, Lisa Schuster and Edwina Luck

Emerging transformative service research (TSR) studies adopt a service system lens to conceptualise well-being across the micro, meso and macro levels of aggregation, typically…

Abstract

Purpose

Emerging transformative service research (TSR) studies adopt a service system lens to conceptualise well-being across the micro, meso and macro levels of aggregation, typically within an organisation. No TSR has yet examined well-being across multiple interconnected organisations at the highest level of aggregation, the meta or service ecosystem level. This study aims to explore how value co-creation and, critically, co-destruction among different actors across interacting organisations enhances or destroys multiple levels of well-being.

Design/methodology/approach

This study uses semi-structured, in-depth interviews to collect data from five types of key actors (n = 35): players, team owners, tournament operations managers, casters and viewers, across 29 interconnected organisations in the oceanic esports industry. The interviews were coded using NVivo 12 and thematically analysed.

Findings

Resource integration on each level of aggregation within a service ecosystem (micro, meso, macro and meta) can co-create and co-destroy value, which leads to the enhancement and destruction of multiple levels of well-being (individual, collective, service system and service ecosystem). Value co-creation and co-destruction, as well as the resultant well-being outcomes, were interconnected across the different levels within the service ecosystem.

Originality/value

To the best of the authors’ knowledge, this research is the first to incorporate a multi-actor perspective on the well-being consequences of value co-creation and value co-destruction within a service ecosystem as opposed to service system. Thus, this research also contributes to the minimal research which examines the outcomes of value co-destruction, rather than value co-creation, at multiple levels of aggregation.

Details

Journal of Services Marketing, vol. 37 no. 5
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 1 September 2001

Daniel C. Funk, Daniel F. Mahony, Makoto Nakazawa and Sumiko Hirakawa

A 30-item Sport Interest Inventory (SII) was developed and validated for measuring ten unique motives related to consumer interest at an international sporting event. Spectators…

1786

Abstract

A 30-item Sport Interest Inventory (SII) was developed and validated for measuring ten unique motives related to consumer interest at an international sporting event. Spectators (N=1,321) attending five different US venues during the 1999 FIFA Women's World Cup were administered the SII. Analysis revealed that sport and team interest, excitement, supporting women's opportunity in sport, aesthetics and vicarious achievement explained 35 per cent of the variance in spectators' interest in the event. Results provide sport marketers with consumer-based marketing strategies, particularly for women's sport.

Details

International Journal of Sports Marketing and Sponsorship, vol. 3 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 27 March 2007

Alain d'Astous and Karine Gagnon

Board games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board…

2482

Abstract

Purpose

Board games such as Monopoly and Scrabble enjoy a great deal of popularity among players of all ages. The objective of this study was to identify the characteristics of board games that impact significantly on players' appreciation.

Design/methodology/ approach

A review of the literature and a qualitative study with players and board game professionals resulted in the identification of seven explanatory factors. A survey was conducted among 169 adult players selected using an area sampling method.

Findings

The survey results revealed that the most important factor in explaining players' appreciation of a board game was the extent to which the game was able to make them fantasize and live uncommon experiences. The second factor in importance was the entertainment that is associated with playing a game. Some unexpected differences were found between male and female players. Whereas the surprise elements of a game had a positive impact on men's appreciation, they were not significant among women. In turn, the rhythm of the game had a positive effect on women's appreciation whereas it did not impact on men's appreciation.

Research limitations/implications

Players' perceptions were limited to board games with which they were familiar.

Practical implications

The results of this research offer some insights for the design and marketing of new board games. They indicate that the success of a new board game depends on the game's capacity to make players live a unique play experience and interact with other players. They also suggest that marketing communication should be adapted to the segments of male and female board game players.

Originality/value

This research brings useful knowledge about the factors that make consumers enjoy a board game.

Details

Journal of Consumer Marketing, vol. 24 no. 2
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 1 July 2020

Alexeis Garcia-Perez, Alessandro Ghio, Zeila Occhipinti and Roberto Verona

This paper provides a conceptual discussion of the bidirectional relationship between knowledge management (KM) and intellectual capital (IC) in a specific subset of…

2005

Abstract

Purpose

This paper provides a conceptual discussion of the bidirectional relationship between knowledge management (KM) and intellectual capital (IC) in a specific subset of knowledge-based organisations, i.e. professional sport organisations. Through the review and conceptual discussion of two relevant research themes, i.e. KM strategies for IC value creation and IC codification, this paper aims to highlight research gaps useful to future research.

Design/methodology/approach

The authors apply a systematic literature review method to analyse 66 management and accounting studies on KM and IC in sport organisations. Internal and external validity tests support the methodology adopted.

Findings

The authors provide a conceptual model to explain how KM strategies about IC investments can be optimal, i.e. they create value for all the stakeholders but also suboptimal, i.e. they create value only for a group of stakeholders. Next, they provide evidence of the opportunistic use of the codification associated with IC investments that impair financial reporting information transparency and mislead managers and investors.

Practical implications

The results are informative for managers, regulators and policymakers to mitigate the inefficiencies regarding KM and IC codification and decisions.

Originality/value

This study contributes to the understanding of the bidirectional relationship between KM and IC in knowledge-based organisations by focussing on professional sport organisations in which KM and IC have played an important role for a long time. It also includes future avenues for advances in managing, measuring and reporting IC.

Article
Publication date: 12 October 2015

J. Tuomas Harviainen and Juho Hamari

The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for…

1659

Abstract

Purpose

The purpose of this paper is to discuss the ways in which information acts as a commodity in massively multiplayer online role-playing games (MMORPGs), and how players pay for items and services with information practices.

Design/methodology/approach

Through meta-theoretical analysis of the game environment as a set of information systems, one of retrieval and one social, the paper shows how players’ information practices influence their access to game content, organizational status and relationship to real-money trade.

Findings

By showing how information trading functions in MMORPGs, the paper displays the importance of information access for play, the efficiency of real money trade and the significance of information practice -based services as a relatively regular form of payment in virtual worlds. Players furthermore shown to contribute to the information economy of the game with the way in which they decide not to share some information, so as to prevent others from a loss of game content value due to spoilers.

Originality/value

The subject, despite the popularity of online games, has been severely understudied within library and information science. The paper contributes to that line of research, by showing how games function as information systems, and by explaining how they, as environments and contexts, influence and are influenced by information practices.

Details

Journal of Documentation, vol. 71 no. 6
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 18 November 2020

Ade Febransyah and Joklan Imelda Camelia Goni

The purpose of this study is to measure the supply chain competitiveness of the e-commerce industry in Indonesia.

1679

Abstract

Purpose

The purpose of this study is to measure the supply chain competitiveness of the e-commerce industry in Indonesia.

Design/methodology/approach

The study used a multi-criteria decision-making model based on the analytic hierarchy process. Four main criteria are used to measure the supply chain competitiveness, i.e. cost, differentiation, sustainability and infrastructure.

Findings

The findings of this study show that cost is the most important criterion with a degree of importance of 33.19%, followed by infrastructure of 29.40%, differentiation of 27.96% and sustainability of 9.45%. It shows that the internally controlled strategy contributes about 70% of supply chain competitiveness. The internal infrastructure criterion that consists of software and hardware contributes 65.92% to the whole infrastructure criterion. The internal infrastructure then contributes 19.38% to supply chain competitiveness. Therefore, the internally controlled strategies and internal infrastructure contribute up to 90.08% to the supply chain competitiveness of e-commerce in Indonesia. This result implies that to attain the supply chain competitiveness, the company must carry out strategies focusing on the performance such as cost, differentiation, sustainability as well as on the internal infrastructure such as software and hardware.

Research limitations/implications

In this paper, the authors limited their study to the business to business (B2B) and business to consumer (B2C) players because these two platforms have been experiencing a very rapid growth. While e-commerce business can take many platforms besides B2B and B2C, the future research should include other platform such as consumer to consumer as well. Because the focus in this study is more the information and material flows, it will be of great interest if the future research covers the platform of mobile payment as well that guarantee the ease of cashflows within supply chains. Also, with the occurrence of the Covid-19 pandemic when this paper was written, in the near future, it is then of great interest to incorporate the pandemic context into the proposed model used in this study. The further study should analyze long-term changes happened as the result of pandemic such as behavioral changes of online shopping from customer side or shift in e-commerce supply chain infrastructure and inventory practice.

Practical implications

With this study, it is expected that it can be determined which criteria contribute the most to the supply chain competitiveness of the e-commerce industry in Indonesia that will be useful for industry player.

Originality/value

E-commerce development in Indonesia is still facing serious challenges. The multi-criteria decision making approach used in this research lays a foundation of how supply chain competitiveness is determined based on the judgment of experts coming from major companies within the supply chain.

Details

Competitiveness Review: An International Business Journal , vol. 32 no. 2
Type: Research Article
ISSN: 1059-5422

Keywords

Article
Publication date: 20 April 2023

Tiago Ribeiro, Victor Almeida, André Calapez, Hirotaka Matsuoka and Rei Yamashita

Despite the advances in theory and practice about player behaviour in esports gaming literature, there is a lack of understanding as to whether esports are compatible with the…

Abstract

Purpose

Despite the advances in theory and practice about player behaviour in esports gaming literature, there is a lack of understanding as to whether esports are compatible with the values of Olympism and if they should be considered for future Games editions. The current study advances this line of research by examining esports player experiences, their effects on perceiving Olympic values, and the support towards the Olympics in order to verify if differences occur according to the cross-cultural environment.

Design/methodology/approach

Using a sample of 671 esports amateur gamers from three countries (Portugal, Brazil and Japan), structural equation models and a multigroup analysis were performed to analyse the differences in the hypothesized paths existing between the groups.

Findings

Results reveal that player in-game emotional experiences positively influence Olympic values perception across countries. The excellence and friendship values showed a positive effect on support intentions to the Games towards Portuguese and Brazilian players, while the respect value was the strongest predictor towards behavioural intentions in Japan. Cultural backgrounds and game genre in each country can explain player attitude towards the Olympic values shared on the online environment.

Originality/value

This study is able to provide a better understanding of how the Olympic values serve as a gratification in different cross-cultural environments according to the theory of uses and gratifications (U&G) and the theory of cultural dimensions. Complementarily, these findings can be used as valuable information for esports publishers and developers attempting to spread the Olympic values in the esports industry.

Details

International Journal of Sports Marketing and Sponsorship, vol. 24 no. 4
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 November 2006

Brian Smith, Priya Sharma and Paula Hooper

This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional…

Abstract

This paper describes the forms of knowledge used by players of fantasy sports, games where players create ideal sports teams and compete to accumulate points based on professional athletes’ statistical performances. Messages from a discussion forum associated with a popular fantasy basketball game were analyzed to understand how players described their decision‐making strategies to their peers. The focus of the research was to understand if players use mathematical concepts such as optimization and statistical analyses when assembling their team or if they base their decisions on personal preferences, beliefs, and biases. The analyses in this paper suggest the latter, that players rely on informal, domain‐specific heuristics that often lead to the creation of competitive teams. These heuristics and other forms of player discourse related to knowledge use are described. The paper also suggests ways that analyses of existing practices might provide a foundation for creating gaming environments that assist the acquisition of more formal reasoning skills.

Details

Interactive Technology and Smart Education, vol. 3 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 13 May 2020

Fanghong Liu and Jiangang Wang

The purpose of this paper is to examine how knowledge inflows and outflows interact to affect performance outcomes. Though previous studies have dealt with knowledge inflows and…

Abstract

Purpose

The purpose of this paper is to examine how knowledge inflows and outflows interact to affect performance outcomes. Though previous studies have dealt with knowledge inflows and outflows, the quality and quantity characteristics of knowledge are often not taken into account, thus leaving a research gap with regards to the effect of their interactions on performance outcomes.

Design/methodology/approach

Based on Poisson regression analysis, this quantitative study fills the aforementioned research gaps by analyzing the ambidextrous configurations of knowledge flows from an ambidexterity perspective and examines their effects on two-phase performance (i.e. regular season and playoffs), using a longitudinal data set of National Basketball Association transactions from the 2003-2004 to 2014-2015 season.

Findings

The results suggest that the complementarity between knowledge inflows and outflows along the quality and quantity dimensions of knowledge, respectively, has a positive impact on two-phase performance, while the imbalance between knowledge inflows and outflows under the quality and quantity dimensions of knowledge, respectively, has a negative impact on playoffs performance (Phase 2). These findings suggest that organizations can balance knowledge inflows and outflows under a single quality or quantity dimension of knowledge. Furthermore, the interaction between the quantity of the inflows of knowledge and the quality of the outflows of knowledge and the interaction between the quality of the inflows of knowledge and the quantity of the outflows of knowledge are both positively related to two-phase performance. These findings suggest that organizations can balance knowledge inflows and outflows across quality and quantity dimensions of knowledge. Finally, the effects of the interaction between knowledge inflows and outflows on playoffs performance are greater than regular-season.

Practical implications

Organizations should leverage ambidexterity to manage/balance knowledge inflows and outflows across quality and quantity dimensions, further enhancing performance outcomes.

Originality/value

This study, first, provides new insights into knowledge flows by distinguishing between the quality and quantity of knowledge, the inflows and outflows of knowledge, constructing ambidextrous configurations of knowledge flows from an ambidexterity perspective. Second, it contributes to the relationship between knowledge flows and organizational performance by revealing how ambidextrous configurations of knowledge flows exert different effects on performance outcomes. Third, it adds to the literature of ambidexterity-performance relationships and expands it to the context of sports.

Details

Journal of Knowledge Management, vol. 24 no. 5
Type: Research Article
ISSN: 1367-3270

Keywords

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