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1 – 10 of over 18000Nahed Salem and Ahmed Maher Khafaga Shehata
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Abstract
Purpose
The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.
Design/methodology/approach
The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.
Findings
The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.
Originality/value
As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.
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Rory Mulcahy, Rebekah Russell-Bennett and Sharyn Rundle-Thiele
This paper aims to understand how experiential value can generate awareness, image, perceived quality and loyalty to the moderate drinking brand. Electronic games are increasingly…
Abstract
Purpose
This paper aims to understand how experiential value can generate awareness, image, perceived quality and loyalty to the moderate drinking brand. Electronic games are increasingly used by social marketers in an attempt to support target audiences uptake of social behaviours. However, little is known of the value this creates for target audiences and its impact on the uptake of a social behaviour brand.
Design/methodology/approach
A survey of male adolescents (n = 137) was conducted to test proposed relationships between experiential value and consumer-based brand equity dimensions. The research tested the game “Don’t Turn a Night Out into a Nightmare” that was developed by the Australian Federal Government as part of a social marketing campaign. Data were analysed using linear regression and MANCOVA.
Findings
The findings indicate that there are significant relationships between consumer-based brand equity dimensions for the social behaviour brand of moderate drinking, indicating relevance of a commercial marketing theory for social marketing. Furthermore, findings show that different combinations of experiential value dimensions have an impact on different components of consumer-based brand equity. These findings indicate that when social marketers are developing electronic games, they must create different combinations of value in game play to achieve awareness, positive image, high perceived quality and, ultimately, loyalty to a behaviour.
Practical implications
Social marketers seeking to use electronic games to influence the uptake of behaviour brands such as moderate drinking must provide a more complete value package.
Originality/value
This paper is the first to examine how experiential value can influence the creation of brand equity for a social behaviour brand.
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The games console, within the wider sector of electronic games and entertainment, is defined. A historical outline of the games console is given, indicating how the development of…
Abstract
The games console, within the wider sector of electronic games and entertainment, is defined. A historical outline of the games console is given, indicating how the development of the console, and that of the PC, have intertwined over several decades. The emerging generation of games consoles possesses facilities that offer the possibility of access to networked resources, such as electronic library services, at a fraction of the cost of PC hardware. The Electronic Library and the increase in home‐based network access are discussed. Observations are then drawn from the use of a games console to interact with specific network‐based components of the “electronic library”. Alternative emerging modes of Internet and Network‐based access are touched upon. Aspects of game console usage within the library sector are considered and future developments of gaming and console technology, especially as applied to Network‐based service and resource access, are speculated upon.
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Bianca Bush and Adrian Furnham
The study which this paper documents aimed to test nine hypotheses through the use of content analysis of gender stereotypes within the advertising of educational/non‐educational…
Abstract
Purpose
The study which this paper documents aimed to test nine hypotheses through the use of content analysis of gender stereotypes within the advertising of educational/non‐educational children's games.
Design/methodology/approach
A total of 130 UK adverts, fitting the time period of 1970‐2011, were used. Then 17 dimensions of each advertisement were coded and chi‐squared analyses were carried out. Additional comparisons were carried out examining differences in pre‐1990 and post‐1990 adverts, age and game categories.
Findings
Nine hypotheses were tested and most were supported, including: males being shown as the main characters in educational adverts compared to non‐educational adverts; gender stereotypes occurring within advertising ‐ adverts aimed at males consisted of males being the main characters, female‐orientated adverts consisted of females presenting the majority of adverts; and young males were displayed alone whereas females were either alone or supervised by another female.
Originality/value
This study is possibly the first to conduct a thorough content analysis of television advertisements for games aimed at children. It reveals the amount of stereotyping found in general advertisements aimed at adults in many western countries.
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There is no computer topic today more widely discussed, that occupies more pages in the popular and academic journals than computer software. It is said to be sparse, nonexistent…
Abstract
There is no computer topic today more widely discussed, that occupies more pages in the popular and academic journals than computer software. It is said to be sparse, nonexistent, ineffective, “junk,” inaccurate, incomprehensible, unsuitable, etc. Software is essential to the efficacy of any school computer operation, yet rarely purchased concomitant with the equipment itself. Originally, vendors gave away software with every hardware purchase. Today, school practitioners recommend that schools should budget twice the cost of the hardware for appropriate materials. The New York Times, in an article entitled “Computers: The Action's in Software,” reveals much about the economics of a field that is just beginning its rapid growth phase (November 8, 1981). Indeed, schools may come to the realization with this technology that equipment without software is a projector without a film, a phonograph without a record.
Saima Anwar, Sadaf Noor and Muhammad Asrar-ul-Haq
Involvement of youth in electronic sports is increasing and outdoor sports are decreasing day by day. It not only affects their health but also leads them towards noncommunicable…
Abstract
Purpose
Involvement of youth in electronic sports is increasing and outdoor sports are decreasing day by day. It not only affects their health but also leads them towards noncommunicable diseases. Risk of noncommunicable diseases is associated with physical inactivity and affects physical and mental health. It results in different personal and social implications. Therefore, the purpose of this paper is to highlight the importance of outdoor sports and risks of electronic sports for health.
Design/methodology/approach
The data for study is collected from 450 university students using purposive sampling technique. In order to measure outdoor sports, a four items instrument developed by Simon and Smoll (1974) is used. For electronic sports, instrument is adopted from Lemmens et al. (2009) and for health of youth, instrument by Bailis et al. (2003) is used. After reliability and validity check, structural equation modeling is used to analyze data.
Findings
The results reveal that perceived outdoor sports have significant positive impact on health, whereas electronic sports have negative impact on youth health that lead them to certain noncommunicable diseases. There is need to emphasize and encourage youth for outdoor sports and avoid indulging in esports that may lead to addiction.
Practical implications
Electronic games have various risks for the development of syndromes among younger generation. Awareness should be provided that physical activities are essential for healthy life and how risky be the esports for their health. This study may be helpful for government as well to reduce dependency of youth on technological devices and provide necessary recreation facilities to engage in. This research study validates that outdoor sports have significantly positive impact on health of youth and it reduces health related problems and destructive behaviors among youth.
Originality/value
Involvement of youth in electronic sports is increasing and outdoor sports are decreasing day by day. It not only affects their health, but also leads them toward non-communicable diseases. The present study examines the impact of esports and physical sports on youth health.
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In less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about…
Abstract
Purpose
In less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about this industry. Stereotypes about the industry may not be correct. This paper seeks to address this knowledge gap.
Design/methodology/approach
The paper identifies what is known, and what needs to be known. The paper reviews the literature and adds data from the most recent reports available.
Findings
The literature has been slow to address this industry. It has not even been clear what to call this industry. (Some people still call it the video game industry.) The most basic marketing issues still need to be researched, i.e. customer benefits sought and segmentation. A typology of game genres is proposed.
Originality/value
This paper is the first overview of the entertainment software industry from a marketing perspective.
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The purpose of this paper is to explore and emphasize the impact of academic computer game studies programs on library services and collections.
Abstract
Purpose
The purpose of this paper is to explore and emphasize the impact of academic computer game studies programs on library services and collections.
Design/methodology/approach
A review of the literature related to the relationship between gamers, game studies, and libraries, precedes discussion of the background of academic computer game studies programs. The potential challenges and opportunities concerning collection development, information literacy instruction, and reference within academic libraries are addressed along with highlights of emerging best practices.
Findings
The paper provides analysis of game studies as an emerging academic discipline and of the scholarly communication within this field. It also highlights emerging practices within academic librarians serving students and faculty in this field.
Research limitations/implications
Because game studies is a new discipline, best practices to meet users' needs are just beginning to be established for academic libraries. Further research is needed in the area of information‐seeking behavior, perception of game studies' students and faculty, and their information literacy skills.
Practical implications
This is an opportunity for librarians who serve students and faculty in game studies to learn about the history of this discipline and what several academic librarians are currently doing to meet their needs in collection development, information literacy instruction, and reference services.
Originality/value
While discussing the history of game studies as an academic program, the paper also highlights the issues related to library services and collections for the emerging academic discipline of game studies in an effort to support academic librarians who work with game studies students and faculty.
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Matthew Tingchi Liu, Shiying Dong and Mingxia Zhu
The study aims to integrate the insights gained from the gambling industry into a value creation conceptual framework for analyzing the influence of digital technology…
Abstract
Purpose
The study aims to integrate the insights gained from the gambling industry into a value creation conceptual framework for analyzing the influence of digital technology application. Both primary and secondary data from industry practitioners are examined and discussed.
Design/methodology/approach
In-depth interviews covering top management from six major casinos in Macau were conducted with industry experts, who provided the pioneering feedback on digitalization technology implemented with examples from major casino cities, including Macau, Las Vegas, Monte Carlo, Singapore, Seoul and some others.
Findings
The study provides an overview of the current status of the application of digital technology in the gambling industry and the level of the feasibility, practicability and profitability of this development on the casino floor. Digital technologies are found to augment the gambling industry in aspects of the product, service and operational structure. Research also discovers that benefits and values gained by the casino can be categorized in three dimensions: (1) value perceived by the customer, (2) value obtained from the customer and (3) value gained by the firm.
Originality/value
The research serves as a reference for Macau policymakers regarding regulations on emerging digital technologies in the gambling industry, as well as for casino management seeking to understand new potential business opportunities and future developments in digitalization.
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Yongjae Kim and Stephen D. Ross
This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor…
Abstract
This study examined motivational dimensions underlying sport video game playing, from a uses and gratification perspective, with the use of focus groups and confirmatory factor analysis. Through a rigorous scale development procedure, seven motivation dimensions were identified - knowledge application, identification with sport, fantasy, competition, entertainment, social interaction and diversion. The results also suggest that the pattern of sport video game use is more purposeful and active than uses of more traditional media. Future research opportunities and managerial implications for using video games in developing a more creative and interactive communication tool are also discussed.
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