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1 – 10 of over 7000
Article
Publication date: 10 August 2012

Kuo‐Hsiang Chen, Kai‐Shuan Shen and Min‐Yuan Ma

The purpose of this study is to explore the appeal of social networking services (SNS) games from the perspectives of game usability and the functionality that is facilitated by…

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Abstract

Purpose

The purpose of this study is to explore the appeal of social networking services (SNS) games from the perspectives of game usability and the functionality that is facilitated by the internet. Why players prefer SNS games to other types of games and what specific characteristics causes them to be addicted to continuous game play are the two critical issues to be probed.

Design/methodology/approach

The authors interviewed 11 experts and surveyed 321 gamers using a questionnaire to gather the data about their preferences. The authors believe that a preference‐based study can reveal the underlying reasons for the appeal of SNS games. The collected data were analysed using Quantification Theory Type I.

Findings

The semantic structure of appeal, determined from the interviews of experts, shows the hierarchy of the relationship between the types of appeal or appeal factors, the reasons for gamers’ preferences, and the specific characteristics of SNS games. According to the statistical analysis, the three most important appeal factors of SNS games are “easy and convenient”, “friendly and lively” and “social interaction”, and these are affected in varying degrees by particular reasons and characteristics.

Practical implications

Based on the findings, the paper hypothesises that the popularity of Facebook SNS games can be ascribed to the design of game, which targets the psychological preferences of players.

Originality/value

SNS games have become very popular due to some of their appealing characteristics. The findings provide important information for designers and researchers of Facebook SNS games. The study also contributes to the field of human‐computer interaction in cyberspace.

Book part
Publication date: 28 March 2015

W. Timothy Coombs and Sherry J. Holladay

Corporate managers must find a way to communicate their CSR activities to stakeholders without creating a boomerang effect where the CSR messages create resentment of instead of…

Abstract

Purpose

Corporate managers must find a way to communicate their CSR activities to stakeholders without creating a boomerang effect where the CSR messages create resentment of instead of support for the corporation. One alternative is to use social media channels because they are low cost and can use a soft sell approach, thereby reducing the likelihood of a boomerang effect. However, using social media messaging about CSR challenges managers to attract followers to those social media channels. This chapter explores the use of gamification, the use of gaming features in the CSR messaging, to present CSR messages. The case study of Kraft’s “Two-Minute Drill” is used to illustrate how gamification can be used to promote social media-based CSR messaging.

Methodology/approach

A case study method is used to illuminate how Kraft used gamification to increase the audience for its anti-hunger CSR efforts. Kraft used the “Two-Minute Drill” game to attract people to their effort to fight hunger.

Findings

The “2-Minute Trivia Drill” seemed to overcome the CSR promotional communication concerns of tone and cost. The dominant message and theme is feeding the hungry. The tone on the Facebook page and the game itself is subtle in relation to the Kraft brand because Kraft appears in the background through its logo, name, and the names of prominent Kraft products. The stakeholders are treated as the drivers of the CSR effort because the individuals playing the game are what create the donations from Kraft. Donations could even be personalized. None of the comments posted to the Kraft Fight Hunger Facebook page questioned the expense of the project. Overall the comments were very favorable suggesting there was no boomerang effect from the game.

Research limitations/implications

The study offers only one case study of gamification in CSR communication. More cases are necessary to draw stronger conclusions about the utility of gamification for CSR communication presented via social media. Moreover, more direct measures are needed to assess how stakeholders feel about CSR messages using gamifications and if the strategy can consistently prevent a boomerang effect.

Practical implications

The implications from the case study are that gamification can be an effective way to attract stakeholders to social media-based CSR messages and to generate positive reactions to the CSR messaging.

Originality/value

This chapter is one of the first detailed explorations of gamification as a means to avoid the dangers of the CSR promotional communication dilemma (stakeholders wanting CSR information but reacting negatively to the promotion of CSR activities).

Details

Corporate Social Responsibility in the Digital Age
Type: Book
ISBN: 978-1-78441-582-2

Book part
Publication date: 29 December 2016

Huan Chen, Eric Haley and Audrey Deterding

The chapter examined the consumer meanings of product placements embedded in social games in different cultural contexts.

Abstract

Purpose

The chapter examined the consumer meanings of product placements embedded in social games in different cultural contexts.

Methodology/approach

The theoretical perspective guiding the study is phenomenology, and the essay assignment and in-depth interviews were used to collect data.

Findings

The chapter was based on two qualitative research projects. Findings revealed that consumers in both countries appreciated certain characteristics of product placement in the context of social game, such as subtleness (naturalness) and unobtrusiveness (users’ freedom of choice and proactive choice); consumers’ real-world consumption in both countries seems to be more or less influenced by the product placement in social games; and while the young American consumers didn’t construct specific meanings for Facebook, the Chinese white-collar consumers actively created meanings for the Chinese social-network site.

Social implications

The chapter offered some thick descriptions and in-depth analyses of product placements in social games in different cultural contexts from consumers’ experiential perspectives to enrich our theoretical understanding of product placement in the new media environment as well as to add valuable insights to the research literature on new advertising formats in general.

Originality/value

No study to date has been conducted to explore the product placement in social games in different cultural contexts. The study fills the research gap by exploring US college-aged consumers’ and Chinese white-collar consumers’ interpretations of product placements in the context of social games.

Details

Advertising in New Formats and Media
Type: Book
ISBN: 978-1-78560-312-9

Keywords

Article
Publication date: 25 September 2020

Sheshadri Chatterjee

Online social games (OSG) possess unique characteristics that distinguish them from other kind of online games. Its overuse has brought addiction to it. In this perspective, the…

Abstract

Purpose

Online social games (OSG) possess unique characteristics that distinguish them from other kind of online games. Its overuse has brought addiction to it. In this perspective, the purpose of this study is to identify the factors impacting addiction of OSG and to investigate the role of age, gender and identity (students and non-students) to moderate addiction of OSG.

Design/methodology/approach

This study has developed a research model by the help of literature review and different relevant theories. This model has been validated by survey method using feedbacks of 305 social game players. Structural equation modeling technique has been used to validate the model.

Findings

The study has been able to find key factors of social influence and individual influence (characteristics) that impact the intention of the online social games players to play social games that ultimately may cause addiction to online social games. Further, the study highlights that gender and identity (students and non-students) have no effects on the addictive behavior of the social game players, whereas age has a moderating impact.

Practical implications

The results of this study have derived a set of rich guidelines to the policymakers and the management of social media platforms (like Facebook) toward framing policy and regulations on online social games.

Originality/value

The study has been able to uniquely highlight the dark side of online social games and its consequences. The study also provides a guideline to the policymakers, practitioners and online social game players on how to restrict its over usage that may prompt online social game addiction.

Details

Information Technology & People, vol. 34 no. 7
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 31 May 2013

Kai‐Shuan Shen

This study aims to explore the sociocultural appeal of SNS game content from the point of view of the human emotions aroused by the interaction between the players and the games.

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Abstract

Purpose

This study aims to explore the sociocultural appeal of SNS game content from the point of view of the human emotions aroused by the interaction between the players and the games.

Design/methodology/approach

The author's research methodology is based on Miryoku Engineering. The author interviewed 11 knowledgeable gamers by the evaluation grid method (EGM) and surveyed 321 players through a questionnaire in order to gather data about their preferences, which were then analysed using quantification theory type I.

Findings

The semantic structure of the appeal of the games was determined from interviews with knowledgeable gamers (EGM). This structure represents a hierarchy of the relationship between the types of appeal or appeal factors, the reasons for gamers’ preferences, and the specific characteristics of SNS games. According to the statistical analysis, the most important sociocultural appeal factors of SNS games are “practicable and realizable” and “innovative and unique”, and these are affected in varying degrees by particular reasons and characteristics.

Practical implications

The author has found that sociocultural factors influence the design of SNS games significantly. In addition, the issue of how to integrate the sociocultural factors into the design of games is critical to the success of the marketing strategies of SNS games in different areas or countries.

Originality/value

The author's findings provide important information for designers and researchers of SNS games. The study also contributes to the field of human‐computer interaction in cyberspace.

Article
Publication date: 8 March 2013

Huan Chen and Audrey Deterding

The purpose of the study is to explore how college‐aged consumers perceive and interpret product placement in the context of social games.

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Abstract

Purpose

The purpose of the study is to explore how college‐aged consumers perceive and interpret product placement in the context of social games.

Design/methodology/approach

The theoretical perspective guiding the study is phenomenology, and the essay assignment and in‐depth interviews were used to collect data.

Findings

The themes emerged from the current data regarding the participants' interpretations of product placement in social games are: freedom of choice; subtleness and unobtrusiveness; and connection to real world consumption.

Originality/value

No study to date has been designed to explore the product placement in social network sites (SNSs), especially in the context of social gaming. The study fills the research gap by exploring college‐aged consumers' interpretation of product placement in the context of social games.

Details

Young Consumers, vol. 14 no. 1
Type: Research Article
ISSN: 1747-3616

Keywords

Book part
Publication date: 4 October 2012

J. Tuomas Harviainen, Richard D. Gough and Olle Sköld

Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.Design/methodology/approach – A survey of existing…

Abstract

Purpose – To examine the connection between social media and games, and to analyze information phenomena relating to them.

Design/methodology/approach – A survey of existing research is combined with results from two studies.

Findings – Players use game-related social media as an expansion of play and as a substitute of it, while avoiding information overload in the form of finding out so much that it damages the play experience.

Research limitations/implications – The number of potential game-related social media sources is so high that this chapter mostly presents just the early steps toward researching them further.

Practical implications – The chapter reveals the tight connection that has been formed between games and social media, showing that to properly research one, a look at also the other is necessary.

Originality/value – The chapter presents initial guidelines on where to start in researching game-related social media, an area that has so far seen very little research from both game studies and information scholars.

Details

Social Information Research
Type: Book
ISBN: 978-1-78052-833-5

Keywords

Book part
Publication date: 30 January 2015

Nancy Horak Randall, Sue Carroll Pauley and Aaron B. Culley

Baby boomers are now the fastest growing group of adopters of social media. This research uses qualitative research methodologies to understand the factors influencing adoption…

Abstract

Baby boomers are now the fastest growing group of adopters of social media. This research uses qualitative research methodologies to understand the factors influencing adoption and use of social media and other emergent technologies by baby boomer and silent generation women. Life Course Perspectives (especially as combined with either Role Theory and/or Social Exchange Theory), and Family Systems Theory provide a strong basis for considering reciprocal socialization as an important dynamic in relationships between different generations, specifically within families. This research reveals and examines a particular form of reciprocal socialization between family members, the process of social media adoption. Using a convenience sample of 28 women born before 1963, we examine the characteristics of women who use computers, and more specifically who use social networking sites and other forms of emergent technology such as Skype. We also investigate the familial and social factors that women report as contributing to their adoption of social media. Women report that children, specifically daughters, strongly influence their decision to use social media such as Facebook. Women who do not use social media are found to either report lack of interest or perceived lack of ability to negotiate new technology, or to indicate that use of social media is unnecessary to them due to the spatial proximity of their families.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78441-454-2

Keywords

Article
Publication date: 4 April 2018

Yi Wu, Tingru Cui, Na Liu, Yimeng Deng and Junpeng Guo

Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous…

Abstract

Purpose

Drawn from the social playfulness literature and the elaboration likelihood model, the purpose of this paper is to propose and test a research model to examine users’ continuous participation in SNS game applications.

Design/methodology/approach

A field survey with 133 subjects was conducted to test the research model.

Findings

Two identified design features, symbolic physicality and inherent sociability, are found to influence users’ perceived curiosity and perceived enjoyment toward playing SNS game applications. Perceived enjoyment is significantly associated with perceived curiosity and predicts users’ continuous participation of SNS game applications. The authors also observed a gender difference of social playfulness design on perceived curiosity.

Research limitations/implications

Use intention was used as a proxy for actual use behavior, since objective data on continuance behavior was not available. Additionally, the contributions of this study may be constrained by one single sample.

Practical implications

The findings of the study suggest practical guidelines for designing game applications in SNS through socialization design and symbolic physicality. Further, based on the findings of gender differences, a personalization game design strategy is provided.

Originality/value

The study contributes to the post-adoption IS literature and sheds light on the interesting area of social media participation. Additionally, this study enriches the online gaming research by demonstrating gender differences.

Book part
Publication date: 16 October 2018

Antonio Francesco Maturo and Veronica Moretti

According to Barber (2007), the consumer society fosters the growth of an infantile ethos. This happens because infantilization of the consumer is the best way to create new needs…

Abstract

According to Barber (2007), the consumer society fosters the growth of an infantile ethos. This happens because infantilization of the consumer is the best way to create new needs that the market can then answer with new goods and services. Given that neoliberalism encourages individual consumers to remain, at least partially, infantile, what position can boring, difficult, “adult” activities occupy in a neoliberal society? Exertion and hard work are in fundamental opposition to infantilization. In a neoliberal culture, then, “serious” activities – like labor, hard work, and other boring things – must be dressed up as pleasant pastimes. Today, thanks to apps, it is possible to work, practice self-care, or study under the guise of playing a game. Clearly, then, gamification – the transformation of boring tasks into pleasurable activities – is consistent with and symptomatic of the broader infantilization promoted by consumeristic capitalism.

Gamification is a fundamental feature of several health apps. When using these apps, we earn rewards and points (depending on what we do). We thus engage in a pleasurable self-governance driven by our own aspirations and capacities. Gamified self-tracking is, then, the opposite of work and work activities. It increases our productivity without oppressing us – at least at first glance. This (apparent) self-governance is a funny and pleasurable taylorism of everyday life.

Details

Digital Health and the Gamification of Life: How Apps Can Promote a Positive Medicalization
Type: Book
ISBN: 978-1-78754-366-9

Keywords

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