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1 – 10 of 21
Article
Publication date: 28 September 2023

Sigi Goode and Amir Riaz

It is becoming easier for end-users to modify their information system, sometimes against the wishes of management or the original manufacturer. In the mobile device context…

Abstract

Purpose

It is becoming easier for end-users to modify their information system, sometimes against the wishes of management or the original manufacturer. In the mobile device context, “modding”, “jailbreaking” or “rooting” allows a mobile phone user to select operating software and network providers other than those mandated by the original provider. Prior studies have theorised that modders and non-modders possess different perspectives on the relationship between them and their device provider. However, these differences have not been empirically demonstrated in prior work. This paper aims to test theoretical pathways to explain the behavioural relationship effects of security within the modding context.

Design/methodology/approach

This study models four relationship conceptualisations from prior research. The study tests this model using a survey of 464 mobile device users to compare the user attitudes of modders and non-modders.

Findings

Modder and non-modder relationships differ. Both groups value security, but in different ways: modder relationships are governed by satisfaction and commitment, while non-modder relationships are governed more by trust.

Originality/value

To the best of the authors’ knowledge, this is the first study to empirically demonstrate the relationship differences between IS modifiers and non-modifiers. Most published work has focused on IS that are unmodified. Incorporating device modification may improve behavioural understanding of end-users.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 2 February 2024

Koraya Techawongstien

The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles…

Abstract

Purpose

The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a localization domain that accommodates both official and unofficial translation/localization efforts. This general review paper aims to outline the author's experiences in collecting data within the domain of video game translation/localization in Thailand.

Design/methodology/approach

Using a descriptive approach, this general review paper employs the netnography method. It sheds light on the complexities of video game translation/localization in Thailand and incorporates semi-structured interviews with a snowball sampling technique for the selection of participants and in-game data collection methods.

Findings

The netnography method has proved instrumental in navigating the intricacies of this evolving landscape. Adopting the netnography method for data collection in this research contributes to establishing more robust connections with the research sites. “Inside” professionals and individuals play a significant role in data gathering by recommending additional sources of information for the research.

Originality/value

While netnography is conventionally applied in the market and consumer research, this paper demonstrates its efficacy in unraveling the dynamics of video game translation/localization in Thailand.

Details

Qualitative Research Journal, vol. 24 no. 2
Type: Research Article
ISSN: 1443-9883

Keywords

Article
Publication date: 12 September 2016

Jean Paul Simon

The paper aims at dealing with the role of users in the creation (or curation) and distribution of digital contents. User generated contents (UGCs) refer to a variety of media…

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Abstract

Purpose

The paper aims at dealing with the role of users in the creation (or curation) and distribution of digital contents. User generated contents (UGCs) refer to a variety of media such as Wikis, question-answer databases, digital video, blogging, podcasting, forums, review sites, social networking, social media and mobile phone photograph. It attempts assessing their potential role as co-innovators. The paper follows the progressive creation of a new space for users, tracking its specific forms in each subsector of the media and content industries. Each subsector reveals a disruption in the production and circulation of new content.

Design/methodology/approach

The paper is based on desk research, a review of literature, review of the technical journals, and analysis of annual reports. The paper is part of an on-going research project on media and content industries.

Findings

The paper argued that since 2007 (release of iPhone and Kindle) the landscape went through a dramatic change, scaling up. It illustrates how the entire value chain of content (production/distribution/consumption) has opened up. The amount of UGC produced triggered a qualitative jump, ushering in new modes of interaction between the customers and creators, without necessarily turning the consumer into a full-fledge producer. The UGC model adds another source of production, thereby increasing diversity, ushering in new ways for talent scouting. It reveals various forms of co-creation and the role of a community model while also showing its limits.

Research limitations/implications

This paper concentrates on digital media and does not deal with any other aspect such as knowledge sharing (Wikis). The paper does not cover the reactions of traditional industry players to UGC (some elements are given for newspaper), neither possible policy and regulatory responses The paper relies mostly on reports from news agencies, consultancies or annual reports from companies so as to delineate the main trends.

Practical implications

It shows that the role of customers did change within this context. The new channels offer novel ways to produce, curate and disseminate contents. It offers a range of examples from different industries.

Social implications

The paper documents the participation of consumers in the production of content. it hints at the evolution of labour, alludes to the issue of diversity and of creativity, but does not address other societal issues.

Originality/value

Some reports were devoted to UGC in 2007 (OECD) and 2008 (Idate-IVIR-TNO) but in spite of the major changes that took place over the past decade, the research has been scarce, or has concentrated on a specific segment of the media industry. The paper is trying to offer a comprehensive overview of the various segments. Each sub-segment of the media industry illustrates a specific dimension.

Details

info, vol. 18 no. 6
Type: Research Article
ISSN: 1834-7649

Keywords

Content available
Book part
Publication date: 15 January 2021

Callum T. F. McMillan

Abstract

Details

Posthumanism in Digital Culture
Type: Book
ISBN: 978-1-80043-107-2

Article
Publication date: 1 January 2021

Ludi Price and Lyn Robinson

This article describes the third part of a three-stage study investigating the information behaviour of fans and fan communities, the first stage of which is described in the…

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Abstract

Purpose

This article describes the third part of a three-stage study investigating the information behaviour of fans and fan communities, the first stage of which is described in the study by Price and Robinson (2017).

Design/methodology/approach

Using tag analysis as a method, a comparative case study was undertaken to explore three aspects of fan information behaviour: information gatekeeping; classifying and tagging and entrepreneurship and economic activity. The case studies took place on three sites used by fans–Tumblr, Archive of Our Own (AO3) and Etsy. Supplementary semi-structured interviews with site users were used to augment the findings with qualitative data.

Findings

These showed that fans used tags in a variety of ways quite apart from classification purposes. These included tags being used on Tumblr as meta-commentary and a means of dialogue between users, as well as expressors of emotion and affect towards posts. On AO3 in particular, fans had developed a practice called “tag wrangling” to mitigate the inherent “messiness” of tagging. Evidence was also found of a “hybrid market economy” on Etsy fan stores. From the study findings, a taxonomy of fan-related tags was developed.

Research limitations/implications

Findings are limited to the tagging practices on only three sites used by fans during Spring 2016, and further research on other similar sites are recommended. Longitudinal studies of these sites would be beneficial in understanding how or whether tagging practices change over time. Testing of the fan-tag taxonomy developed in this paper is also recommended.

Originality/value

This research develops a method for using tag analysis to describe information behaviour. It also develops a fan-tag taxonomy, which may be used in future research on the tagging practices of fans, which heretofore have been a little-studied section of serious leisure information users.

Details

Journal of Documentation, vol. 77 no. 2
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 1 March 2011

Daniel Ashton

The aim of this paper is to present qualitative research with higher education games design students to explore situated understandings of work and the negotiation of “work” and

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Abstract

Purpose

The aim of this paper is to present qualitative research with higher education games design students to explore situated understandings of work and the negotiation of “work” and “non‐work” boundaries.

Design/methodology/approach

Situated understandings of work are examined through interviews and focus groups with games design students in the UK and contextualised with interviews with games industry professionals and attendance at industry careers events. The theoretical approach of “occupational devotion” is used to explore work practices and motivations, and “technological action” is then used to draw out the significance of relations with games technologies in this negotiation.

Findings

The main finding concerns the continued significance of a fixed field of “work” for students intending to progress from education into “work”. The importance of “work” was identified in how students positioned themselves (occupational devotion) and engaged with games technologies (technological action). This is contrasted with the emphasis on co‐creative relations and broadbrush assertions of blurring boundaries between work and non‐work.

Research limitations/implications

A larger sample of students that ranged across different digital gaming disciplines within higher education (programming; art) would add breadth and further perspectives. Further research would connect student perceptions of the games industry, from attending events such as careers fairs, and the industry promotional discourses and representational strategies. A longitudinal study would be valuable for tracing changes in recruitment strategies and industry and education intersections.

Practical implications

The paper provides insights into how higher education students engage with the games industry and articulates their personal development and employability attributes.

Originality/value

This paper makes a case for research with students as a means to explore boundaries of “work” and “non‐work”. It questions the blurring of “work” and “non‐work”, and provides conceptual pointers, combined with empirical research, that indicate the continued purchase of fixed notions of “work” for workers‐in‐the‐making. This is relevant for scholarly research into the sociology of work, higher education pedagogy, and industry‐education relations.

Details

Information Technology & People, vol. 24 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Abstract

Details

Posthumanism in Digital Culture
Type: Book
ISBN: 978-1-80043-107-2

Article
Publication date: 30 January 2009

Elisabeth R. Hayes and Elizabeth M. King

The purpose of this paper is to describe how a popular computer game, The Sims2, engages players in computing practices that are foundational to information technology (IT

656

Abstract

Purpose

The purpose of this paper is to describe how a popular computer game, The Sims2, engages players in computing practices that are foundational to information technology (IT) fluency, and to draw implications for engaging young people, particularly girls and women, in computer‐related learning.

Design/methodology/approach

The analysis is framed within a conceptual perspective on learning as a process of acquiring situated understandings through participation in meaningful activity. The paper draws on two years of work with girls developing IT fluency through playing and modding The Sims. It also draws on interviews with adult women who are highly engaged in creating Sims content.

Findings

The paper identifies a set of practices inherent in Sims game play that are foundational to IT fluency: managing complex systems; cheating and glitching; tinkering with tools; and making, manipulating, and reasoning with spatial representations.

Practical implications

The paper suggests how existing practices associated with games might be leveraged for the development of IT fluencies.

Originality/value

This study contributes to efforts aimed at rethinking how educators might conceptualize and support the development of IT fluencies. The paper offers new perspectives on the nature of IT fluency in the context of participatory culture and productive uses of new media.

Details

On the Horizon, vol. 17 no. 1
Type: Research Article
ISSN: 1074-8121

Keywords

Book part
Publication date: 27 November 2014

Amanda J. Turner

This study provides empirical support for a link between video game play and likelihood to major in a STEM field.

Abstract

Purpose

This study provides empirical support for a link between video game play and likelihood to major in a STEM field.

Design/methodology/approach

Using the National Longitudinal Study of Adolescent Health (Add Health), this study investigates whether adolescents who play video games are more likely than those who do not to choose a STEM field major in college, and if other characteristics explain this relationship.

Findings

Results from a nested series of logistic regression models show that – compared to those who do not play video games in adolescence – teens who play video games are 70% more likely to major in a STEM field when they attend college.

Research limitations/implications

The Add Health dataset allows for empirical verification of the link between video game play and STEM major choice, but it is dated. Future research should use more recent data. Factors such as gaming platform and game genre are likely to be key variables in future research.

Practical implications

This finding lends support for including video game play as a potential factor in future studies on college major choice, and offers further empirical support for utilizing video games as a potential gateway into STEM.

Originality/value

Going beyond previous research, this study finds that playing commercial video games may be one entry point to STEM fields, and implies that it is important to understand the impact of games that millions of young people play.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78350-629-3

Keywords

Article
Publication date: 12 July 2011

Mikael Gidhagen, Oscar Persson Ridell and David Sörhammar

The objective of this paper is to present an empirically founded outline of value creation and the orchestration of this process.

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Abstract

Purpose

The objective of this paper is to present an empirically founded outline of value creation and the orchestration of this process.

Design/methodology/approach

A qualitative study of the video game industry was undertaken for which data were collected through use of both primary and secondary sources. The gathered data enabled a categorization of the industry, from both a user and a firm perspective, into different archetypical modes of value creation.

Findings

The study adds to the understanding of value creation by illustrating that a firm can orchestrate the process through which value is created by being: an inspirator; a facilitator, and an attendant. In illustrating the continuity of this process, the paper introduces the orchestrating firm and the value emergence process.

Research limitations/implications

In describing the modes through which interaction occurs within the video game industry, the paper provides an outline which can be used for further investigations of value creation. This industry holds, however, certain features making the arguments presented in need of further research.

Practical implications

Based on the empirical findings, an outline is provided for the allocation and deployment of internal resources in order to enable continuous value creation.

Originality/value

The paper empirically exemplifies how value creation is orchestrated by developing firms within the video game industry and illustrates value creation as a continuous process; a value emergence process.

Details

Managing Service Quality: An International Journal, vol. 21 no. 4
Type: Research Article
ISSN: 0960-4529

Keywords

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