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Article
Publication date: 1 March 2001

Sandi Mann

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Abstract

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Leadership & Organization Development Journal, vol. 22 no. 2
Type: Research Article
ISSN: 0143-7739

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Article
Publication date: 30 September 2021

J. Tuomas Harviainen, Miikka J. Lehtonen and Sören Kock

This article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it…

Abstract

Purpose

This article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it provides new knowledge into the ways in which organizational information practices may take place on an individual and interpersonal level, and the ways in which timeliness impact information sharing.

Design/methodology/approach

The article is based on three sets of interviews, gathered in 2012–2014, 2017–2018 and 2018–2020.

Findings

The authors identify six themes of information sharing and show that time is strongly tied to the ways in which people in the Finnish game development industry share information outside of their own companies.

Originality/value

This type of information sharing has not been previously researched. This study brings forth new knowledge on how timeliness influence information sharing within creative industries.

Details

Journal of Documentation, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0022-0418

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Article
Publication date: 7 October 2021

Ismail Olatunji Adeyemi, Adedoyin Oluwatosin Esan and Abdulmalik Aleem

Gamification is a growing field of study that has not been touched by Nigerian academic librarians. This study aims to explore the awareness, perception and readiness of…

Abstract

Purpose

Gamification is a growing field of study that has not been touched by Nigerian academic librarians. This study aims to explore the awareness, perception and readiness of academic librarians on the application of gamification to library services.

Design/methodology/approach

This study adopts an interpretive research design and a qualitative research approach. This involves using semi-structured interviews to collect data for the study. Purposive sampling technique was used to select a sample of 20 participants but only 15 participated in the study. Participants were interviewed on their lived experience as to gamification; hence, phenomenology research method was adopted for the study. Thematic analysis was used to analyze collected data.

Findings

The findings of the study show that most of the academic librarians in Nigeria were not aware of gamification to library services. However, the few that were aware knew about the gamification of library service through their personal academic reading. It was shown that there is a link between awareness and positive perception of gamification to library services. It was found that most of the academic librarians did not have a positive perception of applying gamification to library services in Nigeria. Results show that important factors to consider in readiness towards application of gamification to academic library services in Nigeria include library management support, librarians’ technical know-how and IT compliance.

Originality/value

The findings of this study will provide insights as to academic librarians’ awareness, perception and readiness in applying gamification to library services in Nigeria and may provide insights into other developing Africa countries at large.

Details

The Electronic Library , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0264-0473

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Content available
Article
Publication date: 7 October 2021

Yong Wang, Tianze Tang, Weiyi Zhang, Zhen Sun and Qiaoqin Xiong

In this paper, the authors study the effect of consumers' fairness preferences on dynamic pricing strategies adopted by platforms in a non-cooperative game.

Abstract

Purpose

In this paper, the authors study the effect of consumers' fairness preferences on dynamic pricing strategies adopted by platforms in a non-cooperative game.

Design/methodology/approach

This study applies fair game and repeated game theory.

Findings

This study reveals that, in a one-shot game, if consumers have fairness preferences, dynamic prices will slightly decline. In a repeated game, dynamic prices will be reduced even when consumers do not have fairness preferences. When fairness preferences and repeated game are considered simultaneously, dynamic prices are most likely to be set at fair prices. The authors also discuss the effect of platforms' discounting factors, the consumers' income and alternative choices of consumption on the dynamic prices.

Research limitations/implications

The study findings illustrate the importance of incorporating behavioral elements in understanding and designing the dynamic pricing strategies for platforms and the implications on social welfare in general.

Originality/value

The authors developed a theoretical model to incorporate consumers' fairness preference into the decision-making process of platforms when they design the dynamic pricing strategies.

Details

Journal of Internet and Digital Economics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2752-6356

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Article
Publication date: 14 October 2021

Felix Boronczyk, Christopher Rumpf and Christoph Breuer

Technological innovations could allow for real-time control of sponsor exposure during sport broadcasts to increase the capacity of sponsor messages to attract attention…

Abstract

Purpose

Technological innovations could allow for real-time control of sponsor exposure during sport broadcasts to increase the capacity of sponsor messages to attract attention. While such an approach requires knowledge on the interplay between in-game events and viewers' attention to sponsor signage previous studies have disregarded factors pertaining to the competition itself. To address this gap, this paper investigates the impact of game-related variables on the allocation of viewer attention in live broadcasts.

Design/methodology/approach

Eye tracking is used to examine the impact of variations in score, ball position and ball possession on soccer fans' attention to sponsor messages during broadcasts. In total, the data comprise n = 36,604 second-by-second observations from 11 participants and games.

Findings

Logistic regression analysis reveals game time effects and significant interaction effects between possession and the score as well as the ball position variable. Sponsors receive less attention if the attacking team controls the ball near the opponents' goal, particularly if the viewers' preferred team is in possession.

Practical implications

Property owners and sponsors can exploit these findings to determine the value of sponsor brand exposure more precisely. New systems could further increase message effectiveness through adjustments of sponsor exposure based on real time match event data.

Originality/value

This study is the first to explore the influence of game-related variables on attention to sponsors. By employing live broadcasts in a near-realistic setting, it further addresses a gap in the literature and adds to the knowledge on sponsor message processing.

Details

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

Keywords

Content available
Article
Publication date: 14 October 2021

Shang Gao and Ying Li

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Abstract

Purpose

The purpose of the research is to investigate users’ adoption of blockchain-based games in China.

Design/methodology/approach

This research applied existing technology diffusion theories to develop a research model to examine users’ adoption of blockchain-based games. As a result, a research model with nine research hypotheses was developed. The developed research model was empirically tested using data collected from a survey of 210 blockchain-based games users. Structural equation modeling was applied to analyse the collected data.

Findings

The results indicated that seven of nine research hypotheses were supported. It was found that trust, perceived usefulness, perceived enjoyment and perceived ease of use were key determinants for users’ behavioural intention to use blockchain-based games. The most influential relationship in the research model appeared to be the effect of perceived usefulness on users’ behavioural intention to use blockchain-based games. However, subjective norms did not have significant positive impacts on users’ behavioural intention to use blockchain-based games.

Practical implications

The regulatory support from governmental authorities is essential to provide additional legal certainty to build users’ trust in playing blockchain-based games. Blockchain-based games providers should arrange the training program targeted to the general users to enhance their understanding of the key features associated with blockchain-based games. Blockchain-based games developers should come up with good design solutions to maximize user enjoyment with blockchain-based games by considering additional entertainment elements.

Originality/value

To the best of the authors’ knowledge, this study is first of its kind in investigating the adoption of blockchain-based games from users’ perspectives. This study contributes to the existing literature on the adoption of blockchain technology.

Details

The Electronic Library , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0264-0473

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Article
Publication date: 5 October 2021

Naser Valaei, Gregory Bressolles, Hina Khan and Yee Min Low

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to…

Abstract

Purpose

Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).

Design/methodology/approach

A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.

Findings

This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.

Originality/value

This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.

Details

Industrial Management & Data Systems, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0263-5577

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Article
Publication date: 21 September 2021

Amir Zaib Abbasi, Umair Rehman, Muhammad Shahzeb Fayyaz, Ding Hooi Ting, Muhammad Umair Shah and Ramsha Fatima

Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online…

Abstract

Purpose

Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional and sensory experiences, are investigated through an integration of the hedonic consumption model, Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT).

Design/methodology/approach

The study analyses a sample of 292 MOBA game players using the PLS-SEM model. The study comprises two stages; in the first stage, an estimation model was used to test the constructs' quality and legitimacy. In the second stage, we assessed the theoretical model to test the relationship between the principle constructs.

Findings

The study found that factors related to emotional experiences, namely enjoyment, emotional involvement, and arousal, led to greater intention to play MOBA games. Similarly, two factors related to imaginal experiences, escapism and role projection, also positively impacted while fantasy carried a negative impact. The study also found that sensory experiences had a significant positive impact on the intention to play MOBA games. Lastly, a positive correlation was also found between the intention to use and usage behavior in MOBA games.

Originality/value

This study contributes to the theoretical understanding of the playful-consumption experiences of pleasure-oriented information systems (I.S.) that is MOBA games that derive behavioral intention to play MOBA games, which in turn determines the usage behavior of MOBA players. The study also incorporates the uses and gratification theory to uncover the needs and experiences that trigger MOBA games' behavioral intention and its further impact on gamers' usage behavior. The study also presents useful insights for game developers and other relevant stakeholders in game development.

Details

Data Technologies and Applications, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2514-9288

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Article
Publication date: 13 September 2021

Siew H. Chan, Qian Song, Pailin Trongmateerut and Laurie H. Rivera

Extending the study of Chan et al. (2016), this paper aims to focus on specific aspects of performance (conceptual and factual knowledge) to provide insight into whether…

Abstract

Purpose

Extending the study of Chan et al. (2016), this paper aims to focus on specific aspects of performance (conceptual and factual knowledge) to provide insight into whether computer game attributes designed into Prrinciples Aren’t That Hard (PATH) improve performance.

Design/methodology/approach

A between-subjects experiment is conducted to test the hypotheses. The experimental and control groups are PATH and traditional paper medium, respectively.

Findings

The results reveal that PATH users perform better on the conceptual knowledge questions compared to the traditional paper medium users. No significant difference in performance on the factual knowledge (computational) questions is found between PATH and traditional paper medium users.

Research limitations/implications

This study demonstrates that PATH creates an engaging learning environment, which facilitates the acquisition of conceptual knowledge and improved (conceptual) performance. Research can investigate whether technology may be used to facilitate automation of computational tasks which downplay the importance of computational skills (factual knowledge) and focus on the design of computer game attributes in educational or training programs to enhance conceptual knowledge and (conceptual) performance.

Practical implications

The findings of this study will assist educators and educational technology developers to identify and design motivation-enhancing computer game features to promote remember and understand cognitive processes which improve (conceptual) performance.

Originality/value

Game-based learning serves as the underlying theoretical framework for the design of PATH used in an experimental study to examine the positive effects of motivation-enhancing computer game attributes on remember and understand cognitive processes which facilitate (conceptual) performance. This study also uses separate measures of performance; that is, conceptual and factual knowledge, to provide additional insight into the findings of Chan et al. (2016).

Details

International Journal of Accounting & Information Management, vol. 29 no. 4
Type: Research Article
ISSN: 1834-7649

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Article
Publication date: 13 September 2021

Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Kher Hui Ng and Shams Ghazy

This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research…

Abstract

Purpose

This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.

Design/methodology/approach

This research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.

Findings

From the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.

Research limitations/implications

Limitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.

Practical implications

Findings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.

Originality/value

This research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.

Details

Journal of Applied Research in Higher Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2050-7003

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