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Article
Publication date: 12 September 2016

Sooyoung Sul

The purpose of this paper is to quantitatively confirm whether hosting the Winter Olympic Games can improve tourism balance or increase the number of inbound tourists, and to…

Abstract

Purpose

The purpose of this paper is to quantitatively confirm whether hosting the Winter Olympic Games can improve tourism balance or increase the number of inbound tourists, and to discuss how Korea could maximize this opportunity. It also attempts to identify other critical variables for improving tourism balances and further suggests that the certain characteristics of participating nation’s patterns of medal wins at the Games should be better understood to contribute to attracting more tourists.

Design/methodology/approach

For the quantitative analyses of the relationship between tourism balance and the Games, Newey-West Hac estimation is used to correct autoregression for seven host countries of the Winter Olympic Games in last 24 years. For the analyses of characteristics of specialization in medal wins, conventional revealed comparative advantage model is used and tobit estimation method is applied.

Findings

This research confirms the role of hosting the Winter Games in improving tourism balance and increasing the number of inbound tourists. The findings from analyses on country specialization in sports largely coincide with the existing literature, however, in addition to confirming the well-established significance of key variables determining country performance like population and GDP, this study also discloses the role of other variables like team size and population density.

Originality/value

Major contributions of this paper are two-fold: it analyzes the Winter Olympic Games which was rarely tackled; and relates hosting the mega-sport events with the service trade account. As the host country of the 2018 Winter Olympic Games, the Republic of Korea has great potential to overcome that chronic deficit by attracting more inbound tourists. This study indicates how country characteristics of specialization can be used to enhance effectiveness of promotion strategy to attract a large number of foreign tourists to the PyeongChang Winter Games and consequently improve tourism balance.

Details

Journal of Korea Trade, vol. 20 no. 3
Type: Research Article
ISSN: 1229-828X

Keywords

Article
Publication date: 17 April 2020

Le Wang, Yu Gao, Jie Yan and Jianqun Qin

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

2162

Abstract

Purpose

The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.

Design/methodology/approach

Drawing on the consumption value framework and affordance theory, the present study argues that in-game purchase behaviors are determined by multiple consumption values of in-game items. The perceptions of consumption values were influenced by game affordances. The model was tested, using data from an empirical survey with 2,006 free-to-play game players.

Findings

Monetary, enjoyment and social values of in-game items positively predict purchase behaviors in free-to-play games. Game fairness and balance of challenges and skills significantly influence perceived enjoyment value.

Research limitations/implications

The findings of this study provide operable implications to facilitate in-game consumption. The model was tested within the context of free-to-play multiplayer online battle arena (MOBA) games; however, caution is advisable when generalizing the findings to other subgenre of games.

Originality/value

This study extended and thus validated the consumption value framework in the context of free-to-play MOBA games. This study explored the antecedents of consumption values from the perspective of game affordance.

Details

Information Technology & People, vol. 34 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 May 2018

Mohamed F.A. Ebrahim, N. David Pifer, Saad Ahmed Saad Shalaby, Karim Mohamed Mahmoud El Hakim, Hosam El Dien El Sayed Mubarak and James J. Zhang

The Egyptian Premier League (EPL) holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. However, the…

Abstract

Purpose

The Egyptian Premier League (EPL) holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. However, the actual competitive balance in this league has come under scrutiny in recent years as the two historically dominant Cairo clubs, Ahly and Zamalek, continue to retain the EPL championship. A major concern is that the competitive imbalance of the EPL may actually be hampering the league’s progress and the progress of soccer in Egypt. In order to more closely assess this situation, the purpose of this paper is to use historical EPL performance data to conduct a series of competitive balance analyses on league results from 1948 to 2014. The findings revealed that competition in the league is almost nonexistent as Ahly and Zamalek continue to enjoy a number of direct and indirect financial benefits that are unrealized by their competitors. The dominance of these clubs has compromised the elements of match uncertainty and drama that are traditionally viewed as being important to the prestige and financial achievements of leagues and teams. Discussion is therefore offered for how the EPL could go about resolving some of its organizational and competitive balance issues.

Design/methodology/approach

This study adopted four basic measures of competitive balance to conduct descriptive analyses on EPL data that were collected from egyptianfootball.net and the Rec Sport Soccer Statistics Foundation. These analyses began with the EPL’s inaugural season (1948-1949) and extended to the conclusion of the 2014-2015 season. During this timeframe, seven seasons were canceled due to global and political tensions and four more went unfinished. Because these seasons were excluded, the total sample size consisted of 56 seasons, each of which contained between 10 and 24 EPL teams. The data were analyzed using variations of the following competitive balance measures: the range and standard deviation of winning percentages, the ratio of the standard deviation/Noll-Scully approach, the Herfindahl-Hirschman Index, and five-club concentration ratio.

Findings

The results confirmed that the league is largely imbalanced, leading the authors to recommend systemic and structural changes that could help promote competitive balance in the league. The call for competitive balance in the EPL was bolstered by a literature review of studies that advocated for parity in professional sports leagues. In the end, the researchers recommend the EPL to improve its organizational policies and consider a revised revenue-sharing system that would allow the small-market teams to survive and thrive.

Originality/value

The EPL holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. The primary purpose of this study was to perform a series of competitive balance analyses on EPL results from 1948 to 2015 in an effort to better understand the various degrees of competitiveness in the league during this time.

Details

International Journal of Sports Marketing and Sponsorship, vol. 19 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 7 April 2022

Mansour Abedian, Atefeh Amindoust, Javid Jouzdani and Maryam Hejazi

The purpose of the study is to assess manufacturing firm performance indicators using a reasonably comprehensive integrated BSC-Game model to empirically determine the importance…

Abstract

Purpose

The purpose of the study is to assess manufacturing firm performance indicators using a reasonably comprehensive integrated BSC-Game model to empirically determine the importance of the perspectives and indicators under evaluation and the best combination of indicators.

Design/methodology/approach

After identification of manufacturing indicators of the firm, the Shapley value index is used as the solution of the cooperative game to determine the importance of the perspectives and indicators under evaluation and the best combination of indicators to facilitate the achievement of target goals.

Findings

The game theory approach is used as a technique to rank BSC perspectives of the firm's manufacturing performance. The results reveal that the customers' perspective receives the highest ranking. The knowledge sharing, new technology, customer satisfaction and sale profitability are considered as the best combination of BSC indicators.

Originality/value

The integrated BSC-Game framework, approach and outcomes can be beneficial to practitioners and researchers who aim to select the proper indicators’ policy in manufacturing performance field.

Details

Journal of Advances in Management Research, vol. 19 no. 4
Type: Research Article
ISSN: 0972-7981

Keywords

Article
Publication date: 7 November 2017

Sabiha Yeni and Kursat Cagiltay

The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game

Abstract

Purpose

The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games from the viewpoint of the experts. For this purpose, as a sample, an educational math game was examined to see how successful is the academic aspect, fantasy aspect, academic-fantasy aspects integration and enjoyment aspect of the game. Good aspects of the game and aspects need improvement were summarized for guidance to game developers while producing educational games.

Design/methodology/approach

In this study, heuristic evaluation method was used for evaluating the educational math game. In the scope of this study, an example of modern educational computer game was examined by experts in this study. The integration of academic-fantasy context and enjoyment aspects of the game were analyzed deeply by using qualitative and quantitative data collection methods together.

Findings

According to Relevance Embedding Translation Adaptation Immersion and Naturalization rubric results, embedding element received the highest mean score. It showed that the academic content is well coupled with the fantasy/story content. According to GameFlow criteria, clear goals and feedback sections got the highest scores; on the contrary immersion section got the lowest score. Immersion element of the game should be improved. According to the interview findings, more than half of the participants stated that, in terms of academic content of game, players can actively be involved in learning process during the game. The story of the game and elements used in the game have counterpart in daily life. Didactic elements do not affect learners’ flow in the game. It is easy to learn and feedbacks are enough and useful.

Originality/value

This study offered suggestions to designers for developing good educational games which are well balanced with academic and fantasy context.

Details

Program, vol. 51 no. 4
Type: Research Article
ISSN: 0033-0337

Keywords

Article
Publication date: 30 May 2018

Yan Feng, Jia Lu and Yeujun Yoon

Experiences of high quality games between top-class sports teams could influence sports fans’ decision to attend the domestic sports games. For example, soccer fans who watched…

Abstract

Purpose

Experiences of high quality games between top-class sports teams could influence sports fans’ decision to attend the domestic sports games. For example, soccer fans who watched the World Cup games between the best national teams are likely to be disappointed with the performance of their domestic league teams after the World Cup event, while more people might be attracted to watch a soccer game because of their increased interest in soccer games. The purpose of this paper is to investigate how the international sports event (i.e. the World Cup) influences the demand of the domestic sports league games in the non-hosting country.

Design/methodology/approach

To test these antithetical hypotheses, the authors collect the Chinese Super League game-level data from 2004 to 2011. For analysis, the authors propose two empirical models rigorously developed based on previous sports marketing theories.

Findings

The findings are surprising compared to previous studies for the hosting countries or countries that performed spectacularly during the World Cup tournaments. The authors find that the international event negatively influences the attendance of domestic games. Specifically, it gives salience to the competitive quality of a match and helps enhance the impact of star players. Furthermore, the authors find evidence of dynamic effects of the international event.

Originality/value

The study contributes to the previous sports literatures by expanding our understanding of the effect of international sports events. Particularly, the results shed light on international events’ impact on the domestic sports league demand in more general conditions based on its influence on people’s behavior, rather than focusing on the effect caused by facility development or dramatic performance during the international event.

Details

International Journal of Sports Marketing and Sponsorship, vol. 19 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 June 2005

Kurt D. Squire

A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of

Abstract

Purpose

A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap

Design/methodology/approach

This paper is a critical study of Viewtiful Joe, a cult‐classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting‐edge example of how to manage that complexity. Far from button‐mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them.

Findings

The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player‐generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice.

Originality/value

Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real‐time.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 16 February 2010

Alice Y. Kolb and David A. Kolb

The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep…

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Abstract

Purpose

The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning.

Design/methodology/approach

The framework is developed by integrating two perspectives. First, from multidisciplinary theories of play to uncover the underlying play principles that contribute to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space through a case study of a pick‐up softball league where for 15 years, a group of individuals diverse in age group, gender, level of education, and ethnic background have come together to play are examined.

Findings

The case study suggests that play in a ludic learning space can promote deep learning in the intellectual, physical, spiritual, and moral realms.

Originality/value

This paper uses the play literature to inform the experiential learning concept of the learning space.

Details

Journal of Organizational Change Management, vol. 23 no. 1
Type: Research Article
ISSN: 0953-4814

Keywords

Article
Publication date: 17 July 2023

Mahmut Selami Akin

This study aims to illuminate Turkish gen Z players’ intention to make in-game purchases based on stimulus–organism–response (SOR) model and uncover the distinctive role of gender.

Abstract

Purpose

This study aims to illuminate Turkish gen Z players’ intention to make in-game purchases based on stimulus–organism–response (SOR) model and uncover the distinctive role of gender.

Design/methodology/approach

Six hundred and ninety-six young players were included in the research who are aged 12 to 29 in Istanbul, Türkiye. Measurement validity was checked via principal component and confirmatory factor analysis. Structural model testing, mediation and multigroup analysis were conducted to test relationships among latent constructs.

Findings

The study revealed enjoyment, perceived attractiveness and economic value were positively associated with gamer satisfaction, though connectedness was not. In addition, gamer satisfaction positively affected loyalty and loyalty predicted in-game purchase intention. On the other hand, the magnitude of enjoyment-gamer satisfaction path was greater in female players than in males. However, the effect sizes of perceived attractiveness and economic value on gamer satisfaction were larger in males than in females.

Research limitations/implications

The research focuses on freemium game context, the sample of Istanbul province in Turkey, and gen Z (12 to 29) players constituting the limitations.

Practical implications

Mobile game producers should consider that enjoyment is more substantial for female players to increase in-game revenue. Hence, perceived attractiveness and economic value may be improved for male players. They could also balance the gaming experience by providing social connectivity and isolation.

Originality/value

It is the initial attempt to unveil Turkish young mobile players’ behavioral tendency toward paid in-game extensions. On the other hand, gender difference is a salient matter unnoticed by other investigations that the strength of stimulus varies from players’ gender discovered by the research.

Details

Young Consumers, vol. 24 no. 6
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 24 August 2012

Cathriona Nash and Serge Basini

This study sets out to capture the consumer perspective regarding the purchase request relationship between parent and child.

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Abstract

Purpose

This study sets out to capture the consumer perspective regarding the purchase request relationship between parent and child.

Design/methodology/approach

This interpretive study enhances an understanding of these purchase request experiences as they are lived by respondents. The story of both parents, along with children, is thus considered paramount. Using a series of depth‐interviews and focus groups with parents and children, a key theme emerged through the interpretive process. “The game” permeates their experiences of this request relationship and is virtually unreported until now.

Findings

Contrary to extant research, this study positions the contemporary parent‐child purchase relationship as a positive experience where an understanding of “the game” permeates this natural familial interaction. Furthermore, a tacit understanding and awareness of the intricacies associated with “the game”, including each other's roles, tactics, outcomes, feelings and perspectives regarding “the game”, are considered playful and entertaining by all respondents.

Originality/value

First, adopting a consumer‐centric approach as the focus of this research instead of the much reported “vested interest” perspective added a new breadth and dimension to an understanding of the parent‐child purchase request relationship not previously captured. Second, the departure from extant positivistic research, to an interpretive approach proved very beneficial in uncovering “the game”: a novel departure from previous pester power research.

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