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Article
Publication date: 6 February 2017

Danielle C. Herro, Lorraine Lin and Michelle Fowler

The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US…

Abstract

Purpose

The purpose of this paper is to detail the perceived influence of early gaming habits toward media production from seven students enrolled at a university in the Southeastern US. Participants identified as heavily involved in creating media such as anime, videos, fanfiction, webcomics, games, and digital music.

Design/methodology/approach

This exploratory study used qualitative research, thus data collection and analysis included questionnaires, interviews, and artifacts identifying and categorizing six main themes: game play preferences, persistence, early connections between game play and media, support and feedback, creations inspired by games, and significance of games in current lives.

Findings

The study found that most participants believed game play in childhood influenced increasingly complex media production habits. Six of the seven believed game play influenced their career path. The paper concludes with implications for education including games as conduits to personalized learning and career paths.

Originality/value

Results from this study extend prior research on the value of games to promote media production and meet personal and professional goals. This is significant as prior research linking early game play to media production influencing career goals is sparse.

Details

Journal of Applied Research in Higher Education, vol. 9 no. 1
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 1 January 2012

Tisha Freer

As part of an ongoing employer brand initiative, Evviva Brands developed My Marriott Hotel, a culinary social media game, for Marriott International that launched on Facebook in…

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Abstract

Purpose

As part of an ongoing employer brand initiative, Evviva Brands developed My Marriott Hotel, a culinary social media game, for Marriott International that launched on Facebook in June 2011. This article seeks to focus on this initiative.

Design/methodology/approach

Global research insights identified social media and gaming as primary in‐home activities and a path for repositioning the Marriott brand with internal and external target audiences. Focus groups, interviews and ethnographic observations led to key game‐play and design components that would ensure the game delivered operations realities as well as entertainment value.

Findings

The game was designed as a tool for reaching employment candidates in countries like China and India where the service industry is growing but hospitality is not a highly sought career. By managing a virtual hotel kitchen including staff, supplies and ingredients, players are given insights into the world of hospitality and a culinary career at Marriott.

Practical implications

By relying on target audience insights to build a business case, the project received support from key executive leaders throughout the process and their involvement generated over $500,000 in media exposure during the first few weeks of game launch.

Originality/value

As first to market with a hospitality simulation game, numerous observations can be made about the processes that lead to successful game development and global deployment on Facebook's API.

Details

Strategic HR Review, vol. 11 no. 1
Type: Research Article
ISSN: 1475-4398

Keywords

Article
Publication date: 4 May 2021

Bill Kapralos

Very little effort has been dedicated to the teaching of serious game design and development. At the post-secondary level, very few courses dedicated to serious game design and

Abstract

Purpose

Very little effort has been dedicated to the teaching of serious game design and development. At the post-secondary level, very few courses dedicated to serious game design and development exist. At the K-12 level, although (entertainment) game design and programming instruction are becoming more widespread, serious game design and development is ignored. This study aims to present a series of lesson plans that allow K-12 teachers to introduce students to serious game design and development.

Design/methodology/approach

The lesson plans include both a didactic and applied component and are intended to provide students with an introduction to serious games and their design and development while making students aware of the many career paths within this exciting growing domain. They can also be completed entirely remotely lending themselves nicely to online instruction to facilitate the COVID-19 shutdowns and the resulting move to e-learning.

Findings

Although several high-school teachers and several elementary school children were consulted during the development of the lesson plans, the lesson plans have only recently been made available, and therefore, there is a lack of any teacher or student feedback available regarding their use. Informally, several elementary school children found the lessons to be fun, interesting and informative.

Originality/value

There are currently no existing courses or lesson plans focusing on serious game design and development at the K-12 level, thus making this set of lesson plan novel and unique.

Details

The International Journal of Information and Learning Technology, vol. 38 no. 3
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 11 August 2021

Sobia Shabeer, Nadia Nasir, Sobia Nasir, Tehreem Fatima, Yasir Aftab Farooqi, Sumaria Rehman and Chaudhry Abdul Rehman

Although the research stream in the area of career plateau acknowledges its ramifications, yet investigation on how this phenomenon can be reduced is sparse. This study aims to…

Abstract

Purpose

Although the research stream in the area of career plateau acknowledges its ramifications, yet investigation on how this phenomenon can be reduced is sparse. This study aims to address this gap by illuminating the role of proactive personality (PP) as a factor of minimizing plateau via playful work design (PWD), career adaptability (CA) and perceived work-life balance (PWLB).

Design/methodology/approach

A cross-sectional study design was applied and structural equation modelling was used to assess the hypothesized relationships among PP, CA, PWD, perceived work design and career plateau. A total of 338 employees from public and private universities were sampled from February 2020 to July 2020.

Findings

The results highlighted that CA mediated the relationship between PP and PWLB, as well as, PWD mediated the association between PP and PWLB. Further, the authors got support for both serial mediation paths i.e. PP, CA, PWLB and career plateau and PP, PWD, PWLB and career plateau.

Originality/value

The findings of this study provide much needed ways to overcome career plateau in the academic sector. Moreover, the use of multiple serial paths has enhanced the underlying factors of PP and career plateau nexus.

Open Access
Article
Publication date: 25 July 2023

Woulan Hattingh, Liandi Van den Berg and Ayesha Bevan-Dye

Technological advancements in games increased the popularity of online gaming. The rapid expansion of the eSports market may largely be attributed to the ever-increasing…

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Abstract

Purpose

Technological advancements in games increased the popularity of online gaming. The rapid expansion of the eSports market may largely be attributed to the ever-increasing popularity amongst Generation Y amateur gamers. The primary objective of this study is to determine the factors influencing Generation Y amateur gamers' ongoing eSports gameplay intentions.

Design/methodology/approach

This study used the extended unified theory of acceptance as the theoretical framework. Data analysis included exploratory principal component analysis, confirmatory factor analysis and path analysis.

Findings

The results of the confirmatory factor analysis suggest that Generation Y amateur gamers' ongoing eSports gameplay intentions is an eight-factor model that is reliable, valid and has acceptable model fit. The results of the path analysis indicate that habit, price-value, flow, effort expectancy and facilitating conditions have a statistically significant positive influence on amateur gamers' ongoing eSports gameplay intentions, whilst social influence and hedonic motivation have a negative but non-significant influence on those intentions.

Research limitations/implications

The sample was formed using only amateur eSports gamers. In this regard, the opportunity exists to research professional eSports gamers. This study only focussed on Generation Y members between 18 and 36 years old. As a result, there is an opportunity for researchers to research the different generations of South African eSports gamers to determine whether there are any differences or similarities between generational segments.

Practical implications

The results of this study clearly indicate that flow, together with habit are salient contributors to ongoing gameplay intentions amongst amateur eSports gamers in South Africa. A reasonable assumption that can be made here is that flow is also instrumental in encouraging habitual gaming, which increases the importance of flow in overall ongoing gameplay intentions. This suggests that R&D expenditure should be directed at enhancing user engagement by building increased levels of flow into eSports games.

Social implications

eSports game developers can also achieve a desired state of flow by creating daily challenges that reward players when the players achieve specific objectives, which will encourage gamers to enter a state of flow when provided with challenges to complete. However, these in-game challenges should have a variety of levels regarding difficulty, ranging from beginner, intermediate and advanced levels so as not to exceed the effort expectancy of different groups of players. Game developers should provide regularly updated challenges to gamers to ensure that eSports games remain enjoyable and does not become predictable.

Originality/value

Given the nascence of research on eSports behaviour, the results of this study provide a novel addition to the knowledge pool, particularly in terms of amateur eSports behavioural intentions. Interestingly, hedonic motivation and social influence were non-significant negative predictors of Generation Y amateur gamers' ongoing eSports gameplay intentions. The recommendations provide various marketing strategies and opportunities for eSports business expansion.

Details

International Journal of Sports Marketing and Sponsorship, vol. 25 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 18 April 2008

Cason Snow

The purpose of this paper is to introduce the genre of tabletop fantasy role‐playing games and provide guidance in building an initial collection.

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Abstract

Purpose

The purpose of this paper is to introduce the genre of tabletop fantasy role‐playing games and provide guidance in building an initial collection.

Design/methodology/approach

The first part of the paper is designed to present the development of tabletop fantasy role‐playing games in a historiographic model, tracing the history of these games from the 1970s to 2006. The second portion is a bibliographic essay and critique of several noteworthy fantasy role‐playing games, including analysis of the settings and systems of each game.

Findings

The paper provides a history of the development of fantasy role‐playing games and provides guidance on how to start a collection. The study recognizes a lack of academic research on the topic and seeks to provide a brief introduction.

Practical implications

The paper provides a clear concise history of role‐playing game development and balanced advice for librarians who wish to begin collecting role‐playing games.

Originality/value

This paper begins to fill the need for academic study of the subject and provides practical advice for collection development librarians.

Details

Collection Building, vol. 27 no. 2
Type: Research Article
ISSN: 0160-4953

Keywords

Article
Publication date: 19 February 2021

Mengjun Li and Ayoung Suh

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

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Abstract

Purpose

The purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.

Design/methodology/approach

Drawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.

Findings

The results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.

Research limitations/implications

This study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.

Originality/value

This study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.

Details

Internet Research, vol. 31 no. 4
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 8 January 2024

Joseph Siu-Lung Kong, Ron Chi-Wai Kwok, Gabriel Chun-Hei Lai and Monica Law

Research on knowledge creation within eSports learning is scarce. This study extends the understanding of competition-oriented collaborative learning in eSports by examining the…

Abstract

Purpose

Research on knowledge creation within eSports learning is scarce. This study extends the understanding of competition-oriented collaborative learning in eSports by examining the relationship between the dynamics of knowledge creation modes and the continuum of the motivational profile, along with the moderating effects of mutualistic co-presence therein.

Design/methodology/approach

Participants were recruited from the community of massively multiplayer online gamers (MMOGs). Through a quantitative survey, their motivations (i.e. self-extrinsic, self-intrinsic, peer-extrinsic and peer-intrinsic motivations), knowledge creation involvements (i.e. internalization, externalization, combination and socialization) and perception of mutualistic benefit of self and peers were captured for hypothesis testing.

Findings

Significant and positive direct relationships were observed between four motivations and four knowledge creation modes. The mutualistic co-presence positively moderated the positive relationship between the self-extrinsic, peer-extrinsic and peer-intrinsic motivations and socialization. When mutualistic self-benefit were outweighed, peer-extrinsic motivated gamers became less likely to perform internalization, whereas self-extrinsic and peer-extrinsic motivated gamers were less likely to perform combination.

Originality/value

This study is among the first to rationalize the relationship between motivational profile and the dynamics of knowledge creation in eSports learning. The conceptualization of the new construct – mutualistic co-presence – using the ecological concept of symbiosis is uncommon in prior literature. The findings also demonstrate that the four modes of knowledge creation in eSports learning are continuous and interwoven; they can be initiated at any point and do not necessarily occur in a specific sequence.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 15 February 2021

Devika Vashisht, HFO Surindar Mohan, Abhishek Chauhan and Raveesh Vashisht

The purpose of this study is to investigate the effect of game-product fit on brand advocacy and mediating role of thought favorability in fit and brand advocacy relationship in…

Abstract

Purpose

The purpose of this study is to investigate the effect of game-product fit on brand advocacy and mediating role of thought favorability in fit and brand advocacy relationship in the context of in-game advertising (IGA) using congruity theory and heuristic systematic model. This expounds the conditions under which in-game brand placements form favorable or unfavorable thoughts about the game and the advertised brand, and following brand advocacy.

Design/methodology/approach

A total of 144 student-gamers participated in the study. One-way ANOVA and a path analysis were used for hypotheses testing.

Findings

Results showed that the high-fit game resulted in higher thought favorability and greater levels of brand advocacy than the low-fit game. Furthermore, results also revealed that thought favorability mediated the relationship of game-product fit and brand advocacy among players.

Research limitations/implications

Research on IGA is still in its relative infancy, and how gamers respond to brand placements in games has yet to be fully established. This paper’s theoretical implications are primarily in the context of in-game advertising and explain the role played by game-product fit as an originator to thought favorability that further adds value to thought favorability and brand advocacy relationship.

Practical implications

The study offers important implications for marketers, advertisers, policy-makers in terms of effective game-designing and IGA execution.

Originality

Since very little research has been done focusing on mediating role of thought favorability in game-product fit and brand advocacy relationship in the context of IGA from attention and elaboration perspectives, this paper scores as a pioneering study of its kind in India.

Details

Arts and the Market, vol. 11 no. 1
Type: Research Article
ISSN: 2056-4945

Keywords

Abstract

Details

Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
Type: Book
ISBN: 978-1-83982-639-9

1 – 10 of over 6000