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1 – 10 of 863
Article
Publication date: 2 August 2022

Yiqi Li, Nathan Bartley, Jingyi Sun and Dmitri Williams

Team social capital (TSC) has been attracting increasing research attention aiming to explore team effectiveness through within- and cross-team resource conduits. This study…

Abstract

Purpose

Team social capital (TSC) has been attracting increasing research attention aiming to explore team effectiveness through within- and cross-team resource conduits. This study bridges two disconnected theories – TSC and evolutionary theory – to examine gaming clans and analyzes mechanisms of the clans' TSC building from an evolutionary perspective.

Design/methodology/approach

This research draws longitudinal data from a sample of gaming teams (N = 1,267) from anonymized player data from the game World of Tanks spanning 32 months. The authors explored teams' evolutionary patterns using hidden Markov models and applied longitudinal multilevel modeling to test hypotheses.

Findings

The results showed that teams of different sizes and levels of evolutionary fitness vary in team closure and bridging social capital. The authors also found that larger teams are more effective than smaller ones. The positive association between team-bridging social capital and effectiveness is more substantial for smaller teams.

Originality/value

This research advances the theoretical development of TSC by including the constructs of teams' evolutionary status when analyzing strategic social capital building. Adding to existing literature studying the outcome of TSC, this research also found a moderating effect of team size between TSC and effectiveness. Finally, this study also contributes to a longitudinal view of TSC and found significant evolutionary patterns of teams' membership, TSC, and effectiveness.

Details

Internet Research, vol. 33 no. 3
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 10 March 2022

Abhigyan Sarkar and Juhi Gahlot Sarkar

This research aims to extend brand relationship theory to the domain of online gaming by augmenting the understanding of the role played by fantasy state in digital game in…

Abstract

Purpose

This research aims to extend brand relationship theory to the domain of online gaming by augmenting the understanding of the role played by fantasy state in digital game in impacting gamers' immersive relationships with digital game brands. In this quest, the research examines how fantasy state in game (FSG) creates game brand immersion (GBI) through the mediation of emotional game brand attachment (EGBA) and the roles of individual's need for escapism (NE) and anxious attachment style (AAS) in moderating the aforementioned relationships.

Design/methodology/approach

The research employs a pre-test followed by two quantitative studies. Quantitative data were analyzed using the PROCESS macro.

Findings

Results from Study 1 illustrate that perceived fantasy in game generates EGBA, which, in turn, predicts GBI. Further, Study 2 establishes that the effect of fantasy in game on EGBA is moderated by gamer's NE. The moderating effect of NE is moderated by individual's AAS.

Originality/value

Value of the study lies in extending consumer–brand relationship theory to digital gaming domain which enhances the understanding of how fantasy state in digital game can lead to GBI and the roles played by individual personality characteristics like escapism motivation and AAS in the process.

Details

Information Technology & People, vol. 36 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Book part
Publication date: 10 December 2016

Sheba Mohammid

While access to devices and connectivity remain key issues in Latin America and the Caribbean, a growing body of literature also recognises the importance of media literacies and…

Abstract

Purpose

While access to devices and connectivity remain key issues in Latin America and the Caribbean, a growing body of literature also recognises the importance of media literacies and competencies necessary to navigate an information-rich society. This media literacy movement highlights skills that lead to critical analysis and the assembly and production of knowledge. In the Caribbean region, information literacies have been linked to competency in exploiting opportunities for informal and lifelong learning. This paper builds on the literature dealing with media literacies by drawing on ethnographic interviews with women in Trinidad and Tobago.

Methodology/approach

The methodology consists of an 18-month long ethnography including participant observation data as well as transcripts of 90 interviews.

Findings

The research shows how women in a lower middle class community dubbed ‘Belleton’ build and refine their digital media skills through lifelong adult learning. These informal learning processes that are facilitated by digital technologies that are spaces of learning where these women construct knowledge and build fluency and larger life skills.

Originality/value

This research makes a contribution to the literature on media literacy and digital skill-building. It ethnographically analyses the social practices of Trinidadian women who interact with digital media in a wide range of daily life activities including DIY consumption and small-business entrepreneurship.

Details

Communication and Information Technologies Annual
Type: Book
ISBN: 978-1-78635-481-5

Keywords

Open Access
Book part
Publication date: 4 April 2019

Abstract

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Article
Publication date: 29 November 2019

Tooba Khalid, Syeda Hina Batool, Ayesha Khalid, Henna Saeed and Syed Waqas Hussain Zaidi

The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has…

Abstract

Purpose

The emergence of digital technological advances pushes educators for understanding and utilizing these technologies for classroom use. The current generation of teenagers has grown up in a networked world where everyone is immersed in technology-based gadgets in everyday life. Therefore, the purpose of this paper is to investigate video game-based academic and information literacy (IL) learning of teenagers of private schools of Lahore city. Lahore is the capital city of the province of Punjab. Literary works highlighted the importance of video games in developing academic and IL skills; therefore, the current research aims to reveal this fact in local context.

Design/methodology/approach

The present study adopted qualitative research design and utilized phenomenological research method to achieve study’s objectives. The data were collected through face-to-face interviews. The study participants were teenagers (aged 13‒19 years) of elite economic class of private schools where students normally owned latest video game gadgets.

Findings

Based on the study findings, it is elucidated that playing video games has a positive impact on teenagers’ learning, and it promotes quick thinking. The participants exert effort to achieve goals, take up challenges for completing different points at various stages of games and interact with online competitors. It enhanced their social communication, problem-solving and IL (searching/locating and evaluating) skills.

Research limitations/implications

The present study has some limitations. First, sample is limited to elite economic private schools of Lahore. Second, the lack of availability of regular video game players has limited the sample size, as Pakistan is a developing country and limited numbers of teenagers use and can afford gaming gadgets. Lastly, the results of this study are based on students’ perceptions, so there is a need to measure actual learning with assessments.

Originality/value

The results of the study are beneficial for the game developers, teachers, librarians and parents. The education sector may support video games usability as learning tools.

Details

Library Hi Tech, vol. 38 no. 3
Type: Research Article
ISSN: 0737-8831

Keywords

Article
Publication date: 14 December 2021

Anbang Wang, Ke He and Junbiao Zhang

The purpose of this paper is to examine the influence of clan social capital on the willingness to pay (WTP) and WTP value for collective biogas investment.

Abstract

Purpose

The purpose of this paper is to examine the influence of clan social capital on the willingness to pay (WTP) and WTP value for collective biogas investment.

Design/methodology/approach

Using the Heckman two-stage model and a dataset of 1,265 representative observations from three provinces in Central China collected in 2019, this paper utilizes the contingent valuation method to estimate households' WTP value for collective biogas investment. The paper also explores the heterogeneity between households with different clan governance mechanisms and village governance structures.

Findings

The results indicate that clan networks and trust were likely to improve farmer households' WTP, while clan trust and norms could improve their WTP values. For clans with councils and for clans that can influence the decision-making of village committees, their members were more likely to be influenced by the social capital of their clans to pay for collective biogas investment.

Originality/value

This paper focuses on the WTP and WTP values of households for collective biogas investment, which is often neglected in the research. This paper suggests that clans can be used as a medium to urge households to increase their collective power to reduce carbon emissions and climate crises. The findings empirically contribute to efforts to reduce rural carbon emissions.

Details

China Agricultural Economic Review, vol. 14 no. 2
Type: Research Article
ISSN: 1756-137X

Keywords

Article
Publication date: 3 April 2018

Hana Kim, Daeho Lee and Jun-Seok Hwang

Even though network externality plays an important role in users’ motivations to use services or products, the implications of this are not clear because previous studies did not…

Abstract

Purpose

Even though network externality plays an important role in users’ motivations to use services or products, the implications of this are not clear because previous studies did not distinguish between the number of peers and the number of total users. Thus, the purpose of this paper is to demonstrate that there is a difference between the two network externalities, i.e., the number of peers and the total number of users. To accomplish this, the perception of quality of life is considered to have an impact on the effects of the two different network externalities.

Design/methodology/approach

Data were collected from a survey that covered 508 online game players in South Korea, and the two hypotheses of “player experience of need satisfaction” from self-determination theory as well as user gratification theory (UGT) were assessed using structural equation modeling.

Findings

The results indicate that people consider the total number of users and the number of peers differently. In addition, the effects of the total number of users and the number of peers vary according to respondents’ perceived life quality in four dimensions: loneliness, happiness, satisfaction with life (SWL), and escapism. In particular, people’s offline tendencies are reflected online in terms of loneliness, whereas online life compensates for a lack of enjoyment offline.

Originality/value

The authors verify that UGT can affect the network externality by considering perceived quality of life (loneliness, SWL, happiness, and escapism) as a moderating effect.

Details

Information Technology & People, vol. 31 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Abstract

Details

Smash
Type: Book
ISBN: 978-1-78743-798-2

Article
Publication date: 2 September 2021

Manish Gupta, Abhishek Behl and YLN Kumar

Gamification, the use of game elements and techniques in the non-game contexts, is gaining popularity among human resources (HR) in an online mode. This paper intertwines the flow…

1475

Abstract

Purpose

Gamification, the use of game elements and techniques in the non-game contexts, is gaining popularity among human resources (HR) in an online mode. This paper intertwines the flow and engagement theories to know the challenges faced by companies in India in implementing gamification in their various HR practices to engage their employees.

Design/methodology/approach

Semi-structured interviews of only the information-rich cases including game designers and HR practitioners were conducted using snowball sampling technique. The interviews were transcribed and were analysed using thematic analysis.

Findings

Three reviewed themes emerged from the data labelled as organization-, employee- and job-specific factors. Separate thematic maps drawn for each of the reviewed themes give particulars pertaining to the issues highlighted by the game designers and the HR practitioners in gamification.

Practical implications

The results of the study are expected to help the organizations make an informed decision about whether they should go ahead with risking their resources as they expect improved engagement levels at work.

Originality/value

The findings contribute to the online engagement literature by exploring its antecedents in the context of gamification of HR practices for higher engagement at work.

Details

International Journal of Manpower, vol. 43 no. 2
Type: Research Article
ISSN: 0143-7720

Keywords

Article
Publication date: 1 February 1997

Christine D. Reid

38

Abstract

Details

Reference Reviews, vol. 11 no. 2
Type: Research Article
ISSN: 0950-4125

Keywords

1 – 10 of 863