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This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.
Abstract
Purpose
This paper seeks to examine the growth of the Chinese online gaming industry and disentangle the mechanisms behind the emergence of unique online gaming culture in China.
Design/methodology/approach
This is a review paper that provides a detailed and state‐of‐the‐art overview of the development of the Chinese online gaming Industry.
Findings
The findings indicate that online gaming is a remarkable example of an industry that is rapidly growing due to innovative business models of Chinese companies. Chinese companies are also working with the government to improve formal institutions to promote the growth of online gaming. Furthermore, we also found that Chinese online gaming industry resembles other technology industries in the country such as those related to handset and PC. Although Chinese companies were traditionally weak in creating new technologies, they have demonstrated success in some modern technologies in recent years. In the early stage of the growth, foreign players dominated the Chinese gaming industry. In recent years, this industry is characterized by the dominance of domestic players in the ecosystem catering to the full value chain of the industry.
Research limitations/implications
A lack of primary data and empirical documentation and a lack of in‐depth treatment of some of the key issues are major limitations here.
Practical implications
The paper examines the implications of China's rapidly growing online gaming industry for high‐technology businesses all over the world. The findings of this paper would help understand the opportunities for foreign multinational companies to enter the Chinese technology market or to intensify their operations in the country as well as the risks associated with China's unique institutions.
Originality/value
This paper's greatest value stems from the fact that it analyzes demand conditions, industry structure and transfer and export conditions from the standpoint of the Chinese online gaming industry and market.
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Daiane Scaraboto, Stefânia Ordovás de Almeida and João Pedro dos Santos Fleck
The purpose of this study is to explain how online brand communities work to support the denormalization of controversial (i.e. illegal yet normalized) gaming practices.
Abstract
Purpose
The purpose of this study is to explain how online brand communities work to support the denormalization of controversial (i.e. illegal yet normalized) gaming practices.
Design/methodology/approach
This qualitative study was characterized by long-term immersion in an online brand community for Brazilian Xbox gamers. The dataset includes online and offline interactions with community members, interviews, and online archival data.
Findings
This study shows how online brand community members promoted legal gaming in a market where piracy was prevalent. It demonstrates how community members worked to establish coherence; engaged in cognitive participation; developed collective action that extended beyond the community; and reflected on their own work.
Research limitations/implications
This study identifies online brand communities as a potential ally in combating controversial practices in online gaming; complements individual and behavioral approaches in explaining why consumers adopt controversial practices in online environments; and adds a normalization framework to the toolkit of Internet researchers.
Practical implications
This study identifies ways in which the potential of online brand communities can be leveraged to reduce consumer adherence to controversial gaming practices through denormalizing these and normalizing alternative practices that may be more desirable to companies and other stakeholders.
Originality/value
This long-term, qualitative study inspired by normalization process theory offers an innovative perspective on the online practices of consumers who engage with a brand in ways that create value for themselves and for the brand.
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This study aims to examine the problems of the concession system that Macao has long-term adopted to regulate its gaming industry and discuss alternatives.
Abstract
Purpose
This study aims to examine the problems of the concession system that Macao has long-term adopted to regulate its gaming industry and discuss alternatives.
Design/methodology/approach
Theoretical reflection was used to provide qualitatively different insights about governmental supervision of the gaming industry.
Findings
Two options for reform are proposed: (1) replace the concession system with a licensing system that does not restrict the number of concessionaires or the period of concession or (2) adopt a modified form of the concession system that changes the number of concessionaires, period of concessions and methods for selecting concessionaires.
Practical implications
This study’s results have implications for the Macao government and other gaming jurisdictions in Asia.
Originality/value
This study provides a comprehensive examination of the concession system for governmental supervision of the gaming industry.
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The aim of this paper is to examine how money laundering occurs through electronic gaming devices, the regulatory requirements for operators of electronic gaming machines, the…
Abstract
Purpose
The aim of this paper is to examine how money laundering occurs through electronic gaming devices, the regulatory requirements for operators of electronic gaming machines, the issues of on-line versus land-based gambling and a discussion about ethics and social responsibility.
Design/methodology/approach
This is primarily a conceptual paper which includes an identification of several theories relevant to money laundering. Primary data were obtained from one respondent through a face-to-face meeting and another through a telephone conversation.
Findings
A strong, globally co-ordinated effort is required to fight against the increasingly “dark side” of money laundering. The tenets of corporate social responsibility (CSR), including a strong focus on ethics, is vitally important in the gambling industry in helping to wipe out money laundering, which is used to make “dirty” money “clean” and in some instances, used to fund terrorism.
Research limitations/implications
Further studies could be conducted incorporating a sample of primary data within, and between, jurisdictions. Further work is recommended for developing a form of global collective targeted practical deterrents, supported by technology including artificial intelligence as identified to some degree in this paper. Whilst this paper has included a discussion on CSR, moral management and ethics as a means of arbitrating money laundering, future research could put this idea to the test.
Practical implications
Efforts (including technological) to combat money laundering at the venue level continue to be developed. Further, regulations could include mandatory training in CSR and ethics for all employees in organisations identified by regulators as being particularly susceptible to money laundering.
Social implications
Terrorist actions have gained increasing attention as various countries have had to endure seemingly escalating atrocities in their jurisdictions. Government has an important role to take the necessary steps to strike out terrorism to protect its citizens.
Originality/value
No peer-reviewed academic articles could be identified using a Google Scholar search on money laundering and/or marketing and or CSR. A limited number of articles were identified using the search terms “money laundering and gambling”.
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The purpose of this paper is to review Macao's gaming regulation from 2001, when competition was introduced into the gaming market, to the present and discuss the potential…
Abstract
Purpose
The purpose of this paper is to review Macao's gaming regulation from 2001, when competition was introduced into the gaming market, to the present and discuss the potential methods to improve the regulatory system in the future.
Design/methodology/approach
This paper adopts the qualitative approach, investigating and studying the contents, changes and enforcement of the gaming legislations.
Findings
The gaming regulation in Macao has made great progress in the past two decades. Before 2001, the gaming market was monopolized, and the gaming regulation was merely a concession system. Law No. 16/2001, together with the other laws and regulations promulgated later, established a regulatory framework containing rules of suitability check, casino entry, competition, internal control, gaming promotion, credit gaming and antimoney laundering. The implementation of the rules has also drawn attention of the international community.
Originality/value
This paper reviews the gaming regulation in Macao in all its major aspects for the first time and argues that a framework of gaming regulation has been established in Macao although it needs to be improved.
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The legalization of gambling is moving this once deviant sector into the mainstream of commercial entertainment, with the global hotel-casino increasingly adopted as a state…
Abstract
The legalization of gambling is moving this once deviant sector into the mainstream of commercial entertainment, with the global hotel-casino increasingly adopted as a state initiative on economic redevelopment. But corporate capitalist interests do not result in universal trends since local regulatory frameworks are crucial. Although gambling is being normalized as mass consumption, it remains to some extent an exceptional business, subject both to global innovation in the technology of surveillance and variable local controls. The paper argues that the effects of glocalization on the organization of work are equally variable, drawing on fieldwork and case studies from the USA, Australasia and the U.K.
Purpose: Online gaming (OG) has become an increasing societal phenomenon during the current Pandemic times. This is due to lockdowns and people being confined to home…
Abstract
Purpose: Online gaming (OG) has become an increasing societal phenomenon during the current Pandemic times. This is due to lockdowns and people being confined to home environments. This chapter sheds light on the attraction of OG, from the perspective of it being a virtual immersion tool of emancipation. There has been an increasing amount of working from home arrangements during Pandemic times and more time is being spent in virtual immersion. As discussed in the article, there is a potential conflict between individual accountabilities, for example, to attain a certain degree of work-related performance and the hedonistic pleasure attained from OG (which is the type of focus of virtual immersion in this chapter). OG bears personal, business and societal costs, which are discussed in this chapter.
Need for this study: This study provides a picture of the implications of an individual’s virtual reality immersion for the purpose of OG, from the perspectives of personal and social accountabilities in the virtual and physical worlds in the current Pandemic environment.
Methodology: This is a concise overview of the theoretical underpinnings, impacts on accountabilities and implications relating to OG. The chapter provides a survey and discussion of the literature on increasing trends of OG, profit-making potential of OG and the related accountability perspectives.
Findings: This chapter has extended on the Internet accounting and accountability research literature by considering OG accountabilities and costs and benefits. OG supports an individual’s emancipation. From the perspective of OG, there are numerous forms of emancipations that can be achieved and that may result in ‘sacrifices’ by others including other online gamers. There is a substantial risk of a lack of accountability towards the others in the online and real-life environment on behalf of the one who is emancipated through escape.
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The purpose of this paper is to investigate the barriers to casino development, asking how they can be minimized, and how might casino resorts drive tourism growth most…
Abstract
Purpose
The purpose of this paper is to investigate the barriers to casino development, asking how they can be minimized, and how might casino resorts drive tourism growth most effectively?
Design/methodology/approach
An extensive review of literature on casino development is reviewed and analyzed.
Findings
This paper supports the proposition that casinos can be used to provide attractions that will benefit tourism destinations.
Practical implications
This paper provides useful insights for tourism planning, governmental management of gaming jurisdictions, and gaming executives on the social costs and benefits of gaming. The paper focuses on how to reduce the social costs and maximize the value created by the economic benefits.
Originality/value
The author proposes a model where future casino development should be required to support other entertainment options, such as live entertainment and restaurants at tourism destinations.
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Throstur Olaf Sigurjonsson, Robert H. Haraldsson and Jordan Mitchell
Brendan Dwyer, Ted Hayduk and Joris Drayer
The purpose of the study was to explore differences in demographic, self-concept and fan behavior factors that predict sports fans who bet and those who do not in legal and illegal…
Abstract
Purpose
The purpose of the study was to explore differences in demographic, self-concept and fan behavior factors that predict sports fans who bet and those who do not in legal and illegal gambling jurisdictions in the United States (US).
Design/methodology/approach
Seven hundred and eighty-nine sports fans and bettors from 47 states were surveyed through a partnership with a major media provider in the US. A number of demographic items, theoretically defined factors and fan behaviors were measured, and several two-way MANOVAs with interaction effects were conducted to determine differences between those who gamble and those who do not in legal and illegal jurisdictions.
Findings
Statistically significant differences between those who bet and those who do not were found. Bettors look different and come from different backgrounds and locations. Psychographically, they were clearly more narcissistic. They also indicated a higher social identity and self-worth, yet perceived themselves as less worthy members of important social institutions. In general, sports bettors out consumed non-bettors as it relates sports spectatorship. In terms of differences between the groups across legal and illegal states, only a few factors were impacted. Self-worth and personal identity were factors that were found to be different between groups and jurisdictions as well as DFS participation.
Originality/value
The US sports gambling market is expected to grow US$6.5 billion in the next five years, yet very little is known, psychographically, about the US sports bettor. Sports gambling research, especially from a marketing perspective, has primarily been limited to Australia and the United Kingdom. This paper contributes to what we know about sports gambling and the emerging US market. In particular, the results uncovered fundamental trait, demographic and behavioral differences between US sports fans and sports bettors. The findings also provide similar foundational differences and similarities between those who bet in states with legal and illegal gambling.
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