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Book part
Publication date: 12 November 2018

Carol Azungi Dralega and Hilde G. Corneliussen

This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant…

Abstract

This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant youth in Norway. The aim here is to explore the manifestations and contestations of gendered power and hegemonic practices among the young immigrant girls and boys. This chapter builds on research about everyday media use especially video games, and our analysis is based on theories of hegemony, power, gender, and ethnicity. Three key findings are observed from the study: (a) video games acting as a bridge between ethnic minority boys (not so much with the girls) and ethnic Norwegians, (b) hegemonic gendered practices, emphasizing the “otherness,” in particular for girls adhering to the category of gamer, and finally, to a lesser degree, (c) marginalization within video games on the basis of being a non-Western youth in a Western context. As such the study simultaneously not only confirms but also challenges dominant discourses on video games by suggesting that, although some positive strides have been made, the claims of a post-gender neutral online world, or celebrations of an inclusive and democratic online media culture, especially video gaming, are still premature.

Details

Media and Power in International Contexts: Perspectives on Agency and Identity
Type: Book
ISBN: 978-1-78769-455-2

Keywords

Article
Publication date: 22 April 2020

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.

Details

Internet Research, vol. 30 no. 4
Type: Research Article
ISSN: 1066-2243

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Article
Publication date: 22 October 2018

Jean Paul Simon

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in…

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Abstract

Purpose

This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models.

Design/methodology/approach

The paper is based on desk research, a review of literature and trade press and comments from experts and industry players.

Findings

The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies.

Research limitations/implications

The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem.

Practical implications

This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive.

Social implications

The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model.

Originality/value

Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.

Details

Digital Policy, Regulation and Governance, vol. 20 no. 5
Type: Research Article
ISSN: 2398-5038

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Article
Publication date: 28 August 2019

Rennie Naidoo, Kalley Coleman and Cordelia Guyo

The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online

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Abstract

Purpose

The purpose of this paper is to adopt a critical relational dialectics framework to identify and explore gender discursive struggles about social inclusion observed in an online gaming community, in South Africa.

Design/methodology/approach

The paper uses a technique called contrapuntal analysis to identify and explore competing discourses in over 200 messages on gender struggles about social inclusion posted in the local community’s gamer discussion board, based on seven threads initiated by women gamer activists.

Findings

The findings show how four interrelated gender discursive struggles about social inclusion and social exclusion animated the meanings of online gamer relations: dominance vs equality, stereotyping vs diversity, competitiveness vs cooperativeness and privilege vs empowerment.

Practical implications

Game designers should reinforce more accurate and positive stereotypes to cater for the rapidly growing female gamer segment joining the online gaming market and to develop a less chauvinistic and more diversely representative online gaming community. Enlightened gamers should exercise greater solidarity in fighting for gender equality in online gaming communities.

Originality/value

The critical relational dialectics analysis adopted in this study offers a promising avenue to understand and critique the discursive struggles that arise when online gamers from the different gender groups relate. The findings highlight the unequal discursive power and privilege of many white male gamers when discussing social inclusion. Advancing our understanding of these discursive struggles creates the possibilities for improving social inclusion in online gaming communities.

Details

Information Technology & People, vol. 33 no. 2
Type: Research Article
ISSN: 0959-3845

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Article
Publication date: 29 May 2009

Nir Kshetri

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.

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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.

Details

Journal of Technology Management in China, vol. 4 no. 2
Type: Research Article
ISSN: 1746-8779

Keywords

Article
Publication date: 3 March 2020

Tyler Prochnow, Megan S. Patterson, Logan Hartnell and M. Renée Umstattd Meyer

Increases in video game use have led to mental health concerns, citing greater risk for depressive symptoms (DS) and reduced “in-real-life” (IRL) social involvement. However…

Abstract

Purpose

Increases in video game use have led to mental health concerns, citing greater risk for depressive symptoms (DS) and reduced “in-real-life” (IRL) social involvement. However, recent studies have uncovered potential social benefits for online gaming. Many games provide avenues to extend real life relationships and make new online friendships. The purpose of this pilot study is to use social network analysis to determine associations between connections and DS in a gaming community.

Design/methodology/approach

As a pilot study, members of an online gaming site were asked to report demographic characteristics, DS, IRL social support, online social support and IRL people and members of the online community with whom they spoke to about important life matters. Multi-level modeling was used to parse variance described by demographic characteristics, IRL measures and online measures. Linear network autocorrelation modeling (LNAM) was used to determine relationships between network connections and DS.

Findings

Members (n = 37; µ = 24.76 years old, SD = 6.55; 100% male; 89.2% white) on average felt DS’ “not at all” to “several days” over the past two weeks. Multi-level modeling including online network measures explained 50% of variance (R2 = 0.50, F (9,27) = 2.98, p = 0.01); online connections were associated with DS (ß = 0.46). LNAM indicated DS were associated with IRL support (ß = −2.66), IRL connections (ß = 1.81), online support (ß = 2.40) and network effects (ß = 0.06), which indicates that a gamer’s DS were similar to those of their online connections.

Originality/value

Members with more DS may be seeking help via online channels. This may be important for future research to consider alternative forms of help-seeking behavior.

Details

Mental Health Review Journal, vol. 25 no. 1
Type: Research Article
ISSN: 1361-9322

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Article
Publication date: 16 January 2020

Tyler Prochnow, Megan S. Patterson and Logan Hartnell

The increase of videogame use has raised concerns regarding mental health of gamers (e.g. social isolation, depression); however, online gaming may offer the benefit of social…

Abstract

Purpose

The increase of videogame use has raised concerns regarding mental health of gamers (e.g. social isolation, depression); however, online gaming may offer the benefit of social connectivity. Many games provide ways for people to meet and interact, providing social opportunities difficult to come by for some young adults. One way to investigate social connection is through social network analysis, which explores the influence of connections on behaviors. The purpose of this paper is to analyze factors related to social connections within an online gaming community, with an emphasis on the influence of social support and depressive symptoms on network ties.

Design/methodology/approach

All members of an online gaming site were asked to report demographics, site use, depressive symptoms, “in-real-life” (IRL) social support, and online social support. Members were also asked to nominate those in their gaming network with whom they spoke to about important life matters. Moran’s I determined the spatial autocorrelation of depressive symptoms and IRL support within the network. Exponential random graph modeling determined factors significantly associated with tie presence between members.

Findings

Members (n=37) were significantly more likely to speak to other members about important life matters if they reported more site hours, more depressive symptoms, and less IRL support. Depressive symptoms and IRL support were not significantly spatially autocorrelated within this network.

Originality/value

Results suggest members may be filling an IRL social support deficit with friends they have met online. Additionally, members who reported more depressive symptoms may be seeking help from informal online connections through online gaming.

Details

Mental Health and Social Inclusion, vol. 24 no. 1
Type: Research Article
ISSN: 2042-8308

Keywords

Case study
Publication date: 17 December 2019

A. Erin Bass, Erin G. Pleggenkuhle-Miles, Christopher C. Winchester and Thomas West

The theoretical basis for this case is a focus on strategic positioning as related to Porter’s generic strategies. The case describes GameStop’s previous differentiation approach…

Abstract

Theoretical basis

The theoretical basis for this case is a focus on strategic positioning as related to Porter’s generic strategies. The case describes GameStop’s previous differentiation approach, executed through physical stores and knowledgeable staff. With technological shifts and the introduction of digital downloads, this strategy is less effective. The case requires students to consider how GameStop might revise its generic strategy based on the new competitive landscape in which it operates.

Research methodology

In writing this case, the research team conducted thorough analysis through primary data collection in stores as well as secondary data collection through the use of market research tools, such as IBIS World, MergentOnline, S&P Net Advantage, and academic journals, trade magazines, and websites.

Case overview/synopsis

With high uncertainty shown by stakeholders about the future of GameStop coupled with falling share prices, the company must find a way to stay in play given the rapidly growing digital gaming market. As it planned to close at least 150 of its 7,500 stores, the company was starting to take measures to reduce operational costs and restructure to sectors that best fit consumer interests. GameStop’s core competencies were no longer aligned with market conditions, and its executives were now questioning where it could expand the organization’s operations as they focused on finding untapped areas of the market that have an opportunity for a new competitive advantage. Given its unique market share in gaming memorabilia and trade-in values, students are tasked with finding GameStop’s existing competitive advantages or identifying potential new ones that can be leveraged in a technology-driven industry.

Complexity academic level

This case could be taught at either the graduate or undergraduate level strategy course. At the undergraduate level, it would be best taught when discussing industry life cycle or competitive dynamics. At the graduate level, MBAs could discuss competitive dynamics facing GameStop and how it might find areas for future strategic growth.

Details

The CASE Journal, vol. 16 no. 1
Type: Case Study
ISSN: 1544-9106

Keywords

Article
Publication date: 23 October 2023

Max de Zoeten and Thomas Könecke

The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports…

Abstract

Purpose

The social and economic importance esports has gained over the past decades has led to a quickly evolving academic interest in the topic. Yet, current perspectives on esports frequently are not precise enough, too context-specific and/or focus on the question whether esports is sports or not. This means that no precise structural concept has been provided thus far. Such a conceptualization as well as a categorization of esports and related types of video gaming are provided in this paper.

Design/methodology/approach

This paper is based on a narrative review considering academic literature from 2000 to 2021 and publications of relevant esports organizations. The review is conceptually extended by structural parallels to traditional sports.

Findings

The central outcome of this research is conceptualizing esports as a victory-driven, organized performance comparison of exclusively human players playing video games in a competitive setting. This comparison is based solely on the performance achieved during a defined time frame according to fixed rules with comparably equal team (starting) conditions. This conceptualization is embedded in a general categorization of video gaming based on structural similarities with and differences to esports. Moreover, characteristics that were rejected in regards to the conceptualization and the categorization are discussed.

Originality/value

This paper provides a comprehensive categorization of esports and other types of video gaming based on structural similarities and differences. It is thus of high relevance for academia and sport management practice alike and can further the development in both fields.

Details

Sport, Business and Management: An International Journal, vol. 14 no. 1
Type: Research Article
ISSN: 2042-678X

Keywords

Abstract

Details

Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

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