Search results
1 – 10 of over 1000The author proposed a mobile learning model of pervasive animated games which allows college students to learn via games accessed through a smartphone. It can develop the process…
Abstract
Purpose
The author proposed a mobile learning model of pervasive animated games which allows college students to learn via games accessed through a smartphone. It can develop the process of field observation and self-reflection to enhance learning effectiveness, and the motivation, and attitude of students towards learning.
Design/methodology/approach
The author proposed a model for teaching via pervasive animated games. The author used SPSS software and Pearson's correlation coefficients to explore different mobile learning strategies and their relationship with learning attitudes and achievement. Participants were vocational technology college students, who each experienced animated games in individual and group learning settings.
Findings
The results found that the learning performance of students in the individual learning group was better than that of the group learning group. A higher level of digital experience was associated with better learning performance, and a more positive attitude towards using mobile phones was associated with better learning performance.
Research limitations/implications
The learning method still has its limitations, the learner's digital information level, learning mode, learning attitudes will have an impact on the student playing teaching pervasive animation games. Therefore, improving student information level is one of the important topics of teaching pervasive animation games and mobile learning.
Originality/value
The author proposed a mobile learning strategy based on pervasive animated games. The result in the strategy of mobile learning shows that the level of students' digital experience and the overall design of animated games are important criteria for successful implementation.
Details
Keywords
Luke Butcher, Oliver Tucker and Joshua Young
Pervasive mobile games (PMG) expand the game context into the real world, spatially, temporally and socially. The most prominent example to date is Pokémon Go (PGo), which in the…
Abstract
Purpose
Pervasive mobile games (PMG) expand the game context into the real world, spatially, temporally and socially. The most prominent example to date is Pokémon Go (PGo), which in the first 12 months of its launch achieved over 800 million downloads and huge revenues for Pokémon, its majority owner Nintendo, and its developer Niantic. Like many mobile apps and innovative services, PGo's revenue structure requires continual usage (through in-app purchases and sponsorships) as it is free to download. Thus, as many players discontinued after initial adoption, substantial drops in Nintendo's share price occurred alongside the damage to brand equity. Such a case highlights the need to extend scholarship beyond traditional ‘adoption’ and begin to truly illustrate and explain the consumer behaviour phenomenon of ‘discontinuance’, particularly in the emerging and lucrative domain of PMGs.
Design/methodology/approach
Like many emerging marketing channels before it, large-scale discontinuance of PGo occurred and still remains unexplained in the academic literature. Herein, we address this shortcoming through a consumer case study methodology analysing a variety of data sources pertaining to PGo in Australia.
Findings
The development of the P2D_PMG model provides a new conceptual framework to illustrate the distinct forms discontinuance manifests in, for the first time. Scholarly rigour of the P2D_PMGs is achieved through validating and extending Soliman and Rinta-Kahila's (2020) framework for ‘discontinuance’ through its five forms. These forms are revealed as access and on-boarding (rejection), disconfirmation and hedonic adaptation (regressive discontinuance), technological, social, third parties, and personal issues (quitting), re-occurrences of hedonic adaptation (temporary), and alternatives and iterations (replacement).
Originality/value
Conceptual contributions are made in developing a model to explain what drives PMG discontinuance and when it occurs. This is particularly crucial for products with revenue structures built on continual usage, instead of initial adoption. In deriving data from actual players and aggregate user behaviour over an extended time period, the innovative case study methodology validates new discontinuance research in a manner other methods cannot. Managerial implications highlight the importance of CX, alpha/beta testing, promotion and research, gameplay design and collaboration/community engagement.
Details
Keywords
Vlasios Kasapakis and Damianos Gavalas
Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical…
Abstract
Purpose
Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated.
Design/methodology/approach
This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches.
Findings
The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario.
Originality/value
Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.
Details
Keywords
Jihye Park and Dongwoo Ko
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment…
Abstract
Purpose
The purpose of the present research was to examine the effects of content, spatial, temporal and social presences stimulated by augmented reality (AR) technology on game enjoyment and continuing behavioral intention.
Design/methodology/approach
A total of 355 mobile AR game players participated in an online survey posted via the nationwide crowdsourcing web service in the US. A structural equation modeling was conducted using a maximum-likelihood estimation procedure to test the relationships among the variables.
Findings
Results of structural equation modeling revealed the mechanism through which multiple dimensions of presence on the mobile AR game generated positive effects on consumer responses and showed the effects of four dimensions of presence stimulated by the AR technology on game enjoyment, performance and behavioral intention. Content, spatial, temporal and social presences are integrated to create a sense of realness. These dimensions of presence simultaneously increased game enjoyment that influenced the perceived game performance, commitment to it and ultimately the intention to play other mobile AR games.
Originality/value
Although AR technology brings a unique experience to the game player, research on the effects of its use in mobile games on consumer responses is currently limited. The results of this study add value to the existing mobile game literature and provide practical insights for mobile game service providers on how to enhance players’ game enjoyment and continuing behavior.
Details
Keywords
Alexandra Coghlan and Lewis Carter
Mobile games and ICT-based mixed reality tools offer significant opportunities for tourism. This chapter reviews the existing literature in both these areas, and presents a novel…
Abstract
Mobile games and ICT-based mixed reality tools offer significant opportunities for tourism. This chapter reviews the existing literature in both these areas, and presents a novel way of combining games and virtual reality into an interpretive tool. As a complex, threatened marine ecosystem, Australia’s Great Barrier Reef faces significant interpretive challenges, and almost no new interpretive tools have been developed over the last 30 years. Here, the authors unpack the stages and interdisciplinary approach required to design the tool and highlight how it might fit within the broader scope of ICT developments in tourism. We outline areas of future research, with a particular focus on how ICT might contribute to making nature-based tourism more sustainable, by finding fun, innovative ways to engage tourists in the conservation of some of our most iconic natural assets.
Details
Keywords
This study aims to understand the expectations of elderly bank customers with mobile banking services and to measure its impact on their long-term satisfaction and continued…
Abstract
Purpose
This study aims to understand the expectations of elderly bank customers with mobile banking services and to measure its impact on their long-term satisfaction and continued intention. The study is based on two theories, expectations-confirmation theory (ECT) and hedonic adaptation theory.
Design/methodology/approach
A self-administered longitudinal survey was completed with a sample of 208 elder customers who do not use mobile banking services. Latent growth curve modelling approach was used to determine the change in their post-adoption experience over four time points.
Findings
Results of the study confirm that the use of mobile banking services prolongs the duration of customer satisfaction and continued intention level, post-adoption, reinforcing the hedonic adaptation theory.
Research limitations/implications
Mobile banking services are going to be a significant component of the multichannel banking agenda. But it might be interesting to review other digital channels of banking services. The key contribution of this study is that it measures the expectation-confirmation link of elderly customers with mobile banking services. The study sheds light on factors that positively influence customer inclination and adoption of multichannel banking services in the long run, which is important for the commercial success of such channels.
Practical implications
The study highlights the importance of elder customers' pre-expectations, related dimensions which are important for post-adoption experiences of mobile banking services to improve customers' satisfaction and continued intention in the long run. This is crucial for the commercial success of banks.
Originality/value
This is the first such study that used the expectation confirmation model (ECT) and related it with hedonic adaptation theory to assess elderly customer's post-adoption satisfaction and continued usage of mobile banking services over time.
Details
Keywords
Rong-Rong Lin and Jung-Chieh Lee
Artificial intelligence (AI) has been widely used as a financial technology (fintech) in the mobile banking (M-banking) domain. However, in the literature, how AI affects users'…
Abstract
Purpose
Artificial intelligence (AI) has been widely used as a financial technology (fintech) in the mobile banking (M-banking) domain. However, in the literature, how AI affects users' perceptions of social support and the users' satisfaction and continuance intention (CI) remains unknown. To fill this gap, the two core characteristics of AI, perceived intelligence (PI) and perceived anthropomorphism (PA), are combined with social support theory (SST) (including informational support (IS) and emotional support (ES)) to develop a research model to investigate how PI and PA affect IS and ES, which in turn affect users’ M-banking satisfaction and CI.
Design/methodology/approach
This study adopted a random probability sampling method to collect a total of 360 valid responses to verify the proposed model. Partial least squares (PLS) was employed for data analysis.
Findings
The results showed that PI and PA both have a significant positive impact on consumers' perception of social support (IS and ES). IS was a direct driver of satisfaction and CI. Surprisingly, although ES was positively associated with satisfaction, the study found that higher levels of ES will decrease CI. This study exposed how AI affects consumers’ satisfaction and CI through SST, and the role of AI in M-banking applications has been further confirmed.
Originality/value
This study expanded the SST to creatively integrate with AI features to reveal the impact of PI and PA on IS and ES, which in turn influence users' M-banking usage.
Details