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1 – 10 of 644Sebastian Merten, Nicolas Reuland, Mathieu Winand and Mathieu Marlier
In the age of nine-figure transfer fees and football stars building their own brands and follower base, a shift in fan identification in football appears to be taking place as…
Abstract
Purpose
In the age of nine-figure transfer fees and football stars building their own brands and follower base, a shift in fan identification in football appears to be taking place as athletes can build strong connections with their followers. This paper examines the level of identification shown by football fans towards both their favourite team and their favourite player, in connection with the concept of fan loyalty.
Design/methodology/approach
A total of 4,707 international respondents participated in an online survey to examine the relationship between fan identification and fan loyalty, and to measure the impact of variables like country, player, club, on fan identification using multi-regression analyses.
Findings
The results underline the strong presence of team identification compared to identification of single players. Results have also revealed that the relationship between a fan's favourite team and player has a significant impact on identification levels towards both actors. Fans supporting a foreign club were found to show significantly stronger team identification than those who support a club from their own country or region.
Originality/value
This research contributes to the growing body of publications in the field of sports consumer research and underlines the importance of understanding the quality of relationships and thus the identification of fans with clubs and individual players for the stakeholders involved. International sports marketing is becoming increasingly important and an understanding of fan interests is essential for effective marketing, as information on trends in fan interests enables a more tailored strategy for clubs and sponsors.
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Seungjong Sun, Jang Hyun Kim, Kwan Min Lee and Dongyan Nan
Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated…
Abstract
Purpose
Massive multiplayer online role-playing games (MMORPGs) are representative metaverse games that are thriving in academia and the industry. This study aims to develop an integrated model based on Yee's motivations and the Proteus effect to explore individuals' intentions of playing MMORPGs.
Design/methodology/approach
The data were gathered by conducting an online survey (n = 441) for the players of World of Warcraft, an MMORPG. The collected data were analyzed with a structural equation model.
Findings
The outcomes of this research reveal that the Proteus effect positively influenced the intentions of the players to play the game via mediations of social, immersion, achievement motivations and enjoyment. Furthermore, the players influenced by the Proteus effect, which enables avatar embodiment and identification, exhibited a stronger intention to play MMORPGs.
Originality/value
This research is one of the first attempts to establish a theoretical framework involving the Proteus effect and Yee's motivations. In addition, the findings of this study imply that the Proteus effect should be considered when investigating the individual experience of metaverse games.
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Yijing Xun, Xiabing Zheng, Matthew Lee and Feng Yang
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the…
Abstract
Purpose
The rise and popularity of digitalization have made the addictive use in the virtual world more common, which has aroused wide attention from academia and public. Uncovering the underlying mechanism of addictive use is essential to address this serious issue.
Design/methodology/approach
By utilizing the context of massively multiplayer online games (MMOGs), this study developed virtual-domain perfectionism of seeking excellence and avoiding failure from the dual process model of perfectionism and identified four affordances in MMOGs from the perspective of technology affordance. The authors surveyed 302 valid samples in MMOGs to empirically test the research model.
Findings
The results demonstrate that two processes of virtual-domain perfectionism influence addictive use positively in MMOGs. Technology affordances perform as the antecedents of virtual-domain perfectionism and conduct distinct impacts in MMOGs. Specifically, affordances of interaction and identity are positively related to virtual-domain perfectionism, while achievement affordance is unrelated to virtual-domain perfectionism. Immersion affordance is positively related to virtual-domain perfectionism of seeking excellence and negatively associated with virtual-domain perfectionism of avoiding failure.
Originality/value
This study identified virtual-domain perfectionism and specific MMOGs affordances. The research model provides insights into addictive use in MMOGs by leveraging context and combining lenses. Research findings help elucidate the role of virtual-domain perfectionism on the addictive use from MMOGs affordances with the corresponding technical features.
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Gabriel Bertholdo Vargas, Jefferson de Oliveira Gomes and Rolando Vargas Vallejos
The purpose of this paper is to present a practical data-based framework for the prioritization of investment in manufacturing technologies, methods and tools, and to demonstrate…
Abstract
Purpose
The purpose of this paper is to present a practical data-based framework for the prioritization of investment in manufacturing technologies, methods and tools, and to demonstrate its applicability and practical relevance through two case studies of manufacturing firms of different industrial segments.
Design/methodology/approach
The proposed framework is based on network theory applied on technology adoption. For this, the database of Industry 4.0 maturity assessments of SENAI was used to develop data visualization tools named “Technology Networks”. Thus, this study is descriptive research with correlational design. Besides, the framework was applied in two companies and semi-structured interviews were carried out with domain experts.
Findings
The technology networks highlight the technological adoption patterns of six industrial segments, by considering the answers of 863 Brazilian companies. In general, less sophisticated technologies were positioned in the center of the networks, which facilitates the visualization of adoption paths. Moreover, the networks presented a well-balanced adoption scenario of Industry 4.0 related technologies and lean manufacturing methods and tools.
Research limitations/implications
Since the database was not built under an experimental design, it is not expected to make statistical inferences about the variables. Furthermore, the decision to use an available database prevented the editing or inclusion of technologies. Besides, it is estimated that the technology networks given have few years for obsolescence due to the fast pace of technological development.
Practical implications
The framework is a tool that may be used by practicing manufacturing managers and entrepreneurs for taking assertive decisions regarding the adoption of manufacturing technologies, methods and tools. The proposition of using network theory to support decision making on this topic may lead to further studies, developments and adaptations of the framework.
Originality/value
This paper addresses the topics of lean manufacturing and Industry 4.0 in an unprecedented way, by quantifying the adoption of its technologies, methods and tools and presenting it in network visualizations. The main value of this paper is the comprehensive framework that applies the technology networks for supporting decision making regarding technology adoption.
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Kun Chang, Hyun-Woo Lee and Gregg Bennett
The rampant toxic gaming environment in most major esports games has become a challenge in maintaining gamers’ loyalty to the game. Guided by the theory of stress and coping, this…
Abstract
Purpose
The rampant toxic gaming environment in most major esports games has become a challenge in maintaining gamers’ loyalty to the game. Guided by the theory of stress and coping, this study aims to investigate how and under what condition esports gamers’ perceived risk of toxicity may affect game brand loyalty through the moderated mediation effects of game brand identification, self-efficacy, and perceived support from game brand.
Design/methodology/approach
The moderated mediation model was tested using the conditional process analysis (N = 311). The moderating effects of game brand identification on the mediated processes were tested in the model.
Findings
The authors found that self-efficacy and perceived support from game brand were critical mediators between the perceived risk of toxicity and game brand loyalty. However, these mediating effects varied depending on the level of game brand identification.
Originality/value
This study took the step forward by theorizing and empirically examining the relationship between perceived risk of toxicity and consumption outcome by considering both internal and social coping resources and game brand identification, among Generation Z and Millennial gamers in the esports context.
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Wooyoung (William) Jang, Wonjun Choi, Min Jung Kim, Hyunseok Song and Kevin K. Byon
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and…
Abstract
Purpose
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and additionally adopted streamer identification and esports game identification as moderating variables.
Design/methodology/approach
Data were collected from streamers' esports content streaming viewers over 18 years of age using an online survey in Amazon M-Turk (N = 307). Based on past esports live-streaming weekly watching hours, which range from 1 to 45 h, the participants were divided into lower (n = 152) and higher (n = 155) frequency groups. PLS-SEM and bootstrapping techniques were used to test the moderated mediation relationships among the constructs.
Findings
This study found a negative moderating effect of past watching experience on the relationship between attitudes and behavioral intention, and it positively moderated the path between perceived behavioral control and behavioral intention. Also, it was found statistically significant direct impacts of streamer identification (STI) and esports game identification (EGI) on attitude and subjective norms. While the indirect impact of STI on behavioral intention through attitude was statistically significant, there were no significant indirect impacts of EGI on attitude and behavioral intention through subjective norms.
Originality/value
Theoretically, this study extends the TPB model by exploring the two identifications (i.e. streamers and esports games) as antecedents of the focal TPB factors (i.e. attitudes, subjective norms and perceived behavioral control) and the moderating effect of prior experience based on high/low weekly watching frequencies. Practically, content creators of esports live-streaming and live-streaming platform managers can use the study’s findings to develop strategies to nurture their current and future viewership.
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Inma Rodríguez-Ardura, Antoni Meseguer-Artola and Qian Fu
An integrative model that predicts users' stickiness to WeChat is built. In the proposed model, perceived value plays a dual mediating role in the causal pathway from users'…
Abstract
Purpose
An integrative model that predicts users' stickiness to WeChat is built. In the proposed model, perceived value plays a dual mediating role in the causal pathway from users' immersive experiences of presence and flow to their engagement and stickiness. Furthermore, presence is treated as a bi-dimensional construct made up of spatial feelings and the sense of being in company, and users' engagement is conceived as cognitive, affective and behavioural contributions to WeChat's marketing functions.
Design/methodology/approach
The authors develop a measurement instrument and analyse data from a survey of 917 WeChat users. They use a hybrid partial least squares-structural equation modelling (PLS-SEM) and neural network approach to confirm the reliability and validity of the measurement items and all the relationships between the constructs.
Findings
The paper provides robust evidence about the mediating influences of both utilitarian and hedonic value on users' engagement with the immersive experiences of presence and flow. An additional finding highlights the role of social norms in engagement and stickiness.
Originality/value
Rather than studying the effects of the immersive experiences of presence and flow from either a hedonic or a utilitarian perspective, the authors consider how immersive experiences shape both utilitarian and hedonic value, as well as their joint impact (along with that of social norms) on users' engagement and stickiness.
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Martin Carlsson-Wall, Kai DeMott and Hamza Ali
In this paper, the authors empirically and theoretically analyze the scaling and control of talent development to highlight an important part of commercialization in football…
Abstract
Purpose
In this paper, the authors empirically and theoretically analyze the scaling and control of talent development to highlight an important part of commercialization in football clubs, especially in the light of a growing transfer market.
Design/methodology/approach
Conducting a single case study of a Swedish football club, the authors adapt a view of the club as a “high-intensity” organization (Alvesson and Kärreman, 2004), one that inherently relies on strong identification of employees and the fostering of talent. This view allows us to detail the importance of both socio-ideological and technocratic forms of control involved in the talent development process.
Findings
The authors show how socio-ideological and technocratic forms of control were combined to establish the football club as a “talent factory” in the league, as well as the corresponding challenges when scaling talent development activities and how these challenges were handled. In doing so, the authors contribute to the broader accounting literature on talent- and human resource management, as the authors provide an example of how football clubs may commercialize without necessarily violating their fundamental sports values.
Originality/value
Talent management has mainly been studied in terms of increasing player wages and a focus on the cost of talent. As opposed to these perspectives, the authors highlight the revenue potential in developing players in the light of a growing transfer market and the relevance of talent development for the commercialization of football clubs.
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Alexander Cardazzi, Brad R. Humphreys and Kole Reddig
Professional sports teams employ highly paid managers and coaches to train players and make tactical and strategic team decisions. A large literature analyzes the impact of…
Abstract
Purpose
Professional sports teams employ highly paid managers and coaches to train players and make tactical and strategic team decisions. A large literature analyzes the impact of manager decisions on team outcomes. Empirical analysis of manager decisions requires a quantifiable proxy variable for manager decisions. Previous research focused on manager dismissals, tenure on teams, the number of substitutions made in games or the number of healthy players on rosters held out of games for rest, generally finding small positive impacts of manager decisions on team success.
Design/methodology/approach
The authors quantify manager decisions by developing a novel measure of game-specific coaching decisions: the Herfindahl–Hirschman Index (HHI) of playing-time across players on a team roster over the course of a season.
Findings
Evidence from two-way fixed effects regression models explaining observed variation in National Basketball Association team winning percentage over the 1999–2000 to 2018–2019 seasons show a significant association between managers’ allocation of playing time and team success. A one standard deviation change in playing-time HHI that reflects a flattened distribution of player talent is associated with between one and two additional wins per season, holding the talent of players on the team roster constant. Heterogeneity exists in the impact across teams with different player talent.
Originality/value
This is one of the first papers to examine playing-time concentration in the NBA. The results are important for understanding how managerial decisions about resource allocation lead to sustained competitive advantage. Linking coaching decisions to wins can help teams to better promote this core product.
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