Search results

1 – 10 of over 37000
Article
Publication date: 26 August 2021

Wei-Lun Chang, Li-Ming Chen and Yen-Hao Hsieh

This research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game…

Abstract

Purpose

This research examined the social interactions of online game players based on the proposed motivation model in order to understand the transitions of motivation of online game. The authors also separated samples into four categories to compare the difference of different type of online game players.

Design/methodology/approach

This study proposed a motivation model for online game player based on existence–relatedness–growth theory. The authors also analyze the transitions of motivations via first-order and second-order Markov chain switching model to obtain the journey of online to offline socialization.

Findings

Teamwork–socialization players preferred to make friends in their online gaming network to socialize. Competition–socialization players were mostly students who played games to compete and socialize and may share experience in online or offline activities. Teamwork–mechanics players purely derived pleasure from gaming and were not motivated by other factors in their gaming activities. Competition–mechanics players may already have friends with other gamers in real life.

Research limitations/implications

More samples can be added to generate more generalizable findings and the proposed motivation model can be extended by other motivations related to online gaming behavior. The authors proposed a motivation model for online to offline socialization and separated online game players into four categories: teamwork–socialization, competition–socialization, teamwork–mechanics and competition–mechanics. The category of teamwork–socialization may contribute to online to offline socialization area. The category of competition–mechanics may add value to the area of traditional offline socialization. The categories of competition–socialization and teamwork–mechanics may help extant literature understand critical stimulus for online gaming behavior.

Practical implications

The authors’ findings can help online gaming industry understand the motivation journey of players through transition. Different types of online games may have various online game player's journey that can assist companies in improving the quality of online games. Online game companies can also offer official community to players for further interaction and experience exchange or the platform for offline activities in the physical environment.

Originality/value

This research proposed a novel motivation model to examine online to offline socializing behavior for online game research. The motivations in model were interconnected via the support of literature. The authors also integrated motivations by Markov chain switching model to obtain the transitions of motivational status. It is also the first attempt to analyze first-order and second-order Markov chain switching model for analysis. The authors’ research examined the interconnected relationships among motivations in addition to the influential factors to online gaming behavior from previous research. The results may contribute to extend the understanding of online to offline socialization in online gaming literature.

Details

Kybernetes, vol. 51 no. 12
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 6 July 2012

IpKin Anthony Wong, Hoi In Veronica Fong and Matthew Tingchi Liu

This paper aims to investigate customers' perceptions of four service quality aspects – service environment, service delivery, game service, and food service – in the casino…

2291

Abstract

Purpose

This paper aims to investigate customers' perceptions of four service quality aspects – service environment, service delivery, game service, and food service – in the casino setting among Chinese players.

Design/methodology/approach

The study examined the proposed model through a 2(gambler type: leisure versus hardcore)×2(gender: male versus female) multivariate analysis of variance of the four casino service quality aspects.

Findings

Based on a sample of leisure and hardcore casino players, the results show significant differences between the two types of patrons on the four casino service dimensions. In addition, significant gender‐by‐player interaction is revealed.

Research limitations/implications

This study sheds new light on the understanding of the direct and moderating roles of gender and type of casino players on service evaluation in the literature. The research findings should be interpreted with caution as the results are derived from a Vegas‐like casino in Macau among a mass‐market Chinese casino clientele.

Practical implications

The findings extend service research by illuminating perceptual differences in different casino service quality dimensions in the Asian leisure milieu. Casino operators should take customers' gender and player type into account and design service offerings that are more attractive to female and leisure consumers, as they represent a large potential casino clientele.

Originality/value

The findings extend the customer contact model and further the understanding in regard to the service quality perception in the burgeoning casino gambling industry in the Far East.

Details

International Journal of Contemporary Hospitality Management, vol. 24 no. 5
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 24 April 2009

Eliezer Arantes da Costa, Celso Pascoli Bottura, João Maurício Gama Boaventura and Adalberto Américo Fischmann

Using Brandenburger and Nalebuff's 1995 co‐opetition model as a reference, the purpose of this paper is to seek to develop a tool that, based on the tenets of classical game…

1763

Abstract

Purpose

Using Brandenburger and Nalebuff's 1995 co‐opetition model as a reference, the purpose of this paper is to seek to develop a tool that, based on the tenets of classical game theory, would enable scholars and managers to identify which games may be played in response to the different conflict of interest situations faced by companies in their business environments.

Design/methodology/approach

The literature on game theory and business strategy are reviewed and a conceptual model, the strategic games matrix (SGM), is developed. Two novel games are described and modeled.

Findings

The co‐opetition model is not sufficient to realistically represent most of the conflict of interest situations faced by companies. It seeks to address this problem through development of the SGM, which expands upon Brandenburger and Nalebuff's model by providing a broader perspective, through incorporation of an additional dimension (power ratio between players) and three novel, respectively, (rival, individualistic, and associative).

Practical implications

This proposed model, based on the concepts of game theory, should be used to train decision‐ and policy‐makers to better understand, interpret and formulate conflict management strategies.

Originality/value

A practical and original tool to use game models in conflict of interest situations is generated. Basic classical games, such as Nash, Stackelberg, Pareto, and Minimax, are mapped on the SGM to suggest in which situations they could be useful. Two innovative games are described to fit four different types of conflict situations that so far have no corresponding game in the literature. A test application of the SGM to a classic Intel Corporation strategic management case, in the complex personal computer industry, shows that the proposed method is able to describe, to interpret, to analyze, and to prescribe optimal competitive and/or cooperative strategies for each conflict of interest situation.

Details

International Journal of Conflict Management, vol. 20 no. 2
Type: Research Article
ISSN: 1044-4068

Keywords

Article
Publication date: 31 January 2023

Torsten Schlesinger, Michael Barth, Matti Bartsch and Werner Pitsch

The comparatively high salaries of professional players during their active athletic career should allow them to accumulate an adequate level of precautionary savings for a…

Abstract

Purpose

The comparatively high salaries of professional players during their active athletic career should allow them to accumulate an adequate level of precautionary savings for a financially autonomous post-sport career. However, not all players succeed in accumulating sustainable financial assets. Therefore, the question arises how professional players' financial precaution within the social setting football is shaped. As no empirical analyses have yet been carried out on this issue, the study study examines football players' precautionary practices and motives.

Design/methodology/approach

Semi-structured interviews were conducted with 25 German (former) professional football players. The authors used qualitative content analysis to analyse the data, expanding the analysis to include reconstructive elements to create different precautionary types.

Findings

The results reveal that players deal with both career-specific as well as precaution-related risks quite heterogeneously. Accordingly, three precautionary types characterised by distinct forms of precautionary saving practices are identified. The authors also find that although the players are aware of the uncertainties and risks related to their professional football careers, it does not say much about the concrete implementation of adequate precautionary practices.

Practical implications

The findings contribute to a better understanding of precautionary saving practices among football players.

Social implications

Moreover, the findings contribute to a better understanding of precautionary saving practices not only specifically among (former) football players, but generally among individuals that face high occupational career risks and earn high salaries to develop preventative concepts and approaches to sustainable financial planning.

Originality/value

This paper is the first empirical study that analyses precautionary savings practices of the specific population of elite athletes in high income sports professional football.

Details

Sport, Business and Management: An International Journal, vol. 13 no. 3
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 1 October 1996

Benedetto Gui

Discusses the concept of “relational goods”, defined as intangible capital assets that inhere in enduring interpersonal relationships and provide both intrinsic and instrumental…

879

Abstract

Discusses the concept of “relational goods”, defined as intangible capital assets that inhere in enduring interpersonal relationships and provide both intrinsic and instrumental benefits. They are local public goods that are formed or maintained through non‐contractible, co‐ordinated actions. Presents a simple model of investment in exogenously formed two‐person relationships and discusses the model under different assumptions as to agents’ homogeneity, pair formation and type observability. Discusses the possibility of endogenous type change and interprets it in terms of the evolution of cultural attitudes towards such a peculiar and fragile asset, as are relationships.

Details

International Journal of Social Economics, vol. 23 no. 10/11
Type: Research Article
ISSN: 0306-8293

Keywords

Article
Publication date: 29 June 2023

R.V. Shabbirhusain, Balamurugan Annamalai and Shabana Chandrasekaran

This study aims to understand the impact of content orientation, media type, and information richness on fan engagement in multi-sport global events.

Abstract

Purpose

This study aims to understand the impact of content orientation, media type, and information richness on fan engagement in multi-sport global events.

Design/methodology/approach

The authors conducted a content analysis on Twitter posts recording over two million user impressions from the official account managed by the International Olympic Committee for India during the Tokyo Olympic Games 2020. A multivariate Poisson model using the Bayesian approach was used for analyzing data.

Findings

This study found that fan engagement is likely to be higher for player-oriented content as opposed to team-oriented content. Also, the usage of photos to enhance engagement worked better than any other media type. Finally, the results revealed that the inclusion of hashtags has a positive effect on fan engagement for tweet comments but not for like count and retweet count.

Originality/value

The study highlights the differences in player versus team-oriented posts in global multi-sport competitions. The findings have significant implications for practicing sport managers by informing them about key elements that drive fans to engage in online communication.

Details

Sport, Business and Management: An International Journal, vol. 13 no. 4
Type: Research Article
ISSN: 2042-678X

Keywords

Article
Publication date: 13 June 2020

Martin Böckle, Jasminko Novak and Markus Bick

The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.

Abstract

Purpose

The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.

Design/methodology/approach

We performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale–e.g. regularly turning the lights off) and their effect on the perceived persuasiveness of the proposed persuasive strategies, which may has an impact on the overall design process. Furthermore, we applied partial least squares path modeling and conducted a one-way and repeated measure ANOVA.

Findings

Results show that user types play an important role in the design of persuasive systems for energy saving. For instance, people with a high tendency toward the Socializer user type were motivated by almost all of the employed persuasive strategies, whereas Philanthropists and Players only to a limited number of strategies. Furthermore, our study reveals that existing behaviors like the individual level of energy conservation influences the perceived persuasiveness of certain strategies and therefore should be considered in the design of such applications.

Research limitations/implications

Using storyboards to obtain feedback about the perceived persuasiveness of employed strategies has limitations compared to the actual use of a functional prototype. However, to offset that limitation the mock-ups used in the storyboard reflected the actual designs for a real-world prototype.

Originality

This is the first study that explores how HEXAD gamification user types can be used to inform the design of persuasive applications for energy saving (RQ1). Furthermore, and in particular, this study draws on the challenges when using user types within gamified persuasive systems by highlighting the impact and the importance of considering existing energy saving behaviors (RQ2), which has not been addressed so far.

Details

Journal of Enterprise Information Management, vol. 33 no. 6
Type: Research Article
ISSN: 1741-0398

Keywords

Article
Publication date: 9 January 2017

Fernando G. Alberti and Emanuele Pizzurno

Little is known, about the role played by start-ups in open innovation networks. Start-ups – due to their nature of new and emerging companies – can largely benefit from the…

1894

Abstract

Purpose

Little is known, about the role played by start-ups in open innovation networks. Start-ups – due to their nature of new and emerging companies – can largely benefit from the knowledge that can flow intentionally or unintentionally from external partners during open innovation practices. When open innovation networks are not set among peers on both sides the authors expect to have more unintended knowledge flows. Such knowledge “leaks” – as the authors named them – in open innovation networks are totally unexplored in literature. Hence, the purpose of this paper is to focus “whether and how knowledge leaks occur in open innovation networks with start-ups”.

Design/methodology/approach

The research design of this study relies on social network analysis methods and techniques to disentangle the role of start-ups in open innovation networks – in a major Italian aerospace cluster – vis-à-vis the three types of knowledge considered in this study. Then the authors confirmed knowledge leaks to occur through a multiplexity analysis. In the second stage of the research, the authors decided to strengthen the results, making them more vivid and thorough, relying on four case studies.

Findings

The paper sheds light on a totally unexplored phenomenon, theorizing on the role of start-ups in open innovation networks and suggesting intriguing implications both for theory and managers on whether and how knowledge leaks occur.

Research limitations/implications

The main limitations arise from the specific research context, in fact the study has been conducted in an aerospace cluster. So future studies might consider to explore knowledge leaks in non-cluster settings and in low tech industries.

Practical implications

The results have practical implications both for policy makers and for managers. First of all, the research confirms how open innovation often originates from a combination of different knowledge types acquired through the collaboration with heterogeneous players, start-ups included. Hence, managers may design open innovation strategies balancing their portfolio of collaborations to maximize the absorption of relevant knowledge and start-uppers may consider to engage in open innovation practices to accelerate knowledge absorption. Nevertheless, the study warns managers against the risk of knowledge leaks, especially in cases like start-ups where the eagerness to participate or the prestige associated with participating in open innovation networks with key players may hamper the control over knowledge leaks.

Social implications

This opens up for possible interventions for policy makers too. First of all, policy makers may consider incorporating the concept of knowledge leaks in their campaign in favour of open innovation. Second, the study may help policy makers in designing programmes for knowledge transfer partnerships amongst the various players of a cluster in a more conscious way, especially warning new to business companies, like start-ups, about possible leaks. Finally, there is also the need of developing professional figures like consultants capable of supporting start-ups in their open innovation practices.

Originality/value

Findings reported in the paper confirm multiplexity and heteromorphism in knowledge exchanges and shed the light on a completely unexplored field (i.e. open innovation and start-ups), focussing on knowledge leaks. Relevant implications for policy makers and managers are included in the study.

Details

European Journal of Innovation Management, vol. 20 no. 1
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 11 November 2019

Tianyang Lou, Yuning Zu and Ling Zhu

The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online…

Abstract

Purpose

The purpose of this paper is to investigate impact of playing motivation on team member selection (TMS) in online games specifically related to Massively Multiplayer Online Role-playing Game environment.

Design/methodology/approach

A self-administered questionnaire was developed and administered to an online sample of 9,335 CR3 players.

Findings

The findings of this research indicated that social and immersion motivations have a significant effect on TMS. Additionally, it was discovered that achievement motivation has a positive relationship with dispositional TMS, a negative relationship to bond-based TMS. The moderation effect of frequency and gender is also demonstrated.

Research limitations/implications

The study verified the relationships of the theoretical model of the game motivation and TMS.

Originality/value

This study provides advice to operators of online games when motivating players to work in groups.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 32 no. 6
Type: Research Article
ISSN: 1355-5855

Keywords

Book part
Publication date: 28 February 2022

Gregory DeAngelo, Michael D. Makowsky and Bryan McCannon

Law enforcement agents enforce rules that they might transgress in their private lives. Building from a theory of “hypocrisy aversion” where agents incur psychological costs from…

Abstract

Law enforcement agents enforce rules that they might transgress in their private lives. Building from a theory of “hypocrisy aversion” where agents incur psychological costs from imposing a sanction on others for rules that they might break, the authors design a two-player game in which players are simultaneously placed in the roles of enforcer and potential transgressor. In this model, discretionary enforcement is endogenous to the size of the sanction. Conditional on rewards to enforcement and punishment that are both sufficiently small in the status quo, the authors demonstrate that price effects can be dominated by second-order hypocrisy effects, leading to rates of transgression that increase with larger sanctions. The authors test the model within a laboratory experiment where individuals can simultaneously gamble at the expense of a third party and punish those they observe gambling. Examining the comparable testable predictions of models of (i) selfish agents, (ii) pro-social agents, and (iii) pro-social agents who are averse to hypocrisy, the authors find evidence of hypocrisy aversion in the rates of gambling, sanctioning, and the changing composition of agent strategies. Our results suggest that increasing sanctions can backfire in the deterrence of common criminal and non-criminal offenses.

Details

Experimental Law and Economics
Type: Book
ISBN: 978-1-83867-537-0

Keywords

1 – 10 of over 37000