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1 – 10 of 29
Open Access
Article
Publication date: 19 March 2021

Samuli Laato, Nobufumi Inaba, Mauri Paloheimo and Teemu Daniel Laajala

This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of…

2982

Abstract

Purpose

This study investigates how game design, which divides players into static teams, can reinforce group polarisation. The authors study this phenomenon from the perspective of social identity in the context of team-based location-based games, with a focus on game slang.

Design/methodology/approach

The authors performed an exploratory data analysis on an original dataset of n = 242,852 messages from five communication channels to find differences in game slang adoption between three teams in the location-based augmented reality game Pokémon GO. A divisive word “jym” (i.e. a Finnish slang derivative of the word “gym”) was discovered, and players' attitudes towards the word were further probed with a survey (n = 185). Finally, selected participants (n = 25) were interviewed in person to discover any underlying reasons for the observed polarised attitudes.

Findings

The players' teams were correlated with attitudes towards “jym”. Face-to-face interviews revealed association of the word to a particular player subgroup and it being used with improper grammar as reasons for the observed negative attitudes. Conflict over (virtual) territorial resources reinforced the polarisation.

Practical implications

Game design with static teams and inter-team conflict influences players' social and linguistic identity, which subsequently may result in divisive stratification among otherwise cooperative or friendly player-base.

Originality/value

The presented multi-method study connecting linguistic and social stratification is a novel approach to gaining insight on human social interactions, polarisation and group behaviour in the context of location-based games.

Details

Internet Research, vol. 31 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 13 June 2022

Samuli Laato, Bastian Kordyaka, A.K.M. Najmul Islam, Konstantinos Papangelis and Juho Hamari

Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of…

Abstract

Purpose

Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it is further related to the use intensity of location-based IT.

Design/methodology/approach

This work presents a structural equation model that connects social dimensions of play to territorial control and exploration, and playing intensity. The model was tested with psychometric data gathered from a global sample of Pokémon GO players (N = 515).

Findings

In the tested sample, players' social self-efficacy and altruism were positively associated with team identification. Team identification, in turn, was positively associated with both territorial control and exploration tendency. Territorial control had a significant relationship with playing intensity; however, exploration tendency did not. This implies territorial control is the stronger predictor of playing intensity.

Practical implications

The findings suggest that human primal urges to conquer and control geographical territory may surface in the digital reimagination of physical space. LBGs offer opportunities for making use of new forms of play (territorial control and exploration) in motivating locative behaviours.

Originality/value

This research quantifies the relationships between a social predisposition, team identification, territorial control, exploration tendency and playing intensity in the context of Pokémon GO. It contributes new knowledge to the understanding of territorial behaviour (control and exploration) in location-based IT.

Details

Internet Research, vol. 32 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 12 February 2018

Heather Skinner, David Sarpong and Gareth R.T. White

The purpose of this paper is to present a conceptual framework based on an understanding of the principles of popular mobile-enabled games, indicating how organisations in the…

24279

Abstract

Purpose

The purpose of this paper is to present a conceptual framework based on an understanding of the principles of popular mobile-enabled games, indicating how organisations in the tourism sector could meet the needs of Millennials and Generation Z through engaging with the existing gamified location-based practice of geocaching as an information and communication technology enabled gamified enhancement to the destination experience.

Design/methodology/approach

As a primarily conceptual paper, the authors take an inductive qualitative approach to theory building based on the understanding of an existing practice (geocaching) that is undertaken among a community of practitioners (geocachers), which results in the presentation of a conceptual framework, which is the theory itself that the authors have constructed from the understanding of what is going on and which principles can then be applied across other tourism practices.

Findings

Findings indicate that through engaging with geocaching, smaller entrepreneurial businesses even in non-urban destinations that fall outside of the remit of smart city developments, and in tourism destinations on the less technologically enabled or resource-rich side of the digital divide, can reap the benefits associated with employing the principles and practices associated with smart tourism to meet the needs of this new generation of tourism consumers who seek richer digital and often gamified tourism experiences.

Originality/value

This paper fills a gap in the literature regarding the way many different types of tourism destinations could meet the needs of Millennials and Generation Z tourists.

Details

Journal of Tourism Futures, vol. 4 no. 1
Type: Research Article
ISSN: 2055-5911

Keywords

Open Access
Book part
Publication date: 4 April 2019

Gunnar Liestøl, Christian S. Ritter and Indrek Ibrus

This chapter discusses the various ways in which audiovisual (AV) media industries have cooperated with the tourism industry and explores the emergent areas for cross-innovation…

Abstract

This chapter discusses the various ways in which audiovisual (AV) media industries have cooperated with the tourism industry and explores the emergent areas for cross-innovation. It demonstrates the gradual mediatisation of tourism, but also how the added value from location tourism has started to affect, for instance, the operation of the film industry. It then discusses the emergence of tourism gamification that came about with the arrival of smartphones equipped with an ever-increasing variety of sensors relevant to location and mobility awareness. The chapter finishes by discussing the affordances and forms of augmented reality being used in the service of the cultural heritage sector and the broader tourism sector.

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Keywords

Open Access
Article
Publication date: 30 September 2021

J. Tuomas Harviainen, Miikka J. Lehtonen and Sören Kock

This article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it provides new…

1461

Abstract

Purpose

This article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it provides new knowledge into the ways in which organizational information practices may take place on an individual and interpersonal level, and the ways in which timeliness impact information sharing.

Design/methodology/approach

The article is based on three sets of interviews, gathered in 2012–2014, 2017–2018 and 2018–2020.

Findings

The authors identify six themes of information sharing and show that time is strongly tied to the ways in which people in the Finnish game development industry share information outside of their own companies.

Originality/value

This type of information sharing has not been previously researched. This study brings forth new knowledge on how timeliness influence information sharing within creative industries.

Details

Journal of Documentation, vol. 78 no. 1
Type: Research Article
ISSN: 0022-0418

Keywords

Open Access
Book part
Publication date: 4 April 2019

Madis Järvekülg

This chapter addresses the forms of co-innovation between the audiovisual (AV) industries and the health care sector. It gives a brief overview of how media have been used in…

Abstract

This chapter addresses the forms of co-innovation between the audiovisual (AV) industries and the health care sector. It gives a brief overview of how media have been used in health promotion, medical training and treatment by drawing on selected examples from television, entertainment and video game industries. Informed by an array of case-studies, this literature review suggests that the emergence of the new digital audiovisual media and online technologies bears a great potential to improve health care services in multiple ways, while it also recognises the risks associated with the crumbling of medical authority in thoroughly mediatised worlds. Therefore, it maintains that a successful adoption of entertainment-oriented media formats in health care always requires a close relationship with professional medical expertise.

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Keywords

Open Access
Book part
Publication date: 4 April 2019

Abstract

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Open Access
Article
Publication date: 30 May 2020

Elina Närvänen, Hannu Kuusela, Heli Paavola and Noora Sirola

This paper's purpose is to develop a meaning-based framework for customer loyalty by examining how consumers make sense of customer loyalty through meanings and metaphors.

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Abstract

Purpose

This paper's purpose is to develop a meaning-based framework for customer loyalty by examining how consumers make sense of customer loyalty through meanings and metaphors.

Design/methodology/approach

A qualitative study based on in-depth interviews and focus group data in the retail context was conducted with Finnish customers. The data were analysed with qualitative data analysis techniques such as the constant comparative technique.

Findings

The empirical findings comprise eight loyalty meanings characterised by two dimensions. The first dimension is reflexive vs. routinised, and the second dimension is private vs. social. The loyalty types are dimensionalised through four metaphors: loyalty as freedom of choice; as being conventional and binding; and as belongingness.

Practical implications

The findings improve the way customer loyalty currently is understood in the retail setting. The paper proposes that customer insight that utilises thick data can be used to grasp loyalty meanings. These data are rich in context and detail, and they take into account customers' everyday lives. Utilising thick data in the form of storytelling fuels customers' meaning-making related to customer loyalty, potentially enriching their relationship with the retailer.

Originality/value

Customer loyalty has been driven largely by a transactional and company-centric perspective. This article presents an alternative view of customer loyalty that accounts for the variety of meanings that customers may assign to their loyalty-related thoughts and behaviours.

Details

International Journal of Retail & Distribution Management, vol. 48 no. 8
Type: Research Article
ISSN: 0959-0552

Keywords

Open Access
Book part
Publication date: 4 April 2019

Indrek Ibrus and Silja Lassur

This chapter summarises all the results of the section that studied cross-innovation processes between audiovisual media and tourism sectors. It relies first on the review of…

Abstract

This chapter summarises all the results of the section that studied cross-innovation processes between audiovisual media and tourism sectors. It relies first on the review of existing forms of cooperation and cross-innovation between sectors. Second, on the meso-level analysis of structural aspects that shape innovation processes in these sectors. Third, on a micro-level ethnography of a start-up company innovating at the intersections between the film and tourism industries. We learn that there are two core ‘rules’ that motivate sectoral cooperation – first, the broader platformisation of tourism and second, the emergence of augmented reality as a technique to augment experiences at locations. Regarding the second rule especially, we learned that the main innovator and innovation motivator in this area is currently the public sector, driven also by cultural policy goals. But local tourism sector small and medium-sized enterprises appear to not be particularly driven by innovation-orientated cooperation with other sectors.

Details

Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Keywords

Open Access
Article
Publication date: 9 December 2021

Björn Ekström

Information practices become highly complex in biodiversity citizen science projects due to the projects’ large scale, distributed setting and vast inclusion of participants. This…

1254

Abstract

Purpose

Information practices become highly complex in biodiversity citizen science projects due to the projects’ large scale, distributed setting and vast inclusion of participants. This study aims to contribute to knowledge concerning what variations of information practices can be found in biodiversity citizen science and what these practices may mean for the overall collaborative biodiversity data production in such projects.

Design/methodology/approach

Fifteen semi-structured interviews were carried out with participants engaged with the Swedish biodiversity citizen science information system Artportalen. The empirical data were analysed through a practice-theoretical lens investigating information practices in general and variations of practices in particular.

Findings

The analysis shows that the nexus of biodiversity citizen science information practices consists of observing, identifying, reporting, collecting, curating and validating species as well as decision-making. Information practices vary depending on participants’ technical know-how; knowledge production and learning; and preservation motivations. The study also found that reporting tools and field guides are significant for the formation of information practices. Competition was found to provide data quantity and knowledge growth but may inflict data bias. Finally, a discrepancy between practices of validating and decision-making have been noted, which could be mitigated by involving intermediary participants for mutual understandings of data.

Originality/value

The study places an empirically grounded information practice-theoretical perspective on citizen science participation, extending previous research seeking to model participant activities. Furthermore, the study nuances previous practice-oriented perspectives on citizen science by emphasising variations of practices.

Details

Journal of Documentation, vol. 78 no. 7
Type: Research Article
ISSN: 0022-0418

Keywords

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