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1 – 10 of over 44000
Article
Publication date: 2 May 2017

Taeyeon Oh, Hojun Sung and Kisung Dennis Kwon

The purpose of this paper is to examine the impact of the stadium occupancy rate on television viewers’ game quality perception and stadium visit intention (VI).

Abstract

Purpose

The purpose of this paper is to examine the impact of the stadium occupancy rate on television viewers’ game quality perception and stadium visit intention (VI).

Design/methodology/approach

An experiment was conducted in which two groups were asked to watch video clips of professional soccer games with low- and high-stadium occupancy rates.

Findings

The results indicate that the higher the stadium occupancy, the higher is perceived game quality and the greater is stadium VI.

Originality/value

The paper provides useful information on the effect of the stadium occupancy rate on perceived game quality and VI.

Details

International Journal of Sports Marketing and Sponsorship, vol. 18 no. 2
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 1 June 2006

Barry Ip and Gabriel Jacobs

The purpose of this paper is to explore, via an examination of a large number of games released in the quadrennial 2000 to 2003 for the five dominant video‐games platforms, the…

3956

Abstract

Purpose

The purpose of this paper is to explore, via an examination of a large number of games released in the quadrennial 2000 to 2003 for the five dominant video‐games platforms, the extent to which current product quality matches expectations.

Design/methodology/approach

All games software released between 2000 and 2003 for the five dominant video‐games platforms (Playstation2, Xbox, Gamecube, Gameboy Advance, and PC) were recorded and analysed for their perceived level of quality. The games were sorted with respect to country of origin, platform, publisher, genre, and time of release with the aim of assessing possible relationships with quality.

Findings

The results are disquieting in that they suggest a threat to the long‐term prosperity of the games industry, when quality as perceived by experienced gamers and reviewers is taken into consideration.

Research limitations/implications

The main limitation of the study is that customer perceptions in the form of review scores may be biased as a means of gauging true software quality. Further research is required to develop more stringent means of assessment for the benefit of consumers and developers.

Practical implications

The findings represent a comprehensive reflection of the quality of software in today's games market.

Originality/value

This paper fills a sizeable gap in the area of quality analysis for interactive software, and provides an objective overview of the current state of the games market and is a useful source of information for researchers of quality assessment in the area of software and market analysis.

Details

International Journal of Quality & Reliability Management, vol. 23 no. 5
Type: Research Article
ISSN: 0265-671X

Keywords

Article
Publication date: 2 March 2022

Wen-Lung Shiau and Li-Chun Huang

Augmented reality (AR) has become a trend, and the effects of Pokémon Go, the most popular online and mobile game, have been explored in many studies. However, few studies have…

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Abstract

Purpose

Augmented reality (AR) has become a trend, and the effects of Pokémon Go, the most popular online and mobile game, have been explored in many studies. However, few studies have developed questionnaires of fit to investigate the relationship between the fit and the integration of the game's virtual world and reality. The paper intends to integrate the models of stimulus-organism-response (S-O-R) and information systems success with cognitive fit theory to explore the fit and reactions of users in the integration of real and virtual worlds.

Design/methodology/approach

Following MacKenzie's scale development, two surveys were conducted. The first survey was conducted to perform a scale development of fit. The second survey was collected from 315 Pokémon Go players to validate the fit scale and it was analyzed via structural equation modeling.

Findings

The results show that scale development of fit has good reliability and validity. Furthermore, game information quality, game system quality and virtual (Pokémon) characteristics have significantly positive effects on cognitive and emotional fit. Cognitive and emotional fit have significant positive effects on user satisfaction, and user satisfaction has significant positive effects on continued intention to play. The results suggest that maintaining the quality of the game and improving the virtual interface will provide a better fit between the real and virtual worlds, enhancing user satisfaction with the fit as well as their intention for continued use.

Originality/value

Although fit has been widely studied in various contexts, the application of AR has been rarely discussed. This study develops a scale of fit and takes Pokémon Go as the subject to validate the fit measurement and discuss players' cognition and feelings regarding the game. The authors measure user reactions to different stimuli and explore cognitive and emotional fit as well as the integration of virtual worlds and reality. In sum, to the best of the authors’ knowledge, this is one of the earliest studies to explore and develop a cognitive and emotional fit scale for future researchers and practitioners.

Details

Information Technology & People, vol. 36 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 1 April 2014

Behzad Foroughi, KhairulAnuar Mohammad Shah, Davoud Nikbin and Sunghyup Sean Hyun

The purpose of this study is to examine the relationship between event quality and fan satisfaction and consequent fan attendance of soccer matches in Iran. Data on game quality

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Abstract

The purpose of this study is to examine the relationship between event quality and fan satisfaction and consequent fan attendance of soccer matches in Iran. Data on game quality, augmented service, interaction, outcome, environment, fan satisfaction and attendance were gathered from 260 spectators attending an Iranian premier league soccer match by means of a survey. The results show that, except for interaction, all dimensions of event quality have a significant relationship with fan satisfaction. Moreover, the effect of game quality on fan satisfaction is stronger than other dimensions. The results also confirm the significant relationship between fan satisfaction and attendance. Fan satisfaction is shown to be partially mediating the relationship between event quality and game attendance. Practical implications for facility managers and sports marketers are discussed.

Details

International Journal of Sports Marketing and Sponsorship, vol. 15 no. 3
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 26 June 2023

Emerson Wagner Mainardes, Silvestre de Jesus Cunha Paixão Júnior and Ricardo Gouveia Rodrigues

This study aims to verify the antecedents influencing mobile gamers’ intentions to purchase mobile phones. To this end, the constructs price–quality relationship, price…

Abstract

Purpose

This study aims to verify the antecedents influencing mobile gamers’ intentions to purchase mobile phones. To this end, the constructs price–quality relationship, price sensitivity, perceived quality, identification with the group of gamers and referrals from other gamers were identified in the literature.

Design/methodology/approach

Data were collected through an online questionnaire with 335 consumers. The model was tested using partial least squares.

Findings

It was verified that the price–quality relationship directly influences mobile gamers' intentions to purchase mobile phones. Also, it was observed that price sensitivity of mobile gamers directly influences the price–quality relationship and indirectly influences the intention to purchase mobile phones to play games. It was further verified that this price sensitivity is directly influenced by the perceived quality of mobile gaming devices. Finally, it was observed that referrals from other gamers directly influences the perceived quality and onès identification with the group of gamers.

Research limitations/implications

This study concluded that developing strategies focused on prices of mobile phones gamers use to play games tends to influence mobile gamers' purchase intentions. This paper extends the study of mobile device purchase behavior, uniting constructs studied separately and proposing connections not yet tested, assisting in the theoretical understanding of the factors that contribute to the intention to purchase mobile devices.

Originality/value

This study is theoretically justified for four reasons: it focused on a specific group of consumers, mobile gamers, which is a constantly growing audience; it brought an innovative model, testing the influence of the perceived quality of mobile gaming devices on the price sensitivity of mobile gamers; there are spaces for new research on mobile device purchase intention; and it may assist in the theoretical understanding of the factors contributing to mobile device purchase intention.

Details

Young Consumers, vol. 24 no. 5
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 5 September 2023

Qianling Jiang, Zheng Wang and Jie Sun

The rise of interactive fitness games in the post-epidemic era has resulted in the need to establish a quality evaluation index system. This study aims to develop such a system…

Abstract

Purpose

The rise of interactive fitness games in the post-epidemic era has resulted in the need to establish a quality evaluation index system. This study aims to develop such a system and provide a reference for enhancing the quality of interactive fitness games.

Design/methodology/approach

To achieve this, interviews and questionnaires were conducted to identify the factors that influence the quality of interactive fitness games. The Kano model and SII (Satisfaction Increment Index)-Dissatisfaction Decrement Index (DDI) two-dimensional quadrant analysis were then used to explore differences in quality judgment between males and females, as well as their priorities for improving interactive fitness games.

Findings

The study revealed that males and females have different quality judgments for “rich and diverse content,” “motivational value,” “sensitive motion recognition detection” and “portability.” However, both genders share similar views on the other quality factors. In addition, the study identified differences in the priority of improvement between men and women. “Very interesting,” “effective fitness achievement,” “motivating fitness maintenance,” “sensitive motion recognition detection,” “portability” and “educational value” were found to be of higher priority for men than women.

Originality/value

These findings provide a valuable theoretical reference for developers and designers of interactive fitness games seeking to enhance the user experience.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 9 May 2013

Tae Ho Kim, Yong Jae Ko and Chan Min Park

The purpose of this study is to examine the relationships between spectators’ event quality perceptions and revisit intention in both men's and women's basketball events by…

4136

Abstract

Purpose

The purpose of this study is to examine the relationships between spectators’ event quality perceptions and revisit intention in both men's and women's basketball events by focusing on gender influence.

Design/methodology/approach

The study utilizes structural equation modeling (SEM) on data collected by questionnaire survey from a total of 623 spectators of two college men's basketball events (n=292) and two college women's basketball events (n=331).

Findings

The results indicate that for men's basketball events, game performance and staff quality had a significant influence on the revisit intention of spectators, regardless of the spectator's gender. For women's basketball events, game performance and in‐game entertainment were significant determinants of spectator revisit intentions, again regardless of gender.

Research limitations/implications

The current research collected data from division I‐A men's and women's basketball events in only one higher education institution. Further the current research adopted only four salient event quality factors (i.e., game performance, in‐game entertainment, staff quality, and physical surrounding). Finally, current research measured only revisit intention as a dependent variable.

Practical implications

The findings suggest that game performance was found to be the most significant event quality factor regardless of gender in both men’s and women’s sporting events. Furthermore, in‐game entertainment was another critical event quality factor for the revisit intention for women’s basketball events. In addition, females have more sensitive event quality perceptions in both men’s and women’s basketball events.

Originality/value

This study investigated the moderating role of gender in the relationship between specific event quality factors (i.e., game performance, in‐game entertainment, staff quality, and physical surrounding) and revisit intention for both men's and women's college basketball events. The study's findings yield insight into service research and offers meaningful implications to managers for future improvements of their services and development of marketing strategies in this context.

Details

Managing Service Quality: An International Journal, vol. 23 no. 3
Type: Research Article
ISSN: 0960-4529

Keywords

Article
Publication date: 19 September 2019

Shang Chun Ma and Kyriaki Kaplanidou

The purpose of this paper is to understand how team identification and country influence professional baseball team spectators’ evaluations of service quality factors, perceived…

1034

Abstract

Purpose

The purpose of this paper is to understand how team identification and country influence professional baseball team spectators’ evaluations of service quality factors, perceived value and future behavioral intentions.

Design/methodology/approach

Data were collected online from sports consumers of the Chinese Professional Baseball League (CPBL) in Taiwan (n = 600) and Major League Baseball in the USA (n = 460). A regression-based estimation method (PROCESS) and structural equation modeling approach were used to assess the relationships.

Findings

Both direct and indirect (via perceived value) effects of most service quality factors (schedule convenience, economic consideration, game amenities, ticket service and venue quality) on behavioral intentions are stronger for lowly than for highly identified CPBL fans. The indirect effect of home team on behavioral intentions is stronger for the lowly identified CPBL fans. The direct effect of game amenities and the indirect effect of venue quality (via perceived value) on behavioral intentions are stronger for the highly identified MLB fans. The indirect effect of opposing team and economic consideration is stronger for the lowly identified MLB fans. The positive relationship between venue quality and perceived value is stronger for the USA than for Taiwan fans. The relationships between game amenities and perceived value and between perceived value and behavioral intention are perceived to be invariant between fans from the two countries. Taiwan fans’ behavioral intentions tend to be directly and indirectly affected by service quality factors, whereas US fans’ behavioral intentions tend to be indirectly affected by service quality factors.

Originality/value

The study provides empirical evidence of the moderating role of team identification associated with the relationships between separate service quality factors, perceived value and behavioral intentions among consumers of a professional spectator sports in two different countries.

Details

International Journal of Sports Marketing and Sponsorship, vol. 21 no. 1
Type: Research Article
ISSN: 1464-6668

Keywords

Article
Publication date: 20 February 2024

Winston T. Su, Zach W.Y. Lee, Xinming He and Tommy K.H. Chan

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both…

167

Abstract

Purpose

The global market for cloud gaming is growing rapidly. How gamers evaluate the service quality of this emerging form of cloud service has become a critical issue for both researchers and practitioners. Building on the literature on service quality and software as a service, this study develops and validates a gamer-centric measurement instrument for cloud gaming service quality.

Design/methodology/approach

A three-step measurement instrument development process, including item generation, scale development and instrument testing, was adopted to conceptualize and operationalize cloud gaming service quality.

Findings

Cloud gaming service quality consists of two second-order constructs of support service quality and technical service quality with seven first-order dimensions, namely rapport, responsiveness, reliability, compatibility, ubiquity, smoothness and comprehensiveness. The instrument exhibits desirable psychometric properties.

Practical implications

Practitioners can use this new measurement instrument to evaluate gamers' perceptions toward their service and to identify areas for improvement.

Originality/value

This study contributes to the service quality literature by utilizing qualitative and quantitative approaches to develop and validate a new measurement instrument of service quality in the context of cloud gaming and by identifying new dimensions (compatibility, ubiquity, smoothness and comprehensiveness) specific to it.

Details

Internet Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1066-2243

Keywords

Article
Publication date: 17 June 2021

Arash Fahmi Hassan, Farzad Haghighi-Rad and Amir-Reza Abtahi

This paper aims to design and develop a management game in the field of construction project management so that by playing the game, the required level of knowledge, skills…

Abstract

Purpose

This paper aims to design and develop a management game in the field of construction project management so that by playing the game, the required level of knowledge, skills, capabilities and overall project management competencies in individuals will be promoted. Also, player’s competencies can be measured.

Design/methodology/approach

This study, in terms of application, is applied research. The construction project management simulation game (CPMSG) was played by 18 university students. To evaluate the level of the players’ project management knowledge and quality of the game, questionnaires were used.

Findings

The game improves the players’ project management knowledge by 158%, and the educational program that was formulated in the game has also achieved the first three levels of bloom’s taxonomy of educational objectives. In the field of game quality, analysis of players’ results of responses and scores show that the game has a good quality level.

Originality/value

The CPMS game provides a useful tool for project management training, especially in the field of construction projects. It helps in addition to improving the quality of teaching theoretical topics, making students acquainted with the risks and uncertainties of such projects, and provides a simulated experience. In the field of common behavior analysis and player’s selection, the results indicated that the majority of groups used high-quality materials during the games to perform activities related to the appearance of the building (such as finishing and building facade activities) and used medium quality materials in implementing infrastructural activities such as brickwork and floor construction that are not visible in the appearance of work.

Details

Industrial and Commercial Training, vol. 53 no. 4
Type: Research Article
ISSN: 0019-7858

Keywords

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