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Book part
Publication date: 30 July 2018

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Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

Open Access

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Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Abstract

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Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Abstract

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Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Open Access

Abstract

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Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Abstract

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Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

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.

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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: 17 May 2023

Amir Zaib Abbasi, Muhammad Asif, Amjad Shamim, Ding Hooi Ting and Raouf Ahmad Rather

The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers’ online engagement in…

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Abstract

Purpose

The purpose of this study is to present a conceptual model where consumer electronic sports (eSports) engagement (CeSE) acts a predictor for gamers’ online engagement in eSports-related products/firm either through direct contribution (purchase intention) or indirect contribution (co-production, community engagement, word-of-mouth and recruitment).

Design/methodology/approach

Data from 262 eSports consumers aged 18–24 years were collected and analyzed through WarpPLS 8.0.

Findings

The findings of this study confirm that CeSE significantly influences all dimensions of the consumption behaviors (purchase intention, co-production, community engagement, word-of-mouth and recruitment).

Originality/value

This study provides empirical support for a conceptual framework developed through the social exchange theory and engagement theory. Besides, hierarchical component model approach is applied to estimate the composite model of CeSE.

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