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1 – 10 of over 15000Carol Azungi Dralega and Hilde G. Corneliussen
This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant…
Abstract
This chapter reports from a qualitative study on how identity categories, including gender and ethnicity, are experienced and constructed through video gaming among immigrant youth in Norway. The aim here is to explore the manifestations and contestations of gendered power and hegemonic practices among the young immigrant girls and boys. This chapter builds on research about everyday media use especially video games, and our analysis is based on theories of hegemony, power, gender, and ethnicity. Three key findings are observed from the study: (a) video games acting as a bridge between ethnic minority boys (not so much with the girls) and ethnic Norwegians, (b) hegemonic gendered practices, emphasizing the “otherness,” in particular for girls adhering to the category of gamer, and finally, to a lesser degree, (c) marginalization within video games on the basis of being a non-Western youth in a Western context. As such the study simultaneously not only confirms but also challenges dominant discourses on video games by suggesting that, although some positive strides have been made, the claims of a post-gender neutral online world, or celebrations of an inclusive and democratic online media culture, especially video gaming, are still premature.
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Lisette Templeton and Anne Goulding
This paper aims to investigate public library staff engagement and perceptions of video games and video game services.
Abstract
Purpose
This paper aims to investigate public library staff engagement and perceptions of video games and video game services.
Design/methodology/approach
Quantitative and qualitative data on staff video game experiences, perceptions and confidence were collected through an online questionnaire.
Findings
The results indicate an overall positive perception of video games in public libraries, with 87% of the respondents supporting video games in public libraries. Video game players appear to think more positively about video games and have more general knowledge about them than non-players. They also appeared to be more confident in delivering related services and were more likely to be running gaming-related events. It was concluded that staff attitudes towards video games are not a barrier to their inclusion in public libraries, as found in previous research.
Practical implications
Encouraging staff engagement with video games may improve their knowledge and confidence in delivering video game services, although further research is required to confirm this. There is a potentially underserved population of those aged 46–84 years, nearly half of whom play video games. Evaluation of this potentially underserved population is an interesting topic for future research.
Originality/value
To the best of the authors’ knowledge, this was the first survey of public library staff views towards video games in Aotearoa New Zealand, and it updates previous research in light of developments in gaming, gaming technology and the increased focus on public libraries as providers of digital technology and sites of community engagement.
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Zhanna Belyaeva, Anait Petrosyan and S.M. Riad Shams
The purpose of this study is to identify and evaluate the video game ecosystem development in the context of socioeconomic and technological progress while analyzing the role of…
Abstract
Purpose
The purpose of this study is to identify and evaluate the video game ecosystem development in the context of socioeconomic and technological progress while analyzing the role of stakeholders in the video game industry for regional markets' growth.
Design/methodology/approach
The paper exploits technological and socioeconomic data in 25 countries grouped into the regions, as a methodological approach that allows identifying and evaluating the determinants of the video game industry's ecosystem development. The authors applied econometric modeling to understand technological, economic and social determinants forming video gaming industry growth in regional markets.
Findings
Different types of stakeholders are involved in the video game industry performing particular functions. Using econometric modeling for advanced and developing economies countries, we have found that different stakeholder groups and their engagement dynamics in the video gaming industry directly depend on socioeconomic and technological effects in certain regions of the world.
Originality/value
This study contributes to the knowledge within forming creative clusters around video gaming industry in developed and developing economies countries. The findings bridge the gap between quantitative and qualitative research in stakeholder-related characteristics, and key factors affecting the development of the video gaming market. The analyzed database of industry revenues within specific global regions shed the light on the future functionality of the ecosystem development in the new normal world.
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Tripat Gill, Zhenfeng Ma, Ping Zhao and Yongjian (Ken) Chen
This study aims to distinguish between the indispensable (software) versus discretionary (accessories) complementary products to a platform. It investigates the impact of…
Abstract
Purpose
This study aims to distinguish between the indispensable (software) versus discretionary (accessories) complementary products to a platform. It investigates the impact of accessories on increasing the perceived value and sales of a base platform. In particular, the role of two distinct characteristics of accessories – innovativeness and structural nonalignability – in driving the sales of the base platform.
Design/methodology/approach
Combining sales data from the US video gaming industry with primary data on the above two aspects of accessories, this study quantifies the effect of accessories portfolio on the sales of three brands of video gaming platforms.
Findings
A distinct network externality arises from accessories for video gaming platforms, above and beyond the effects of game titles. Importantly, the average level of innovativeness and nonalignability of the accessories portfolio, as well as the frequency of introduction of highly innovative and/or nonalignable accessories positively impact the sales of the platform.
Research limitations/implications
This research seeks to address the gap in the innovation literature on the role of discretionary complementary products (i.e. accessories) on platform sales. Future research should examine this in other platform contexts as well.
Practical implications
Managers of platform-mediated products should give due consideration to accessories, as an important driver of the sales of the platforms. Product managers can leverage the advantage of innovative and nonalignable accessories to enhance consumer demand for the platform.
Originality/value
This study is the first to conceptualize and empirically verify the network externality arising from accessories, a heretofore much neglected component of platform-based markets.
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Victoria L. Rubin and Sarah C. Camm
Though not new to online gamers, griefing – an act of play intended to cause grief to game players – is fairly understudied in LIS scholarship. The purpose of this paper is to…
Abstract
Purpose
Though not new to online gamers, griefing – an act of play intended to cause grief to game players – is fairly understudied in LIS scholarship. The purpose of this paper is to expand the inventory of griefing varieties, consider their deceptive elements and examine attitudes towards the phenomenon.
Design/methodology/approach
The authors collected and content analysed 80 (non‐elicited) posts from the Something Awful forum thread and compared them to the results of ten (elicited) e‐mail interviews.
Findings
As a complex phenomenon, griefing has multiple interpretations and opposing attitudes. The thread results show that griefers, as perpetrators, have predominantly positive or neutral attitudes towards the act. About 15 per cent of the examined griefers reportedly resort to deceptive techniques. More extravagant griefs that require verbal interactions in player‐versus‐player (PvP) online games involve deception and often fall into two categories: scamming or greed play (prioritising personal benefits). The authors found self‐reported instances of deception by scheming, luring, entrapment, pretence and verbal concealment in griefing acts. The interview respondents, as predominantly victims of griefs, do not think of griefing (or may not be aware of it) as an act of deception and primarily associate it with harassment (inciting emotional reactions) or power imposition (exerting superiority). Casual griefing – refusing to comply with the rules for mere entertainment – stands out as another griefing variety.
Originality/value
With the growth of popularity of video gaming, libraries are largely unaware of griefing and should be prepared to address it in video game use policies for online gaming units or tournaments. Online gaming affords a unique opportunity to examine deception in computer‐mediated human‐to‐human communication. The complexity of the phenomenon and associated opposing views are offered here to be weighted by the LIS scholars and professionals.
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Luther Elliott, Geoffrey Ream and Elizabeth McGinsky
Purpose – To examine video gamers’ attitudes about and perspectives on the controversial topic of video game “addiction.”Approach – Ethnographic interviews and participant…
Abstract
Purpose – To examine video gamers’ attitudes about and perspectives on the controversial topic of video game “addiction.”
Approach – Ethnographic interviews and participant observation with a group of 52 regular video gamers, most also reporting considerable experience with substance use and/or dependence.
Findings – Gamers tended to endorse one of two explanations for video game addiction, either arguing that games operate on the same reward centers in the brain as drugs or that gamers who do become addicted are weak, unintelligent, or actively pursue an addictive state. Several rejected the category of addiction as applied to video gaming due to the lack of withdrawal symptomatology or the confusion of pleasure-seeking with pathology. None offered sociostructural explanations for the phenomenon, despite the relative oversampling of poor and minority participants with low degrees of education.
Research implications – Future research should attend to ideologies of causality and agency among populations affected by behavioral “addictions.”
Practical implications – The perspectives of video gamers themselves are critical to research and advocacy that departs from a position of slightly greater sensitivity, both to the formal dimensions of those games held to be most habit-forming and to the ideological dimensions of video gamers’ thinking about what constitutes “addiction.”
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The purpose of this paper is to present a case for including and expanding the use of video gaming in the library to support the educational, recreational and democratizing goals…
Abstract
Purpose
The purpose of this paper is to present a case for including and expanding the use of video gaming in the library to support the educational, recreational and democratizing goals of the institution.
Design/methodology/approach
An examination of traditional models of the understanding of libraries and how video games fit into the picture.
Findings
Video games can be seen to support educational, recreational and democratizing goals of the library.
Practical implications
While many public libraries in the USA use video games for a variety of purposes, there are still many librarians who resist the trend. Even those who see the value of gaming in the library often have a limited view about how video games can be used in the library setting.
Originality/value
This paper examines video games in contexts beyond the recreational and young adult uses.
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Beatriz Blanco, Julia Stateri and Lucas Goulart
This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of…
Abstract
This work discusses gender issues related to the video game medium, addressing its production, consumption, and media repercussions. It begins with an overview of the emergence of the video game with the targeting of audiences that focused on sales campaigns to consumers along gendered lines that amplified the dominance of men in the space. The discussion then focuses on numerous ways that the gaming industry as a whole perpetuates a culture of misogyny. Empirical examples are provided of harassment, attacks, and the controversial event known as GamerGate. Subsequently, the complicated history of Brazilian video gaming development is presented to draw parallels with the development of the industry and the market in the United States. Finally, the chapter concludes with suggestions to stimulate new producers, developers, and video game scholars who are committed to building a more aware and diverse community.
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Sonal Kureshi and Vandana Sood
The purpose of this paper is to examine the effect of in‐game placements on the explicit memory of Indian gamers and understand their attitude towards this form of communication…
Abstract
Purpose
The purpose of this paper is to examine the effect of in‐game placements on the explicit memory of Indian gamers and understand their attitude towards this form of communication. It attempts to find out whether the memory effects differ due to the nature of the games. The avenues for in‐game placements for the rapidly growing Indian video gaming industry are discussed.
Design/methodology/approach
The effect of the nature of the game on the recall and recognition is measured using a sample of 240 gamers; two games of different nature (fast versus slow) are used as stimuli and the recall and recognition of the in‐game placements are compared. Subsequently the perceptions towards this type of placement are tapped. The moderating effect of gaming experience on the explicit memory is also tested.
Findings
The paper finds that in‐game placements do affect the explicit memory of gamers. Games with lower perceptual load (slow game) result in a significantly higher recall and recognition as compared to the games with higher perceptual load (fast game). Indian players have a positive attitude towards placements in this medium and do not find this practice either intrusive or unethical.
Research limitations/implications
Further research using different combinations of games is required to confirm, expand and generalize the findings.
Practical implications
This medium provides an opportunity to brand managers and game developers as an alternative communication vehicle. In‐game placements provide an avenue to companies as they are cost effective, they facilitate building brand awareness and are not viewed negatively.
Originality/value
The arena of in‐game placements is an unexplored one in India. This study is the first step towards understanding views and effects of in‐game placements on Indian gamers and may encourage more research in this field.
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