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1 – 10 of over 2000Yuri Cantrell and Xiaohua Awa Zhu
Narrative-driven, choice-based games, games that allow gamers to make decisions regarding the game characters and storylines, can bring forth emotional changes in their players…
Abstract
Purpose
Narrative-driven, choice-based games, games that allow gamers to make decisions regarding the game characters and storylines, can bring forth emotional changes in their players and offer empathy during scenarios that a player may not experience in real-world situations. Therefore, they can be used as tools to help with gender nonconforming (GNC) individuals’ resilience regarding their gender identities. This study explores GNC peoples’ game-playing experiences with choice-based games, especially how such experiences help them gain resilience and shape their gender identities.
Design/methodology/approach
This study follows the classic phenomenological approach to understanding the experience of GNC gamers’ resilience experience from their own perspectives. In-depth interviews were conducted with 12 GNC participants, aged between 18 and 34. Each interview lasted 45–90 minutes. Interviews were transcribed and coded using NVivo R1. The essence of meanings was identified using themes and interpreted through qualitative analysis.
Findings
This paper identified six gender- and resilience-related common themes within GNC people’s gaming experiences, including 1) character creation: exploring gender identity through an avatar; 2) self-exploration and experimentation in games; 3) resonating experiences; 4) positive inclusive features in games; 5) storytelling and involving the player and 6) your actions have meaning.
Practical implications
The themes, patterns and game features identified in this study may provide insight into potential resilience-building activities for GNC people. They may inform digital mental health interventions, information services and game design practices.
Social implications
Equity, inclusion and social justice have become a significant theme in today’s society. This study focuses on a marginalized community, GNC people and their mental health and resilience building. Results of the study will contribute to the understanding of this community and may inspire more intervention methods to help them cope with stress and difficult situations.
Originality/value
Research on gaming’s health benefits for the general population has been abundant, but studies about using games to help the LGBTQ+ community have been largely overlooked until recent years. Research on casual games’ mental benefits for LGBTQ+ people is particularly lacking. This research is one of the first in-depth, comprehensive investigations of GNC individuals’ resilience experiences with a particular type of casual video games, choice-based games. The phenomenological study offers rich description of gaming and gender identity exploration from gamers’ viewpoints.
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Cheuk-Wing Lui and Hon-Kwong Lui
While the Olympic Games are always under the spotlight, the Paralympic Games are somehow ignored. This paper aims to invite the general public to think about the para-athletes and…
Abstract
Purpose
While the Olympic Games are always under the spotlight, the Paralympic Games are somehow ignored. This paper aims to invite the general public to think about the para-athletes and the differential treatments they received.
Design/methodology/approach
Among the participating countries, many of them were unable to win a single Olympic or Paralympic medal. When the dependent variable is left-censored, ordinary least squares regression is asymptotically biased downwards. In the literature, researchers typically employ the maximum likelihood Tobit model to take care of the censoring problem. However, some researchers argue that the Hurdle model has an advantage over the Tobit model in identifying the determinants of winning Olympic medals. Following their wisdom, this paper employs both the Tobit and Hurdle models in analysis.
Findings
The empirical evidence gathered in this paper suggests that population size, host status and average years of schooling are the big three socio-economic determinants when it comes to winning medals at the Paralympic Games and Olympic Games. The findings support the hypothesis that sports talent is randomly distributed and a large country has a higher chance to have talented athletes or para-athletes winning the Olympic medals. The strong host advantage also showed up in the following Paralympics but was not so strong at the next Olympics.
Originality/value
This paper not only examines the relationship between various social, economic and political factors in determining the success of a nation in the Paralympic Games but also attempts to identify possible non-traditional determinants.
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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…
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.
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André Calapez, Tiago Ribeiro, Victor Almeida and Vera Pedragosa
Despite to useful relevance to better understand how group-level identity develops, few studies have explored the identity theory in the esports field and, in particular…
Abstract
Purpose
Despite to useful relevance to better understand how group-level identity develops, few studies have explored the identity theory in the esports field and, in particular, considering the impact of a fan's role identity. The current study aims to explore esports fan role-identity vis-à-vis the relationship with the sponsor and the sponsee so as to understand the effects on their behavioral intentions.
Design/methodology/approach
Using a sample of 356 esports fans who attended the 2021 FPF eFootball Open Challenge, a Confirmatory Factor Analysis (CFA) analyzed the psychometric properties of the constructs and a subsequent Structural Equation Modeling (SEM) examined the effects of fan identity on two types of behavioral intentions and sponsor–sponsee relationship.
Findings
Results indicate that fans who highly identify with esports have the highest attachment to the event and tend toward having a positive word-of-mouth intention. Esports fans who have a higher brand identification reported a positive attitude toward the event's sponsor brand and tend to purchase its products. Moreover, the study findings also provide evidence of the bidirectional interaction between the way in which fans attach with the esports event and its sponsor brand, leading to greater reciprocity in their identity formation.
Originality/value
This study helps to understand how the fan identity process can enhance its fate and develop mutually, building role overlapping identity in the esports sponsor–sponsee relationship. Complementarily, it supports of how the marketeers and managers must analyze the importance of being a fan to the individual in order to understand how its self-identity can shape the future behavior.
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Snigdha Singh and Pallavi Srivastava
The purpose of this paper is to explore the applicability of technology acceptance model (TAM) to explain the widespread acceptance and usage of social media (SM) for travel…
Abstract
Purpose
The purpose of this paper is to explore the applicability of technology acceptance model (TAM) to explain the widespread acceptance and usage of social media (SM) for travel purposes by Indian outbound leisure travellers during their travel cycle.
Design/methodology/approach
The study has adopted a qualitative approach involving in-depth interviews of 30 respondents, who had taken at least one international vacation in the last 12 months. Content analysis was used to arrive at the conclusion.
Findings
Findings of the study are used to develop a conceptual model which upholds the validity of the TAM with perceived usefulness (PU) and perceived ease of use (PEU) as determinants of SM usage. The model has been extended to include perceived trust (PT) and social capital (SC) as important constructs to explain the travellers’ use of SM. Disposition readiness (DR) of the user towards SM was found to have an effect on all the four constructs.
Originality/value
Theoretically, this study suggests a modification to the existing TAM, which shows a unidirectional effect of PU and PEU on attitude. This study suggests that the effect would be bi-directional where the attitude (DR) of the traveller towards SM usage will affect PU and PEU. Furthermore, this study extends the TAM to include PT and SC as important constructs to explain SM usage by travellers. This study provides valuable insights into the hospitality and tourism sector which might help in further segmentation of travellers leading to more customised service offerings.
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