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1 – 10 of over 2000Lisette 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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The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles…
Abstract
Purpose
The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a localization domain that accommodates both official and unofficial translation/localization efforts. This general review paper aims to outline the author's experiences in collecting data within the domain of video game translation/localization in Thailand.
Design/methodology/approach
Using a descriptive approach, this general review paper employs the netnography method. It sheds light on the complexities of video game translation/localization in Thailand and incorporates semi-structured interviews with a snowball sampling technique for the selection of participants and in-game data collection methods.
Findings
The netnography method has proved instrumental in navigating the intricacies of this evolving landscape. Adopting the netnography method for data collection in this research contributes to establishing more robust connections with the research sites. “Inside” professionals and individuals play a significant role in data gathering by recommending additional sources of information for the research.
Originality/value
While netnography is conventionally applied in the market and consumer research, this paper demonstrates its efficacy in unraveling the dynamics of video game translation/localization in Thailand.
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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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Emerson Taylor and Chern Li Liew
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and…
Abstract
Purpose
Researchers in information studies have examined fictional depictions of libraries in various mediums because these images can reflect and influence real-life experiences and attitudes. Video games, despite being relatively overlooked, are increasingly culturally relevant and can indicate library users' real needs and desires. This study investigates the ways in which video games depict characters using libraries to seek and use information.
Design/methodology/approach
A qualitative content analysis approach incorporating methods from information studies and game studies was applied. Tancheva's (2005) semiotic analysis of fictional libraries and Carr's (2019) textual approach provided the framing for the unique aspects of video games and their meanings. Carroll (2021)'s character analysis and Chatman (1996)'s theory on insiders–outsiders dynamic underpinned the data collection and analysis. The purposive sample included 15 video games released since 2010.
Findings
Video games depict game characters visiting libraries to solve short-term problems, to gain knowledge to improve themselves or to bond with others. Protagonists are often depicted as adventurers or outsiders who must adapt to unfamiliar places and situations to achieve their wider objectives. In these games, libraries provide useful documents, spaces or helpful guides and intellectuals who assist the protagonists. As outsiders, the protagonists seek information in libraries to help them learn about their environments and to immerse themselves in the local histories and cultures in their worlds. Overall, these depictions highlight both short- and long-term benefits of library use.
Originality/value
As with existing studies, the ways in which fictional library use appear in video games can suggest real needs and desires among library users. The findings from this study emphasise the importance of library services and spaces that help users both address short-term problems and immerse themselves in local concerns, with longer-term goals. Applying different research methods or lenses to analysing video games could deepen our understanding of what library users think and feel when they seek and use information in libraries.
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Bradley Robinson and William Terrell Wright
The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational…
Abstract
Purpose
The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts.
Design/methodology/approach
Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological impulses across a number of different registers, using interview data to trace institutional arcs, focal frames from a GoPro camera to see vitality in action and descriptions of platform events to follow these lines through the shift to online instruction brought on by the COVID-19 pandemic.
Findings
The authors narrate three transversal movements of the Giga-Games Camp to reveal how play-centered pedagogies can challenge the neoliberal tendency to assimilate young people’s video gaming practices as a vehicle for future-proof science, technology, engineering and mathematics learning.
Originality/value
The authors offer the concept of actually existing vitality rights to describe how attending seriously to vitality in learning spaces will often manifest organically in very real strategies to reimagine and restructure preexisting, neoliberally sedimented uses of space, institutional configurations and constellations of sociopolitical power.
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Purpose: This study explores how computer video games can promote creative techniques. It specialises in innovative elements of special educational video games: Virtual Recreation…
Abstract
Purpose: This study explores how computer video games can promote creative techniques. It specialises in innovative elements of special educational video games: Virtual Recreation Based Mastering (VRBM), behavioural analytics and defined research results to measure the creative energy of leisure activities on laptops. The involvement and inclusion of gaming in learning are being adopted globally and becoming true global citizens. The macro problems and awareness, such as sustainability, climate changes, etc., around it can be easily created through the advent of PC games.
Design/Methodology/Approach: Examining job incentives, true tales, and inventive skill-related elements allow for measuring creative aspects. The Player’s Statistics for Pride (PSFP) survey technique employs a heuristic checklist in the world of sports games to look at the areas of participating sports that are important to a participant’s overall performance and to assess the participant’s knowledge. Energy, freedom and control, connections and presence contribute to player happiness. This examination evaluates how these sports affect participants’ knowledge and the impact of the teacher’s information on student learning. The study aimed to enhance the understanding of the inventive capacity of persons engaged in developing knowledge and abilities while playing video games.
Findings: The findings demonstrate that a region’s capacity for innovation propels it to a certain degree of overall success in the leisurely game of service activity mastery. Results on how video games broaden crucial research as a foundation for the research version of creative skills are anticipated (CPLN). CPLN openly discusses the link between research concepts and innovation. The results’ interpretation is crucial.
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Skyler King and Anthony Allred
This case was written with publicly available information about Nintendo.
Abstract
Research methodology
This case was written with publicly available information about Nintendo.
Case overview/synopsis
In the 1980s and 1990s, Nintendo dominated the video game industry with a market share of 90%. In 2020, Nintendo’s market share dropped to nearly 31%. This case examines a 40-year history of Nintendo, including its core strategy of video game and video game console development and its growth strategy using its intellectual property. Throughout its history, Nintendo has faced and continues to face stiff competition from Sony, Microsoft and new emerging technologies like virtual reality video games. Nintendo has the challenge of competing in a rapidly changing industry with changing customer preferences where it once had a dominant market share. Can Nintendo continue competing, relying on its core competency of developing new video games and consoles? Or moving forward, should it further define itself more broadly by continuing to leverage its intellectual property in the entertainment industry?
Complexity academic level
This case is suitable for undergraduate courses in marketing, marketing management and business strategy, or where an instructor focuses on strategic decision-making. This case will provide valuable in-class discussions on the importance of defining what a business should do and how it should grow. Additionally, this case will be useful for courses that include advanced discussions on tradeoffs between focusing on core competencies and growth by expanding into other opportunities that are not necessarily part of a business’s core strategy. A portion of this case was tested in an undergraduate marketing strategy and marketing principles course. The case created an excellent environment for critical thinking and analysis.
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The present study aims to specify, estimate, and validate the composite formative model of consumer eSports engagement (CeSE) through utilizing the composite confirmatory analysis…
Abstract
Purpose
The present study aims to specify, estimate, and validate the composite formative model of consumer eSports engagement (CeSE) through utilizing the composite confirmatory analysis (CCA) methodological approach.
Design/methodology/approach
To validate the composite model of CeSE, we collected the data using the Mturk online tool from eSports gamers located in European countries. The partial least squares based structural equation modelling (PLS-SEM) approach was employed using SmartPLS to conduct CCA analyses.
Findings
Using CCA, the authors first evaluated the reflective constructs (three first-order dimensions comprising cognitive, affective, and activation) and found reliable and valid reflective constructs. The authors then proceeded to assess the composite formative model of CeSE at higher-order level and resulted that CeSE is a valid composite model. Besides, the nomological network of CeSE with technology acceptance variables (e.g. behavioral intention and usage behavioral were estimated and found significant results).
Originality/value
This study contributes to consumer engagement literature in many directions. First, this study applies consumer engagement scale in the eSports context (i.e. eSports game brands). Second, this study notably specifies, estimates, and validates CeSE as composite model comprising cognitive, affective, and activation factors as first-order reflective constructs and CeSE as second/higher-order formative construct. Third, this study applies CCA guidelines to establish the CeSE as a composite formative measurement model and make significant methodology contribution. Fourth, this study extends the TAM model via studying CeSE as an important determinant of behavioral intention to play eSports games, which in turn impacts on eSports gaming/usage behavior.
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The purpose of this research was to investigate how VR-mediated sports, as opposed to 2-D screens, affect the emotional and cognitive experiences of fans with the game and its…
Abstract
Purpose
The purpose of this research was to investigate how VR-mediated sports, as opposed to 2-D screens, affect the emotional and cognitive experiences of fans with the game and its sponsors.
Design/methodology/approach
The current study employed a single-factorial experimental design, in which participants were randomly assigned to either watch a soccer game through a VR headset or a 2-D screen. Physiological and self-reported measures were used to measure levels of presence, arousal, attention and memory.
Findings
Participants who watched sports through VR experienced a higher level of presence, greater psychophysiological arousal, and exhibited higher levels of attention toward the game. However, they showed lower recognition for in-stadium signage compared to those who watched the game on a 2-D screen.
Practical implications
The results suggest that sports teams can use VR to create a more immersive and engaging experience for fans. Additionally, in-stadium signage advertising may not be as effective in VR sport broadcasting contexts, and sports practitioners may want to explore alternative forms of advertising that are better suited for VR environments.
Originality/value
Methodologically, this study used a combination of self-reported and real-time physiological measures to capture dynamic and spontaneous changes in fans while watching games. Theoretically, this study utilized the Dynamic Human-Centered Communication System Theory to adopt a human-centered approach to understand how VR impacts the experience of sport game viewers.
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The purpose of this study is to survey the landscape of online collections of digital games.
Abstract
Purpose
The purpose of this study is to survey the landscape of online collections of digital games.
Design/methodology/approach
First, the study identifies existing sites hosting collections and criteria that make a collection valuable for research, then it reports on sites that fit the criteria and analyzes trends.
Findings
Most sites provide simple binary downloads, but some choose encapsulation. Common metadata terms consistently include genre, year of release and publisher. Most sites claim the right to provide their collections as “abandonware,” but remove games if they are asked to.
Research limitations/implications
This study was conducted using a very limited subcategory of digital games, which could be expanded in other studies. Future research may require a multilingual team to account for collections based in non–English-speaking countries. Direct communication with sites’ management may be valuable in the future as well, but was not conducted in this study.
Practical implications
The study identifies practices that have developed organically in this field without any guiding standards. Understanding these may aid in Humanities research into digital games, as well as potential collection development in the future.
Social implications
Digital games are increasingly important as cultural artifacts, and there is a growing effort to preserve them for the future, but there are no standards for collecting and providing them. Understanding how this is currently done can help in providing access into the future for both casual and analytical use.
Originality/value
While game preservation is a growing and active field of research, no study has been published in recent years on this particular subject. It will be valuable for the development of future collections and for research using current ones.
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