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This paper is an encounter between an artist creating characters for video games and an academic studying how people and things are being financialized. Exchanging about the…
Abstract
This paper is an encounter between an artist creating characters for video games and an academic studying how people and things are being financialized. Exchanging about the appearance of non-fungible tokens (NFTs) and cryptocurrencies – technologies associated with Web3 in the video game industry, the academic, and the artist reflect on the place of playfulness, creation, and finance in our society. They observe that most North American and European players resisted NFTs and cryptocurrencies, while more Asian-Pacific ones embraced the latter. They conclude that those reactions were explained by the fact that gamers perceived cryptocurrencies and NFTs as institutional objects associated with a financial logic, whose presence threatened the gaming logic. As pragmatic friends, they nevertheless issued an NFT with this paper, a “Crow Queen.” Time will tell if the Web3 society will praise this new form of digital joint academic/art production.
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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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Matthew Harrison, Jess Rowlings and Daniel Aivaliotis-Martinez
Wenhua Li, Yuwo Fu, Junpeng Guo and Jiaxin Mao
Recently, short-form video apps, as a new form of social media, have attracted users and rapidly emerged by virtue of their personalized recommendation algorithms, interesting…
Abstract
Purpose
Recently, short-form video apps, as a new form of social media, have attracted users and rapidly emerged by virtue of their personalized recommendation algorithms, interesting forms of live interaction, and diverse interactive functions, which may lead to excessive use. From the perspective of IT affordances, this study combines the cognitive-affective-behavioral model and perceived values theory to examine the formation mechanism of the excessive use of short-form video apps.
Design/methodology/approach
We surveyed a total of 351 users who have used Tiktok, a typical short-form video app, and used their questionnaires to test the research model.
Findings
Searching affordance has a positive impact on perceived information value and perceived entertainment value. Furthermore, meta-voicing, recommending, and livestreaming affordance have a positive impact on perceived information value, perceived entertainment value, and perceived social networking value, which also have a positive impact on negative affect anticipation. In addition, negative affect anticipation is significantly positively correlated with excessive use.
Originality/value
In terms of theory, this study introduces the theory of IT affordances and perceived values into the cognitive-affective-behavioral model, to the best of our knowledge, for the first time. Furthermore, it conducts situational research on the formation mechanism of excessive use of short-form video apps and makes up for the lack of studying of excessive use behavior from the perspective of technical factors.
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Dhruba Jyoti Borgohain and Manoj Kumar Verma
This study aims to focus on carrying out a quantitative analysis of publications related to augmented reality (AR)-based gaming. AR combines the real world with the digital world…
Abstract
Purpose
This study aims to focus on carrying out a quantitative analysis of publications related to augmented reality (AR)-based gaming. AR combines the real world with the digital world and is a large basis of data in an ICT-based digital society. Therefore, there is a need for a comprehensive bibliometric review of research papers on AR-based gaming to identify the potential for the advancement of knowledge in this field.
Design/methodology/approach
In the experimental part, reference data from Scopus was extracted according to a search string formulated with great care. The retrieved data were then analyzed through open-source, sophisticated bibliometric tools, VOSviewer, along with Biblioshiny-R.
Findings
After running the analysis, it turns out that the years with the biggest number of publications were in 2010 and 2012. The focus areas of study include mixed reality, surveys and helmet-mounted displays. The USA was the most connected country in the research collaboration network; it has strong links with other nations including the UK, Canada and Greece, which cluster around it in the map. This trend of monetarily increasing number of papers depicts the growing interest and sustainable productivity in this research domain.
Originality/value
The purpose of this paper is to present a novel perspective on AR-based gaming, which has not been so far examined by bibliometric analysis. The results provide important information for researchers and stakeholders. In addition to filling a void in the literature, this study is an important reference for those researchers who are interested in exploring evolution and trends in AR-based gaming research.
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Saurabh Gupta, Nidhi Mathur and Priyanka
The primary objective of this study is to identify and examine the effects of the various determinants of the unified theory of acceptance and use of technology (UTAUT3) model on…
Abstract
Purpose
The primary objective of this study is to identify and examine the effects of the various determinants of the unified theory of acceptance and use of technology (UTAUT3) model on multiplayer online mobile games (MPOMGs) adoption and actual play behaviour of young gamers.
Design/methodology/approach
The research used an online survey method to collect data from a sample of 685 Indian youth. The participants were selected using a convenience sampling procedure. Structural equation modelling technique was used to evaluate the sufficiency and structural relationship between the various dimensions of the UTAUT3 model in the context of MPOMG.
Findings
The findings of the study indicate that the dimensions of “Price Value” and “Facilitating Condition” did not show a significant relationship with the play intention of MPOMG among youth. However, the newly introduced dimension, “Personal Innovativeness,” was found to have a significant impact on predicting the play intention of MPOMG.
Research limitations/implications
This study was limited to young Indian gamers. Therefore, future study is needed to analyse across cultures and regions. Moreover, this study contributes to the existing scholarly literature on the implementation of a newly established technological framework, namely, UTAUT3, in the context of MPOMG research. Hence, this study offers a fresh viewpoint for comprehending the youth’s inclination towards MPOMG. Additionally, various determinants the affects the MPOMG adoption and play behaviour is highly relevant for industry managers and game developers to create MPOMG, that are more likely to attract and retain users, leading to increased levels of engagement and success.
Originality/value
UTAUT3 is a novel framework to determine the technology adoption in a different context. UTAUT3 model is still unexplored and adopted in MPOMG play intention research. Therefore, this study provides a novel perspective to understand the youth’s intention to play the MPOMG in the newly developed technology adoption model perspective.
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This study aims to deeply explore the factors influencing mobile game players' willingness to make in-game purchases, providing references for game developers and marketers to…
Abstract
Purpose
This study aims to deeply explore the factors influencing mobile game players' willingness to make in-game purchases, providing references for game developers and marketers to formulate effective strategies.
Design/methodology/approach
This research integrates the coolness factors and hedonic motivation system acceptance model to construct a comprehensive theoretical model analyzing mobile game players' willingness to make in-game purchases. The framework includes multidimensional variables such as joy, coolness, immersion, and game experience. Using data from 392 surveys collected from mobile game forums and social networks, the study employs structural equation modeling to analyze the factors and mechanisms influencing players' willingness to make in-game purchases and to verify the related research hypotheses.
Findings
The findings reveal that coolness factors have a significant positive impact on game experience and immersion, which in turn affect players' willingness to make in-game purchases. Game experience has a significant positive impact on both immersion and purchase willingness. A good game experience not only increases players' immersion but also directly enhances their willingness to make in-game purchases. Immersion plays a mediating role in the influence of coolness factors and joy on purchase willingness.
Originality/value
By integrating coolness theory with the hedonic motivation system acceptance model, this study constructs a comprehensive model to explore mobile game players' willingness to make in-game purchases. The combination of variables, including personal psychological and social psychological factors, provides a thorough analysis of the factors influencing mobile game purchase willingness, enriching existing research.
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