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1

Sharp, C. E., and M. Rowe. "Online games and e-business: Architecture for integrating business models and services into online games." IBM Systems Journal 45, no. 1 (2006): 161–79. http://dx.doi.org/10.1147/sj.451.0161.

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Foster, Bob, Fitriani Reyta, and Susan Purnama. "Relationship between Perceived Ease of Use, Perceived Usefulness and Motivation Opportunity Ability Theory in Online Gamers Know-How Exchange." International Journal of Business, Economics, and Social Development 2, no. 1 (February 4, 2021): 32–36. http://dx.doi.org/10.46336/ijbesd.v2i1.117.

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Business needs to take advantage of Indonesian online gamers who are using online community to communicate and interact, when gamers share their reviews of game, for example, or when they post reviews of their purchases of virtual goods from online games. Using online community, gamers can do the trading with other members. The key is to share their experience with online games throughout the gamer’s journey.Players play an important role in the game market and have unique characteristics that respond differently to technology acceptance. In addition, a comprehensive review of the relevant literature on motivation for using Online Gamers Know-How Exchange shows that players are looking for recommendations from friends about the games they are interested in, through the social networking community and especially from their own communities.This paper analyzed the phenomenon of game-related industry involving motivation, opportunity, abilty and technology acceptance model in which organizations effectively raise the communication and know how above the gamers.Gamers from online community game taken as sample in Bandung City, West Java, Indonesia.Result shown that the two PEOU and PU were positively related to Online Gamers Know-How Exchange.
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Chew, Matthew M. "A Critical Cultural History of Online Games in China, 1995–2015." Games and Culture 14, no. 3 (August 11, 2016): 195–215. http://dx.doi.org/10.1177/1555412016661457.

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This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
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Indan, Robino, and Harri Kurniawan. "Dampak Menggunakan Game Online terhadap Kreativitas Berpikir." Jurnal KomtekInfo 8, no. 1 (January 19, 2021): 102–9. http://dx.doi.org/10.35134/komtekinfo.v8i1.104.

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Online games at this time are not just free time fillers but have entered the category of necessity, along with technological developments and easy access to the internet making online games an entertainment that must be owned by students, teenagers, and even parents. The thinking of most people online games has a negative impact, online game addiction can make someone antipathy to the real environment, but behind the negative impact, there are several positive impacts generated by online games, namely players will get fast and creative ways of thinking that can be obtained. from strategy games, not only that players can also learn teamwork from gameplay. Online game players can take advantage of this hobby to open business opportunities such as YouTube, buying and selling assets in online game characters, to making their own online games. The sample collection technique in this study used a correlational method, the number of samples studied was 45 people consisting of 82% male and 18% female with the age of 40% under 20 years and 60% over 20 years. By analyzing the data using the Servqual method, the results of online games can increase creative thinking which has an impact on creativity in entrepreneurship.
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Kang, SeonJun, and Sang-Yong Tom Lee. "Korean Online Game's Platform Competition under Two-Sided Market Characteristic." Journal of Global Information Management 22, no. 4 (October 2014): 21–33. http://dx.doi.org/10.4018/jgim.2014100102.

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While the growth of total game market size slowed down and the arcade game industry started to shrink, the online game market keeps increasing, attaining 26.5% annual growth rate for the early 2010's. Korea's online game business is especially popular, so that the size is about US$ 4 billion, which is 64.2% of Korea's total game industry. In 2013, Game market size and online game market size were estimated to be about US$ 9 billion and US$ 7 billion, respectively. From a standpoint of sales, the game market in Korea (US$ 4.95 billion) accounts for 5.8% of the world game market and almost one third of the world online game market. Its growth rate is higher than that of the world game market. The online game markets in Korea and China have common characteristics that can be distinguished from other countries: two-sided market with very low switching costs. This paper is to study the important factors that affect Korean online game's platform competition. The authors empirically investigate network externalities by using various variables in online game industry in Korea. The authors found the number of games available in a platform positively affects its market share, while the diversity of games and generality of game rating had no significant impacts. The authors also found that multi-homing (or overlap of games) increases an online platform's market share when the platform is relatively new. However, multi-homing decreases market share when it becomes mature. Having done our empirical and academic analyses, the authors draw practical implications that may help decision makers in Korea's online game businesses.
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Yeu, Minsun, Hee-Sook Yoon, Charles R. Taylor, and Doo-Hee Lee. "Are Banner Advertisements in Online Games Effective?" Journal of Advertising 42, no. 2-3 (April 3, 2013): 241–50. http://dx.doi.org/10.1080/00913367.2013.774604.

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Rong, Ke, Qun Ren, and Xianwei Shi. "The determinants of network effects: Evidence from online games business ecosystems." Technological Forecasting and Social Change 134 (September 2018): 45–60. http://dx.doi.org/10.1016/j.techfore.2018.05.007.

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8

Nae, Vlad, Radu Prodan, Alexandru Iosup, and Thomas Fahringer. "A new business model for massively multiplayer online games (abstracts only)." ACM SIGMETRICS Performance Evaluation Review 39, no. 3 (December 21, 2011): 17. http://dx.doi.org/10.1145/2160803.2160832.

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Zulfiqar, Salman, Hamad A. Al-reshidi, Moteeb A. Al Moteri, Hafiz Muhammad Basit Feroz, Noraffandy Yahya, and Waleed Mugahed Al-Rahmi. "Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19." Sustainability 13, no. 4 (February 8, 2021): 1838. http://dx.doi.org/10.3390/su13041838.

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COVID-19 has disrupted educational institutes across the world. Teachers and students are now forced to teach and study online for an unidentified period, which severely hampers the learning capacity as well the student’s intention toward entrepreneurship. This study compared the impact of traditional teaching and teaching through online management simulation games on student learning performance and further leads to entrepreneurial intention. To further understand the desirability of business simulation games, we used the technology acceptance model (TAM) and extended it by employing knowledge sharing, knowledge application, learnability, perceived pleasure, and self-efficacy as exogenous variables. For this purpose, time-lagged data were collected from 277 students enrolled in entrepreneurship courses in public sector universities. To deal with homogeneity and generalizability issues, students from different collaborative universities were asked to participate in the study. Structural equation modeling was employed for analysis, where the results depict that the students learning performance was enhanced after using simulation games compared to regular theoretical online lectures, which further encouraged them to be entrepreneurs. We also concluded that simulation games are novel and effective online teaching methodology for students during a time of crisis. The study concludes with its theoretical, practical implications, and directions for future researchers.
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Rahiem, Vikry Abdullah, and Charisma Asri Fitrananda. "Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com." CoverAge: Journal of Strategic Communication 11, no. 2 (March 17, 2021): 103–12. http://dx.doi.org/10.35814/coverage.v11i2.2018.

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The growth of games as a fast growing industry in Indonesia has made online gaming business lines increasingly developed, so that a business market for buying and selling virtual goods (virtual items in games) is formed in several virtual goods marketplaces such as itemku.com. The formation of the business market on the virtual goods marketplace has created various perceptions to support their gaming activities. This study uses qualitative methods, observation techniques, in-depth interviews and documentation. The theory used is perception. This study will discuss how variables such as sensation, anticipation and interpretation are formed from gamers about how microtransactions are carried out and also associated with CMC (Computer Mediated Communcations) to find out how communication patterns occur in these mictrotransactions. As a result, the majority of gamers have the same perception of microtransactions. Gamers who make virtual goods transactions aim to get satisfaction as well as actualization, virtual items that have more value in the game also trigger to perform microtransactions as part of the pride, and factor of self-existence when doing gaming activities using CMC.
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Benninghoff, Arnd. "Online-Games im Smart TV – Vom klassischen Medienunternehmen zur Entertainment-Plattform?" MedienWirtschaft 9, no. 3 (2012): 8–10. http://dx.doi.org/10.15358/1613-0669-2012-3-8.

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Arnd Benninghoff ist Chief Digital Officer im Vorstandsbereich Digital & Adjacent der ProSiebenSat.1 Group. Benninghoff verantwortet insbesondere die Weiterentwicklung des Digital-Geschäfts, strategische Wachstumsthemen und Business Development im Online-Business. Der Fokus liegt dabei auf den Themenfeldern Video, Mobile, Games und neuen digitalen Plattformen. Außerdem ist Benninghoff Geschäftsführer von Seven Ventures, dem Venture-Arm der ProSiebenSat.1 Group.
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Robson, Karen, Mana Farshid, John Bredican, and Stephen Humphrey. "Making Sense of Online Consumer Reviews: A Methodology." International Journal of Market Research 55, no. 4 (July 2013): 521–37. http://dx.doi.org/10.2501/ijmr-2013-046.

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Online consumer reviews have become an increasingly important source of information for both consumers (i.e. about whether to buy) and marketers (i.e. about product strengths and weaknesses). However, online consumer reviews are unstructured and unsystematic in nature, making interpretation of these reviews an enormous challenge. The current paper sheds light on a particular methodology that can be used to investigate what consumers say about companies, brands or products. Consumer reviews of the four best-selling games available on Apple's App Store were compiled. Leximancer, a content analysis package, was used to compare comments from users who provided games with a five-star rating versus a one-star rating. Results from the Leximancer analysis reveal the most common themes and concepts that consumers use to describe their experience with these games. Specifically, five-star reviewers describe games as fun, awesome, amazing and addictive; one-star reviewers describe games as boring, easy and stupid. Additionally, negative reviews include themes regarding the presence of ads, technological difficulties and value. Future research should explore how consumers and marketers use this information.
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Bang, Jounghae, Yoonho Cho, and Min Sun Kim. "Getting Business Insights through Clustering Online Behaviors." Modelling and Simulation in Engineering 2015 (2015): 1–8. http://dx.doi.org/10.1155/2015/914314.

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This study aimed to explore the online users’ behaviors. Since the Internet was introduced to the market, the various and frequent online activities have increased, and it becomes more important for the businesses to understand the online users. Therefore this study analyzed the online users’ behaviors and segmented the users by usingK-means clustering method using actual clickstream data. There were four different research questions and, thus, four different sets of segmentations. It was found that many people find much of entertaining from online using SNS, games, and so on. In addition, some people only have access to a few specific websites. Some use the online service regularly every day while others use it in a very irregular pattern. People were divided into two groups, weekday group and weekend group. People are likely to be using the Internet either on weekdays or at weekend. Teenagers and people in their 50s are more likely to use it during weekend. In addition, teenagers also show different time zone (e.g., overnight) to use the Internet from other age groups. These results can shed light on understanding what consumers do online and what they are interested in currently and on decision making in marketing strategy.
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Triantoro, Tamilla, Ram Gopal, Raquel Benbunan-Fich, and Guido Lang. "Personality and games: enhancing online surveys through gamification." Information Technology and Management 21, no. 3 (April 17, 2020): 169–78. http://dx.doi.org/10.1007/s10799-020-00314-4.

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15

Soon Cheng, Chuah, and Keshminder Singh Jit Singh. "Active Learning In Business Analytics Course Through Educational Games." Jurnal Intelek 15, no. 2 (July 28, 2020): 33–47. http://dx.doi.org/10.24191/ji.v15i2.301.

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The challenge for business analytics course is that it requires students to revisit prior statistical knowledge and have a basic understanding of Microsoft Excel in order to master this course. Educational games have the potential to address the above-mentioned challenge since games are regarded as an effective tool to help learners master certain concepts, reinforce development and skills. This paper explores the difficulties faced by lecturers when engaging students in assessments related to business analytics and how they can use educational games to promote active learning in the classroom. A qualitative approach, using an online survey and a face-to-face semi structured interviews with lecturers from the Faculty of Business and Management, UiTM was employed for data collection. The study found that the major difficulties faced by lecturers are students do not revise their prior learned statistical knowledge, have a lack of understanding of the subject matter, and are weak in decision-making skills. Lecturers agree that educational games have the potential to increase the student’s participation in the classroom, improve their understanding, promote teamwork, and infuse creativity. This study proposes that the academics should develop educational games to proliferate active learning in the classrooms to solve the shortcomings related to business analytics course.
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Beltagui, Ahmad, Thomas Schmidt, Marina Candi, and Deborah Lynn Roberts. "Overcoming the monetization challenge in freemium online games." Industrial Management & Data Systems 119, no. 6 (July 8, 2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.

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Purpose Online games based on a freemium business model face the monetization challenge. The purpose of this paper is to examine how players’ achievement orientation, social orientation and sense of community contribute to willingness to pay (WtP). Design/methodology/approach A multi-method study of an online game community is used. Interviews and participant observation are used to develop an understanding of social and achievement orientations followed by the development of hypotheses that are tested using survey data. Findings The findings indicate that a sense of community is positively related to WtP, whereas satisfaction or dissatisfaction with the service provider is not. The authors examine the moderating role of players’ achievement orientation and social orientation and find that while a stronger connection to the community may encourage achievement-oriented players to pay, the opposite is indicated for socially oriented players. Practical implications Decision makers need to understand that not all players are potential payers; while socially oriented users can help to maintain and grow the community, achievement-oriented players are more likely to pay for the value they extract from the community. Originality/value While communities are held together by people with common interests, which intuitively suggests that WtP increases with the strength of connection to the community, the authors find this only applies in the case of players with an achievement orientation. For those with a social orientation, WtP may actually decrease as their connection to the community increases. These perhaps counter-intuitive findings constitute a novel contribution of value for both theory and practice.
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Medeni, Tunç D., Kazunori Miyata, and Mustafa Sağsan. "Learning to Reflect in Online Fantasy Role-Playing Games." Bilgi Dünyası 10, no. 2 (October 31, 2009): 139–62. http://dx.doi.org/10.15612/bd.2009.273.

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The online role-playing games and their virtual communities, which are free and run by volunteers, attract much attention from business and academics, although studies on smaller gaming communities are still limited. One of these small online fantasy roleplaying communities, the world of Wold, is researched, using participant observation and Internet interviewing techniques within an e-research framework. After providing background information about the research, the paper then presents the conceptual framework, which consists of three main parts: (1) use of asynchronous communication tools for learning and reflection, (2) conceptualization of reflection, and (3) role of roleplaying and storytelling in reflection and learning. In the light of this framework, research findings about the learning and reflection that occurs at (1) intrapersonal, (2) personal and (3) interpersonal levels in online role-playing games will be discussed. The paper will then be concluded by research implications and limitations. It is hoped that, relating to learning in terms of developing sustainable virtual communities for reflective learning, this research will provide insights into the function of multiplayer games for serious purposes like learning and socialization, as well as the role of hard technology for soft purposes like reflective learning and practice.
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Wu, Chi-Cheng, Ying-Ju Chen, and Yung-Jan Cho. "Nested Network Effects in Online Free Games with Accessory Selling." Journal of Interactive Marketing 27, no. 3 (August 2013): 158–71. http://dx.doi.org/10.1016/j.intmar.2013.04.001.

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Fanjul-Peyró, Carlos, Cristina González-Oñate, and Pedro-Jesús Peña-Hernández. "eGamers’ influence in brand advertising strategies. A comparative study between Spain and Korea." Comunicar 27, no. 58 (January 1, 2019): 105–14. http://dx.doi.org/10.3916/c58-2019-10.

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The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the online video game world are. To do this, the players (eGamers) answered a 60 question survey that addressed issues such as playful habits, the viewing of advertisements in games, the purchase of advertised items and advertising in competitions. Korean and Spanish players answered the same questionnaire considering that South Korea has the most advanced video game industry in the world and Spain is the fourth European country in eGames and our subject of study. After the investigation, some of the most relevant results indicate that conventional online advertising does not attract the attention of gamers as consumers. We determined that the best strategy would be based on brand presence through products that are prescribed or used by professional gamers, since spectators, as they watch the games, also observe what elements and accessories the players use. El negocio de los eGames (videojuegos online) en España ha conseguido más de 1,8 billones de euros de beneficio en el año 2016. La publicidad no es ajena al potencial de este mercado y las marcas estudian cuáles son las mejores formas de acercarse y adaptarse al entorno de los eGames. En el presente trabajo se analizan las estrategias publicitarias más eficaces para las marcas en el mundo de los videojuegos en red. Para ello, se han investigado a los jugadores (eGamers) a través de una encuesta de 60 preguntas que abordaban cuestiones como hábitos lúdicos, visionado de publicidad en los juegos, compra de artículos anunciados o publicidad en competiciones. El mismo cuestionario se ha realizado tanto a jugadores coreanos, ya que la industria de los videojuegos en Corea del Sur es la más avanzada del mundo, como a jugadores españoles, al ser España el cuarto país europeo en eGames y ser nuestro objeto de estudio. Tras la investigación, algunos de los resultados más relevantes indican que la publicidad online convencional no llama la atención a los consumidores «gamers» y se determina que la mejor estrategia se basaría en la presencia de marca a través de productos prescritos o utilizados por los «gamers» profesionales, ya que los espectadores, a la vez que ven las partidas, observan qué elementos usan los jugadores.
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Hernández-Lara, Ana Beatriz, and Enric Serradell-López. "Student interactions in online discussion forums: their perception on learning with business simulation games." Behaviour & Information Technology 37, no. 4 (February 27, 2018): 419–29. http://dx.doi.org/10.1080/0144929x.2018.1441326.

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Gong, Shiyang, Wanqin Wang, and Qian Li. "Marketing communication in the digital age: online ads, online WOM and mobile game adoptions." Nankai Business Review International 10, no. 3 (August 5, 2019): 382–407. http://dx.doi.org/10.1108/nbri-12-2018-0073.

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Purpose This study aims to explore the interdependent impacts of online word-of-mouth (WOM) and online ads on digital product adoptions, as well as their dynamic changes throughout the product life cycle. Design/methodology/approach This study adopted an empirical approach by using a unique data set of five mobile games launched between 2012 and 2014 provided by Renren Games Ltd. in China. Findings The results indicated that advertising generally has a positive impact on WOM. During the product life cycle, the influence on volume and variance gradually decreases, whereas the impact on valence increases over time. WOM (including WOM volume and WOM valence) and advertising both have positive impacts on game adoptions. They complement each other to shape adoptions throughout the product life cycle: advertising is more effective in encouraging adoptions in the early and later stages of the demand evolution process, whereas WOM has a greater impact on adoptions in the mid-stage. Practical implications This study provided detailed managerial recommendations on how to effectively integrate different types of marketing communication and optimize the investment strategy of online ads and online WOM in different stages of the product life cycle. Originality/value First, the study enriched the theory of digital marketing communication by studying the relationship between mass media (online ads), interpersonal media (online WOM) and product adoptions in the network context. Second, it provided an empirical basis for the inference of the dynamic development of media effect in the new product diffusion theory. Third, the results will be helpful to end the debate in current theoretical literature on whether there is a complementary or alternative relationship between the two effects. Last but not least, it enriched research on the antecedents and dynamic effects of online WOM.
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Hassan, Lobna. "Governments Should Play Games." Simulation & Gaming 48, no. 2 (December 19, 2016): 249–67. http://dx.doi.org/10.1177/1046878116683581.

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Background.Gamification is concerned with the utilization of motivational affordances that create value-adding experience in the design of services. It has many applications in different fields and has been shown to be a good design methodology to influence motivation and behavioral change. Civic engagement and its online platforms could benefit from gamification, as these areas suffer from low engagement levels, thus defeating the purpose for which they are created. Purpose. There is a lack of understanding of how civic engagement platforms should be gamified to sustain active engagement and assist in community building, while also fulfilling their operational objectives. This article aims to provide a theoretical framework and guidelines for the gamification of civic engagement platforms. Contribution. A theoretical framework for the gamification of civic engagement platforms is presented, drawing upon self-determination theory and democratic deliberation theory. Through this work, we also identify future research directions and highlight the need for research on related subjects.
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Aslan, Alper, Murat Coban, Turkan Karakus Yilmaz, and Yuksel Goktas. "The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective." Simulation & Gaming 48, no. 4 (April 27, 2017): 480–97. http://dx.doi.org/10.1177/1046878117704684.

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Background. The satisfaction of a player’s gaming experience has a great impact on their game preferences. The goal of this study was to investigate the opinions and experiences of Turkish players of computer games in order to examine the effects of native symbols on their game preferences. Method. The data collection tools were games developed in Turkey, websites for these games, user comments made on the video records of the games, online forums, and an open-ended questionnaire. Results. The results indicate that although native symbols from the players’ home society play a role in shaping the users’ playability perception, it cannot be argued that they change the game preferences. These results may be applied to computer games’ designs, development strategies, and advertising methods to attract all players.
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Fang, Kwoting, Yu‐Chih Lin, and Tung‐Lin Chuang. "Why do internet users play massively multiplayer online role‐playing games?" Management Decision 47, no. 8 (September 4, 2009): 1245–60. http://dx.doi.org/10.1108/00251740910984523.

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Bauer, Johannes C., Marc Linzmajer, Liane Nagengast, Thomas Rudolph, and Elena D'Cruz. "Gamifying the digital shopping experience: games without monetary participation incentives increase customer satisfaction and loyalty." Journal of Service Management 31, no. 3 (May 4, 2020): 563–95. http://dx.doi.org/10.1108/josm-10-2018-0347.

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PurposeMany marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.Design/methodology/approachTo test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gamification in online retailing has the potential to affect an important set of outcomes for service firms throughout the consumer decision process (Hofacker et al., 2016).FindingsThe results of two lab experiments demonstrate that playing a shopping-related game without monetary participation incentive positively influences all three relational outcomes because games enhance consumers' enjoyment of the overall shopping experience. However, our findings also show that monetary rewards used to incentivize game participation diminish these effects. Gamification loses its positive effects if games are combined with monetary rewards, as consumers no longer play games to derive inherent enjoyment, but rather the extrinsic motivation of receiving a discount. We draw managerial implications about how gamification effectively and profitably fosters strong customer relationships and thus increases customer lifetime value and equity.Research limitations/implicationsThis research is the first to investigate the combined effects of gamification and price discounts that require consumers to play the game in order to receive the discount. Focusing on an online shopping context, this article contributes to research on motivation by providing new and more nuanced insights into the psychological process underlying the gamification effects on consumer' long-term attitudes (i.e. satisfaction) and relational behaviors (i.e. positive WOM and loyalty) toward a retailer.Practical implicationsBased on our findings, we provide recommendations for marketers that explain how gamification can be a profitable and efficient tool to foster strong customer relationships. Retail managers should use gamification as a less costly alternative to typical price discounts.Originality/valueTwo laboratory experiments investigate how the separate and combined use of games and price discounts affects consumers' satisfaction, positive WOM intentions and loyalty. Playing a shopping-related game increases satisfaction with the retailer and positive WOM intentions as well as loyalty. Monetary rewards used to incentivize game participation eliminate the positive effects of gamification.
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Cvenček, Matteo. "Zabrana online igara na sreću kao posljedica poreznoga zakonodavstva." Zbornik Pravnog fakulteta Sveučilišta u Rijeci 41, no. 2 (2020): 653–64. http://dx.doi.org/10.30925/zpfsr.41.2.11.

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Moral and moral values are increasingly questioned in today's society when it comes to a multiplicity of vices that are becoming available to a larger number of people. Gambling, as a form of hazardous activity, is reaching every space and every liberal country through digitalization. Internet and online business have made it possible to spread gambling and thus to increase the number of participants in such games. Apart from some basic doubts about the morality of such games, especially regarding young players, there also appears the issue of state interests in monopoly systems ordered by national laws. A policy driven by state interests has paved the way for restricting gambling providers by blocking those providers or blocking the access to the content of certain webpages. The linked ban is debatable at least from the aspect of the constitutionality of the mentioned measure. Despite of this, measures prohibiting access to a certain internet content should be evaluated individually, in accordance with the principle of proportionality and in line with the requirement of legal certainty. This paper therefore addresses the need to introduce such a measure in the Croatian tax legislation with comparative examples of justifications for this measure and also deals with the problem of its possible abuses by the Croatian Tax Administration, thereby subtly introducing the complete control of the content of websites.
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Moon, Junghoon, Md Dulal Hossain, G. Lawrence Sanders, Edward J. Garrity, and Sooran Jo. "Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model." International Journal of Electronic Commerce 17, no. 4 (July 2013): 7–38. http://dx.doi.org/10.2753/jec1086-4415170401.

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Wicaksono, Bimo, and Fransiska Anita Subari. "GAMIFIKASI DAN KORELASINYA DENGAN MINAT MENGUNJUNGI ULANG PADA MARKETPLACE “X”." Jurnal Administrasi Bisnis 17, no. 1 (July 1, 2021): 101–14. http://dx.doi.org/10.26593/jab.v17i1.4726.101-114.

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How people enjoy games, especially online games, is seen as an opportunity to attract visitors, in this case marketplace visitors. In contrast to offline stores where visitor traffic can be increased through various gimmicks, events, and so on. One of the efforts that the marketplace can make to increase visitor traffic is through the provision of online game services. The fun, addictive nature of the game has made market participants interested in incorporating game elements into a business that is not related to games. This became known as gamification. Marketplace X is one of the marketplaces that provides gamification game services. With repeated visitors accessing the gamification, it is hoped that the marketing efforts of Marketplace X will be exposed to users. This study intends to determine whether there is a relationship between gamification and the interest in revisiting the marketplace. This study uses quantitative research methods supported by SPSS data processing tools to test hypotheses. The data collection technique uses a purposive sampling technique in which the respondents are those who have played gamification in marketplace X and are domiciled in the city of Bandung. The results show that the gamification offered by Marketplace X is considered good by respondents and respondents have a high intention to revisit the marketplace in the future. In addition, there is a fairly strong correlation between gamification and re-visit intention. Therefore, Marketplace X needs to manage its gamification well to attract repeat visits, which is one way to marketing its products. Keywords: gamification, online games, marketplace, re-visit intention
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Moore, Elizabeth S., and Victoria J. Rideout. "The Online Marketing of Food to Children: Is It Just Fun and Games?" Journal of Public Policy & Marketing 26, no. 2 (September 2007): 202–20. http://dx.doi.org/10.1509/jppm.26.2.202.

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The alarming increase in childhood obesity has captured the attention of a broad set of citizens and institutions, with calls for action becoming increasingly powerful. Particular questions are being raised about the impacts of food marketing on children. The Internet has become an important marketing communications tool and is being used by advertisers to target children. This has prompted calls for a review of online marketing practices from public health officials, policy makers, consumer advocates, and industry groups. The objectives of this study are to inform decision makers about the nature of online marketing to children and to identify practices that may raise policy concerns. The authors report results of the first systematic content analysis of food marketers’ Web sites that either target children directly or contain content of interest to them. The authors identify 11 online marketing practices of public policy relevance. They discuss the empirical findings in terms of these issues and outline research needs.
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Kamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity." Simulation & Gaming 50, no. 5 (October 2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.

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Background. The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. Aim. This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. Method. Cyberethnographic fieldwork including participant observation at larps between 2015 and 2018 forms the data basis for this article, followed by qualitative interviews with larp organizers, larp writers, and designers of analog games as well as observations online in respective webforums. Results. Replays, novelized transcripts of play sessions, have been an entry point into analog role-playing in Japan since the 1980s. With the advent of video sharing sites, replays moved from the book to audio-visual records and a focus on horror games. Creating a fertile ground for this genre, the first indigenous Japanese larp rulebook built on this interest and the ease of access, namely that players do not need elaborate costumes or equipment to participate in modern horror. Discussion. The dominant form of larps in Japan are one-room games, that work well with horror mysteries and function as a low threshold of accessibility. Furthermore, the emotional impact of horror larps, the affective interaction between players and their characters, allows for memorable experiences and so continues to draw in new players and organizers.
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Hernández, Ana Beatriz, María Tatiana Gorjup, and Rosalía Cascón. "The role of the instructor in business games: a comparison of face-to-face and online instruction." International Journal of Training and Development 14, no. 3 (August 19, 2010): 169–79. http://dx.doi.org/10.1111/j.1468-2419.2010.00350.x.

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32

Alfahl, Husam. "Mobile Business Effects on Employees' Social Life." Journal of Management Research 13, no. 2 (February 18, 2021): 1. http://dx.doi.org/10.5296/jmr.v13i2.18303.

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The use of mobile devices and smartphones is increasingly becoming a critical part of many people’s lifestyle. Such usage can vary from playing games to accomplishing work-related tasks. Being able to use organizations’ persuasive technologies via mobile business services or to achieve work-related tasks ubiquitously at any time means that such devices provide a valuable service, especially for employees who are working online. This paper explores the impact of mBusiness on the social life of employees. In the research, structural equation modeling was applied to validate the research model. Employees in Saudi organizations were surveyed to test the research hypotheses. The research results confirmed that there are some negative effects of using mBusiness technologies on the social life of employees. Based on the analysis, the findings revealed that addiction to mBusiness technologies significantly increases the perceived work overload, which also significantly increases work-family conflict. The paper concludes with some implications of this research.
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Zackariasson, Peter, Nils Wåhlin, and Timothy L. Wilson. "Virtual Identities and Market Segmentation in Marketing in and Through Massively Multiplayer Online Games (MMOGs)." Services Marketing Quarterly 31, no. 3 (June 25, 2010): 275–95. http://dx.doi.org/10.1080/15332969.2010.486689.

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Marinho, Mariana De Toledo, José De Souza Rodrigues, and Kátia Livia Zambon. "Distance learning for training business game tutors." Brazilian Journal of Operations & Production Management 14, no. 2 (July 23, 2017): 187. http://dx.doi.org/10.14488/bjopm.2017.v14.n2.a6.

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This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and were structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was developed in four steps: course content development; course evaluation by computer technicians; course restructuring based on course evaluation by computer technicians; and course evaluation by teachers from the public school system. A preliminary test was performed with informatics technicians to technically evaluate the learning environment. Based on this, the course was restructured, applying corrections and adjustments in order to improve environment usability. After corrections, a final test was conducted with public school system teachers to analyze user perception, which gave a positive result. Virtual learning environment evaluation is complex and multidisciplinary, requiring the technical knowledge of internet programming and a conceptual knowledge of education, especially in the field of learning. When the evaluation done by teachers was examined it was found that deficiencies pointed out by computer technicians had been resolved, giving a positive rating. This current research concludes that DL can improve the use of games, because it is possible to structure content related to the learning gaps of specific groups of students. In this respect, the use of games results can guide the development of content.
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Anh Quang, Phan. "From Print Texts to Online Gaming: The Cross-Cultural History of Wuxia Fictions in Vietnam." SAGE Open 11, no. 2 (April 2021): 215824402110213. http://dx.doi.org/10.1177/21582440211021392.

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The popularization of online gaming in Vietnam, including PC and mobile gaming, has witnessed the contribution of wuxia fictions as an essential aspect of digital content production. This article shows an attempt in tracing the cultural history of wuxia works in Vietnam. East-West differences have also been taken into consideration as a way to explain reading and playing preferences. By using life course approach along with the concepts of nostalgia and cultural proximity, this study tries to historically portray the wuxia readership in Vietnam and its vestige found in wuxia online games. The findings indicate that wuxia novels serve as a crucial factor representing the literary relationship between the Sinosphere and Vietnam. Its presence has enriched the content of Vietnamese literature, adding a new genre that has been widely accepted by many generations of Vietnamese readers. Because wuxia online games could be seen as the digital continuation of wuxia fictions, the author argues that prior experience drawn from interacting with wuxia novels affects the game selection-making process of players, and gaming companies in Vietnam also acknowledge that and deploy appropriate business strategies.
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Pratikto, Heri, Rizal Hanafiya, Muhammad Ashar, Muhammad Iqbal Akbar, and Yudi Tri Harsono. "Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (April 23, 2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.

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The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game prototype made according to the real market location and market potential which is quite profitable. Determination of initial capital is very important in this educational game to successfully play the game until the final level. (there are 5 trial levels). The results obtained from this gameplay show an increase in entrepreneurial analysis in students with the ability to answer post-test questions well with an average of 88.2 percent with an average game time of 42.8 minutes per level
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Harviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.

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AbstractThis article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussions on game revenue ethics. It also expands the still understudied area of applying Rand’s ethics to business, in the context of a new sector, game development, and business. This research enables ethicists to apply a wider-than-before perspective on virtue ethics to online business, and helps game developers act in a virtuous manner, which provides them with a long-term business advantage.
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Liu, Xuan, Savannah Wei Shi, Thales Teixeira, and Michel Wedel. "Video Content Marketing: The Making of Clips." Journal of Marketing 82, no. 4 (July 2018): 86–101. http://dx.doi.org/10.1509/jm.16.0048.

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Consumers have an increasingly wide variety of options available to entertain themselves. This poses a challenge for content aggregators who want to effectively promote their video content online through original trailers of movies, sitcoms, and video games. Marketers are now trying to produce much shorter video clips to promote their content on a variety of digital channels. This research is the first to propose an approach to produce such clips and to study their effectiveness, focusing on comedy movies as an application. Web-based facial-expression tracking is used to study viewers’ real-time emotional responses when watching comedy movie trailers online. These data are used to predict both viewers’ intentions to watch the movie and the movie's box office success. The authors then propose an optimization procedure for cutting scenes from trailers to produce clips and test it in an online experiment and in a field experiment. The results provide evidence that the production of short clips using the proposed methodology can be an effective tool to market movies and other online content.
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Sahlman, William A. "Leslie Berlin, Troublemakers: Silicon Valley's Coming of Age." Business History Review 92, no. 2 (2018): 343–53. http://dx.doi.org/10.1017/s0007680518000429.

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Leslie Berlin's book Troublemakers is an engaging and insightful people-first exploration of the roots of Silicon Valley, from the late 1960s to the early 1980s. Berlin portrays seven individuals who played important roles at critical junctures in the development of technologies we now take for granted: the Internet; personal, connected computing and communications devices; genetic engineering; software as a service (SAAS); streaming video; massively multiplayer online games; and democratized access to the world's information. They helped lay the foundation for the economic powerhouse called Silicon Valley.
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40

Jiao, Yifan, Christopher S. Tang, and Jingqi Wang. "Selling Virtual Items in Free-to-Play Games: Transparent Selling vs. Opaque Selling." Service Science 13, no. 2 (June 2021): 53–76. http://dx.doi.org/10.1287/serv.2021.0271.

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The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using a “transparent selling” mechanism to sell virtual items, whereas others conceal this information from the players. This observation motivates us to examine whether and when game providers should adopt transparent selling. By analyzing a game-theoretical model that involves one game provider and two competitive players, we obtain the following results. First, when the price of the virtual goods is endogenously determined by the game provider, we find that transparent selling is not effective: it is optimal for the provider to adopt “opaque selling” by concealing the opponent’s skill level information from players. However, opaque selling hurts the player’s welfare. Second, when the selling price is exogenously given, transparent selling dominates opaque selling when the given price is high. Our results identify the conditions under which transparent selling dominates opaque selling.
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Watanabe, Nicholas Masafumi, Ann Pegoraro, Grace Yan, and Stephen L. Shapiro. "Does rivalry matter? An analysis of sport consumer interest on social media." International Journal of Sports Marketing and Sponsorship 20, no. 4 (November 4, 2019): 646–65. http://dx.doi.org/10.1108/ijsms-07-2018-0070.

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Purpose Previous research on rivalry games in sport has predominantly focused on understanding the nature of these games and their effects on consumer behavior. As such, the purpose of this paper is to conduct an empirical examination to provide better theoretical and empirical understanding of how rivalries may impact the posting of content online. Design/methodology/approach This research utilizes Twitter data measuring the number of posts by individuals about college football teams to model how often fans create content during game days. The models in this study were estimated using fixed-effects panel regressions. Findings After controlling for a number of factors, including the type of rivalry game, results indicate fans post more during traditional rivalries. Furthermore, newer rivalry games had less impact on the amount of content posted about a team. Practical implications The findings from this research provide sport marketers with important information regarding fan use of digital platforms. Notably, the results suggest rivalries can help to boost the volume of content individuals post about a team, indicating these games provide teams with an opportunity to maximize their engagement with fans and focus on key marketing objectives. Originality/value To date, there has been little examination considering whether rivalries affect behaviors in the digital realm. Therefore, the current investigation is one of the first studies to examine how rivalries impact social media behavior.
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42

Dai, Xin, Pui-Sze Chow, Jin-Hui Zheng, and Chun-Hung Chiu. "Crowdsourcing New Product Design on the Web: An Analysis of Online Designer Platform Service." Mathematical Problems in Engineering 2013 (2013): 1–13. http://dx.doi.org/10.1155/2013/248170.

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A designer is a core resource in the fashion industry. Successful designers need to be creative and quick to understand the business and wider environment in which they are operating. TheDesigner Platform Service(DPS), which combines the mechanism of crowdsourcing and group buying on the web, provides a platform for entrant designers to try their abilities in the real market practice. Freelance designers post design samples or sketches of products on the website of DPS, and consumers may preorder the products (each at a fixed price) online based on the design information. Once the number of ordering reaches or passes a certain threshold, that is, the minimum production quantity (MPQ), DPS will arrange for production and delivery according to the orders received. This novel service boosts the growth of entrant designers and links designing works with real markets directly. We are interested in how the price and MPQ decisions are made in DPS, with consideration of the entrant designer's objective, decision sequences, and customer demand structures. We develop Stackelberg games to model and derive the equilibrium solutions under individual scenarios. Our findings suggest feasibility of the DPS business model.
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Toka, Laszlo, Akos Recse, Mate Cserep, and Robert Szabo. "On the Mediation Price War of 5G Providers." Electronics 9, no. 11 (November 12, 2020): 1901. http://dx.doi.org/10.3390/electronics9111901.

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Virtualization guarantees that, moving toward 5G, online services will be versatile and the creation of those will be quick, satisfying the interest of end-clients to a higher degree than what is plausible today. Telcos, cloud administrators, and online application suppliers will unite for conveying those services to clients around the world. Thus, in order to help their portability, or the simple geographic range of the offered application, the business arrangements among the actors must scale over numerous domains and a guaranteed nature of joint effort among different stakeholders is important. Therefore, the vision of the 5G environment is majorly established on the federation of these partners in which they can consistently strive towards the objective of making reliable resource slices and deploying applications within for a maximal geographic reach of clients. In this environment, business perspectives will significantly impact the technical capacity of the system: the business arrangements of the providers will innately decide the accessibility and the end-client costs of certain services. In this work, we model the business relations of infrastructure providers as a variation of network formation games. We infer conditions under which the current transit-peering structure of network providers stays unblemished, and we also draw the specifics of an envisioned setup in which providers create business links among each other starting with a clean slate.
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Kneer, Julia, Sanne Franken, and Sabine Reich. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs." Simulation & Gaming 50, no. 1 (January 30, 2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.

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Background. Research on playing motivation and passion for MMORPGs and gender has so far mainly focused on biological sex and neglected variables related to social gender such as masculinity and femininity. As some playing motivations and obsessive passion are assumed to be related to problematic game play, problematic game play is still considered a male phenomenon, often based on mainly male samples and disregarding underlying causes in problematic tendencies that could explain or extent findings on biological sex difference. Method. This survey based quantitative study investigated the impact of masculine and feminine personality on game play motivations, passion, and problematic game play. Massively multiplayer online role-playing games (MMORPGs) players ( N = 375, 44.3% female) were recruited via Facebook and online games. Feminine and masculine personality traits were assessed along with game play motivations, passion, and problematic game play. Results. Stepwise regression analyses revealed that gender traits add significant value for almost all variables of interest. Negative masculine traits were positive predictors for achievement as game play motivation while positive feminine traits predicted social interaction. Harmonious passion was predicted by positive masculine traits. Negative feminine traits were found to predict immersion as well as obsessive passion and were also important for problematic game play. Conclusion. Gender traits add valuable information to mere biological sex concerning different game related concepts such as motivation, passion, and problematic game play. Despite the idea that problematic game play is a male phenomenon, negative feminine traits seem to be linked to problematic tendencies. We suggest including gender and personality variables for future games and/or media studies.
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Slootmaker, Aad, Hans Hummel, and Rob Koper. "Evaluating the Usability of Authoring Environments for Serious Games." Simulation & Gaming 48, no. 4 (April 24, 2017): 553–78. http://dx.doi.org/10.1177/1046878117705249.

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Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform’s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method. We carried out semi-structured interviews, with two experienced game developers who have authored a game for higher education, and a literature review of comparable environments. Findings. The analysis shows that the usability of the authoring environment is problematic, especially regarding understandability and learnability, which is in line with findings of comparable environments. Other findings are that authoring is well integrated with the EMERGO method and that functionality and reliability of the authoring environment are valued. Practical implications. The lessons learned are presented in the form of general guidelines to improve the understandability and learnability of authoring environments for serious games.
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46

Puleston, Jon. "Online Research: Now & Next 2011 (Warc), Kings Fund, London, 1 March 2011." International Journal of Market Research 53, no. 4 (July 2011): 557–62. http://dx.doi.org/10.2501/ijmr-53-4-557-562.

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These are two summaries based on presentations from the above conference, both concerned with improving engagement in the research process. The first, from Jon Puleston, discusses ways to engage more effectively with respondents in online research. The agenda proposed by Puleston includes the application of methods used in qualitative research, and computer games – usually termed ‘gamification’. The second, by Niels Schillewaert, discusses ways to engage more effectively with all the key stakeholders in market research, around an ENgagement and ACTivation (ENACT) framework. They provide further perspectives on this key theme of ‘engagement’ following on from the Conference Notes published in IJMR Vol. 53 Issue 1, based on presentations from the ASC conference held last September.
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Constantiou, Ioanna, Morten Fosselius Legarth, and Kasper Birch Olsen. "What are users’ intentions towards real money trading in massively multiplayer online games?" Electronic Markets 22, no. 2 (November 16, 2011): 105–15. http://dx.doi.org/10.1007/s12525-011-0076-9.

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48

Kappelides, Pam, Shane Barry, Eunjung Kim, Liz Fredline, and Graham Cuskelly. "Volunteer experiences at the Gold Coast 2018 Commonwealth Games." International Journal of Event and Festival Management 12, no. 3 (June 17, 2021): 331–45. http://dx.doi.org/10.1108/ijefm-11-2020-0069.

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PurposeThis article assesses how the human management practices of recruitment, selection, orientation, training and recognition enacted by the Gold Coast 2018 Commonwealth Games impacted volunteers' experiences and their likelihood of volunteering in the future.Design/methodology/approachQualitative data from 30 volunteers, involved in various stages (including selected and not selected) of the selection process for the Gold Coast 2018 Commonwealth Games, was collected through focus group interviews.FindingsThe findings offer important insights for mega sport event managers and their organisations around utilising a traditional human resource management approach for their volunteer workforce.Originality/valueThe findings of the study point to a number of important opportunities for mega event organisers: ensuring there is a personal and consistent approach for all volunteers (even volunteers who are not successful in the application), flexibility in the way volunteers are provided training and support (online, self-paced and tailored to specific roles) and ensuring that organising committees have a strong strategy and direction for host cities to engage in a volunteer legacy.
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Randolph, Adriane B., and Janée N. Burkhalter. "From General to Specific." International Journal of Business Intelligence Research 7, no. 2 (July 2016): 32–49. http://dx.doi.org/10.4018/ijbir.2016070103.

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Neurophysiological methods and recording techniques are increasingly being embraced to enhance business intelligence about consumers' behavior. Researchers have found evidence linking individual characteristics with variations in mental processing and user literacy for neurally-controlling computer interfaces. The work presented here seeks to better understand the relationship between individual characteristics and neural activations as recorded by electroencephalography (EEG) while participants viewed certain types of media online. A study conducted with 21 right-handed individuals demonstrates that the individual characteristics of smoking, hand dexterity, and experience playing certain types of video games correlate with neural activations in the frontal lobe, reflecting arousal and engagement. These correlations indicate the need to control for particular participant characteristics when conducting studies using neurophysiological recording techniques and expand considerations for incorporating such novel, yet insightful tools into the business intelligence practice.
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Lapidus, Larisa V., Lidia A. Sorokina, and Aleksandr O. Gostilovich. "Generation Z awareness of digital transformation technologies under a technological shift." Ars Administrandi (Искусство управления) 12, no. 4 (2020): 618–38. http://dx.doi.org/10.17072/2218-9173-2020-4-618-638.

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Introduction: the technological shift necessitates digital transformation of business, the results of which directly depend on people with certain competencies. The ongoing changes bring forward the importance of exploring the level of generation Z awareness of digital business transformation technologies for the scientific community, government and business. In the coming years, generation Z representatives will form the core of the human resources of modern companies and public institutions. Objectives: to study the level of generation Z awareness about digital business transformation technologies. Methods: questionnaire. Results: the questionnaire made it possible to determine the level of generation Z awareness about digital business transformation technologies, as well as the popularity and experience of using such services as streaming services, chat bots, video games, cryptocurrencies, online banking, and cashback services. Along with this, the level of generation Z representatives’ awareness about digital technologies (artificial intelligence, digital twins, blockchain, etc.) was assessed. Conclusions: a high level of generation Z awareness about digital business transformation technologies was revealed (88.5%). The results of the study will be useful to government officials for a deeper understanding of the issues of digital transformation of business, to business representatives – for adjusting HR, PR strategies, and the scientific community – when conducting further empirical research.
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