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1 – 4 of 4Louis-Etienne Dubois and Chris Gibbs
This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism.
Abstract
Purpose
This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism.
Design/methodology/approach
Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation.
Findings
Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destinations should consider video games as a platform for motivating tourists before they consider investing in virtual reality. It outlines opportunities for destinations interested in video game-induced tourism and calls for more research and case studies that link video games with destinations.
Originality/value
This is, to the authors’ knowledge, the first paper to investigate this connection. As such, it outlines untapped opportunities for destinations interested in video game-induced tourism and opens up a new line of research within media-related tourism literature.
Details
Keywords
Killing ‘em softly: terminating projects within a video game studio is a case study on human resource management (HRM) and project management in a creative setting. This disguised…
Abstract
Synopsis
Killing ‘em softly: terminating projects within a video game studio is a case study on human resource management (HRM) and project management in a creative setting. This disguised case is based on a real situation that was documented through individual and group interviews at a major video game studio. Several HRM and project management concepts can be discussed through this case including employee retention, planning and staffing and intracompany communication. It seeks to help students develop a multi-level, interdisciplinary and critical analysis of a common HRM situation in project-based creative sectors and invites them to devise action and communication plans to handle the termination of a project.
Research methodology
This disguised case is based on real events and depicts tensions as they unfolded within a Canadian major video game company. Data for this case were collected through eight individual interviews followed by two group interviews with the employees involved. Early drafts of this case were also presented to respondents in order to ensure the validity of the case. Follow-up interviews, as well as the analysis of company documents were later used to complete the case’s final edits.
Relevant courses and levels
This case can be used in HRM, project management and creativity management courses/modules at the undergraduate and graduate levels. It is relevant for business students in an HRM major, as well as for general administration students who plan to work in creative sectors. The case is also suitable for students in arts programs who aspire to manage creative teams or projects. It can be used as a take-home individual or group assignment, or as an in-class group activity.
Details
Keywords
Louis-Etienne Dubois and Frederic Dimanche
The purpose of this study is to examine post-crisis (COVID) futures for major city destinations that are dependent on live entertainment and tourism. Destinations that live from…
Abstract
Purpose
The purpose of this study is to examine post-crisis (COVID) futures for major city destinations that are dependent on live entertainment and tourism. Destinations that live from entertainment and tourism must consider the implications of the pandemic and plan strategies for their future.
Design/methodology/approach
Based on the Manoa School of Future Studies, four scenarios were identified following a review of current literature. These scenarios (alternate futures) were then discussed in two videoconference focus groups by tourism marketing and entertainment expert professionals from five major North American entertainment cities.
Findings
Typical tourism responses to crises and disasters do not appear to apply to the current pandemic and entertainment-dependent destinations (EDDs) are not prepared to thrive in any of the potential outcomes.
Originality/value
This is the first study addressing the future of EDDs in a COVID world. This study cannot predict the future, but this study can make some forecasts. It is important for scholars and professionals to work together toward identifying what can be.
Details