The purpose of this paper is to quantitatively confirm whether hosting the Winter Olympic Games can improve tourism balance or increase the number of inbound tourists, and to…
Abstract
Purpose
The purpose of this paper is to quantitatively confirm whether hosting the Winter Olympic Games can improve tourism balance or increase the number of inbound tourists, and to discuss how Korea could maximize this opportunity. It also attempts to identify other critical variables for improving tourism balances and further suggests that the certain characteristics of participating nation’s patterns of medal wins at the Games should be better understood to contribute to attracting more tourists.
Design/methodology/approach
For the quantitative analyses of the relationship between tourism balance and the Games, Newey-West Hac estimation is used to correct autoregression for seven host countries of the Winter Olympic Games in last 24 years. For the analyses of characteristics of specialization in medal wins, conventional revealed comparative advantage model is used and tobit estimation method is applied.
Findings
This research confirms the role of hosting the Winter Games in improving tourism balance and increasing the number of inbound tourists. The findings from analyses on country specialization in sports largely coincide with the existing literature, however, in addition to confirming the well-established significance of key variables determining country performance like population and GDP, this study also discloses the role of other variables like team size and population density.
Originality/value
Major contributions of this paper are two-fold: it analyzes the Winter Olympic Games which was rarely tackled; and relates hosting the mega-sport events with the service trade account. As the host country of the 2018 Winter Olympic Games, the Republic of Korea has great potential to overcome that chronic deficit by attracting more inbound tourists. This study indicates how country characteristics of specialization can be used to enhance effectiveness of promotion strategy to attract a large number of foreign tourists to the PyeongChang Winter Games and consequently improve tourism balance.
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Le Wang, Yu Gao, Jie Yan and Jianqun Qin
The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.
Abstract
Purpose
The purpose of this paper is to facilitate understanding of how to convert free players to paid consumers in free-to-play games.
Design/methodology/approach
Drawing on the consumption value framework and affordance theory, the present study argues that in-game purchase behaviors are determined by multiple consumption values of in-game items. The perceptions of consumption values were influenced by game affordances. The model was tested, using data from an empirical survey with 2,006 free-to-play game players.
Findings
Monetary, enjoyment and social values of in-game items positively predict purchase behaviors in free-to-play games. Game fairness and balance of challenges and skills significantly influence perceived enjoyment value.
Research limitations/implications
The findings of this study provide operable implications to facilitate in-game consumption. The model was tested within the context of free-to-play multiplayer online battle arena (MOBA) games; however, caution is advisable when generalizing the findings to other subgenre of games.
Originality/value
This study extended and thus validated the consumption value framework in the context of free-to-play MOBA games. This study explored the antecedents of consumption values from the perspective of game affordance.
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Mohamed F.A. Ebrahim, N. David Pifer, Saad Ahmed Saad Shalaby, Karim Mohamed Mahmoud El Hakim, Hosam El Dien El Sayed Mubarak and James J. Zhang
The Egyptian Premier League (EPL) holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. However, the…
Abstract
Purpose
The Egyptian Premier League (EPL) holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. However, the actual competitive balance in this league has come under scrutiny in recent years as the two historically dominant Cairo clubs, Ahly and Zamalek, continue to retain the EPL championship. A major concern is that the competitive imbalance of the EPL may actually be hampering the league’s progress and the progress of soccer in Egypt. In order to more closely assess this situation, the purpose of this paper is to use historical EPL performance data to conduct a series of competitive balance analyses on league results from 1948 to 2014. The findings revealed that competition in the league is almost nonexistent as Ahly and Zamalek continue to enjoy a number of direct and indirect financial benefits that are unrealized by their competitors. The dominance of these clubs has compromised the elements of match uncertainty and drama that are traditionally viewed as being important to the prestige and financial achievements of leagues and teams. Discussion is therefore offered for how the EPL could go about resolving some of its organizational and competitive balance issues.
Design/methodology/approach
This study adopted four basic measures of competitive balance to conduct descriptive analyses on EPL data that were collected from egyptianfootball.net and the Rec Sport Soccer Statistics Foundation. These analyses began with the EPL’s inaugural season (1948-1949) and extended to the conclusion of the 2014-2015 season. During this timeframe, seven seasons were canceled due to global and political tensions and four more went unfinished. Because these seasons were excluded, the total sample size consisted of 56 seasons, each of which contained between 10 and 24 EPL teams. The data were analyzed using variations of the following competitive balance measures: the range and standard deviation of winning percentages, the ratio of the standard deviation/Noll-Scully approach, the Herfindahl-Hirschman Index, and five-club concentration ratio.
Findings
The results confirmed that the league is largely imbalanced, leading the authors to recommend systemic and structural changes that could help promote competitive balance in the league. The call for competitive balance in the EPL was bolstered by a literature review of studies that advocated for parity in professional sports leagues. In the end, the researchers recommend the EPL to improve its organizational policies and consider a revised revenue-sharing system that would allow the small-market teams to survive and thrive.
Originality/value
The EPL holds a prominent place in Egypt’s sporting culture and serves as the stage for some of Africa’s most competitive soccer clubs. The primary purpose of this study was to perform a series of competitive balance analyses on EPL results from 1948 to 2015 in an effort to better understand the various degrees of competitiveness in the league during this time.
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Drawing from transformative service research (TSR) and service ecosystem perspectives, the author seeks to provide multi-level insights into gaming service systems and call to…
Abstract
Purpose
Drawing from transformative service research (TSR) and service ecosystem perspectives, the author seeks to provide multi-level insights into gaming service systems and call to action how this knowledge can contribute to cultivating socially responsible gaming by addressing the following research questions: What insights from service ecosystem and TSR literature can help optimise value co-creation and cultivate socially responsible practices in digital gaming services? What future research directions could advance the understanding of digital gaming services and their potential to develop a responsible gaming ecosystem that balances social well-being with commercial success?
Design/methodology/approach
Adopting a conceptual approach of theory synthesis and adaptation, the author discusses four overarching themes alongside key research gaps and directions crucial for understanding the dynamics of gaming ecosystem.
Findings
The central themes – “Exploring individuals as game service consumers”, “Gaming service exchange dynamics among meso-level stakeholders”, “A macro lens to gaming service ecosystem” and “The complexities of multi-actor dynamics and interdependencies” – shed light on how responsible services can be fostered.
Research limitations/implications
Given the absence of a well-defined scope for understanding responsible gaming, future research should develop a typology to capture its multifaceted aspects. Expanding beyond micro-level analysis, conducting consultation interviews with industry practitioners and policymakers can contribute insights into promoting responsible gaming services.
Social implications
The author offers insights for the game players, designers and developers, service providers and policymakers to promote a healthy gaming culture.
Originality/value
Through this research, the author advances the understanding of gaming as a service by illuminating value co-creation and co-destruction within an interconnected gaming service ecosystem through the lens of TSR. Such understanding empowers businesses to prioritise consumer welfare in their decision-making and practices.
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Mansour Abedian, Atefeh Amindoust, Javid Jouzdani and Maryam Hejazi
The purpose of the study is to assess manufacturing firm performance indicators using a reasonably comprehensive integrated BSC-Game model to empirically determine the importance…
Abstract
Purpose
The purpose of the study is to assess manufacturing firm performance indicators using a reasonably comprehensive integrated BSC-Game model to empirically determine the importance of the perspectives and indicators under evaluation and the best combination of indicators.
Design/methodology/approach
After identification of manufacturing indicators of the firm, the Shapley value index is used as the solution of the cooperative game to determine the importance of the perspectives and indicators under evaluation and the best combination of indicators to facilitate the achievement of target goals.
Findings
The game theory approach is used as a technique to rank BSC perspectives of the firm's manufacturing performance. The results reveal that the customers' perspective receives the highest ranking. The knowledge sharing, new technology, customer satisfaction and sale profitability are considered as the best combination of BSC indicators.
Originality/value
The integrated BSC-Game framework, approach and outcomes can be beneficial to practitioners and researchers who aim to select the proper indicators’ policy in manufacturing performance field.
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Bruno Correia da Silva, José Gilvan Rodrigues Maia and Windson Viana de Carvalho
In ubiquitous games, sensor data and the player’s dynamic profile personalize the experience, adapting scenarios and difficulty to the player’s context. However, manually creating…
Abstract
Purpose
In ubiquitous games, sensor data and the player’s dynamic profile personalize the experience, adapting scenarios and difficulty to the player’s context. However, manually creating custom virtual environments becomes impractical due to the scalability required in the real world, where gameplay depends on the player’s environment and various points of interest. Procedural content generation (PCG) naturally emerges as an automated solution. This study aims to review the state of the art among pervasive games that use procedural generation techniques.
Design/methodology/approach
The authors performed a systematic review of the literature on PCG techniques in ubiquitous games. The research methodology included initial database searches, forward snowballing and backward snowballing.
Findings
The authors selected 40 articles published from 2008 to 2022 after analyzing 1,017 PCG articles. Many of these paper use dynamic difficulty generation methods that affect game customization, balance and playability. The majority of titles are in the area of education and require rigorous evaluation. Some articles mention the use of PCG but provide limited details of algorithms or processes.
Research limitations/implications
The low presence of recent articles stands out, which can lead to two conclusions: poor use of indexing of articles in the area or low amount of research over these years. One of the search bases did not enter due to the number of keywords used.
Practical implications
The paper is a guide for researchers in the area of pervasive games who are interested in using PCG techniques in their games.
Originality/value
This approach revealed articles combining PCG and ubiquitous games, with no previous systematic reviews at this intersection.
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Sabiha Yeni and Kursat Cagiltay
The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game…
Abstract
Purpose
The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games from the viewpoint of the experts. For this purpose, as a sample, an educational math game was examined to see how successful is the academic aspect, fantasy aspect, academic-fantasy aspects integration and enjoyment aspect of the game. Good aspects of the game and aspects need improvement were summarized for guidance to game developers while producing educational games.
Design/methodology/approach
In this study, heuristic evaluation method was used for evaluating the educational math game. In the scope of this study, an example of modern educational computer game was examined by experts in this study. The integration of academic-fantasy context and enjoyment aspects of the game were analyzed deeply by using qualitative and quantitative data collection methods together.
Findings
According to Relevance Embedding Translation Adaptation Immersion and Naturalization rubric results, embedding element received the highest mean score. It showed that the academic content is well coupled with the fantasy/story content. According to GameFlow criteria, clear goals and feedback sections got the highest scores; on the contrary immersion section got the lowest score. Immersion element of the game should be improved. According to the interview findings, more than half of the participants stated that, in terms of academic content of game, players can actively be involved in learning process during the game. The story of the game and elements used in the game have counterpart in daily life. Didactic elements do not affect learners’ flow in the game. It is easy to learn and feedbacks are enough and useful.
Originality/value
This study offered suggestions to designers for developing good educational games which are well balanced with academic and fantasy context.
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Yan Feng, Jia Lu and Yeujun Yoon
Experiences of high quality games between top-class sports teams could influence sports fans’ decision to attend the domestic sports games. For example, soccer fans who watched…
Abstract
Purpose
Experiences of high quality games between top-class sports teams could influence sports fans’ decision to attend the domestic sports games. For example, soccer fans who watched the World Cup games between the best national teams are likely to be disappointed with the performance of their domestic league teams after the World Cup event, while more people might be attracted to watch a soccer game because of their increased interest in soccer games. The purpose of this paper is to investigate how the international sports event (i.e. the World Cup) influences the demand of the domestic sports league games in the non-hosting country.
Design/methodology/approach
To test these antithetical hypotheses, the authors collect the Chinese Super League game-level data from 2004 to 2011. For analysis, the authors propose two empirical models rigorously developed based on previous sports marketing theories.
Findings
The findings are surprising compared to previous studies for the hosting countries or countries that performed spectacularly during the World Cup tournaments. The authors find that the international event negatively influences the attendance of domestic games. Specifically, it gives salience to the competitive quality of a match and helps enhance the impact of star players. Furthermore, the authors find evidence of dynamic effects of the international event.
Originality/value
The study contributes to the previous sports literatures by expanding our understanding of the effect of international sports events. Particularly, the results shed light on international events’ impact on the domestic sports league demand in more general conditions based on its influence on people’s behavior, rather than focusing on the effect caused by facility development or dramatic performance during the international event.
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A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of…
Abstract
Purpose
A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap
Design/methodology/approach
This paper is a critical study of Viewtiful Joe, a cult‐classic sidescrolling 2D fighting game for the Nintendo Gamecube. Noted for its difficulty, Viewtiful Joe is an interesting case because, as a fighting game, it embodies many of the principles fundamental to the medium, most of which are missed by educators illiterate regarding the medium. It shows the cognitive complexity that goes into a fighting game, as well as a cutting‐edge example of how to manage that complexity. Far from button‐mashing, success in Viewtiful Joe requires the player to learn to read the game symbol systems, understand Viewtiful Joe's capacities, and see potential interchanges between them.
Findings
The paper analyzes how Viewtiful Joe is structured to balance flow and novelty, encourage players both to develop new skills and to master those they have. Finally, the paper examines how learning occurs through game play as an activity system, using player‐generated FAQs to analyze how gamers represent their practice and suggest theories of expert game practice.
Originality/value
Central to this paper is the argument that playing Viewtiful Joe is a performative act, where declarative knowledge, while clearly present for players, is secondary to players' ability to see and do in real‐time.
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Alice Y. Kolb and David A. Kolb
The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep…
Abstract
Purpose
The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning.
Design/methodology/approach
The framework is developed by integrating two perspectives. First, from multidisciplinary theories of play to uncover the underlying play principles that contribute to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space through a case study of a pick‐up softball league where for 15 years, a group of individuals diverse in age group, gender, level of education, and ethnic background have come together to play are examined.
Findings
The case study suggests that play in a ludic learning space can promote deep learning in the intellectual, physical, spiritual, and moral realms.
Originality/value
This paper uses the play literature to inform the experiential learning concept of the learning space.