Dimensions of motivation associated with playing sport video games

2011 ◽  
Vol 1 (2) ◽  
pp. 172-189 ◽  
Author(s):  
Beth A. Cianfrone ◽  
James J. Zhang ◽  
Yong Jae Ko
Keyword(s):  
2012 ◽  
Vol 14 (2) ◽  
pp. 127-138 ◽  
Author(s):  
Patrick Walsh ◽  
Galen Clavio ◽  
Susan Mullane ◽  
Warren Whisenant

Author(s):  
Łukasz Bryl ◽  
Justyna Majewska ◽  
Szymon Truskolaski

Purpose: The chapter examines the extent and level of the pandemic impact on sport, video game, and tourism industry by analyzing the emotional narration of articles related to Covid-19 effects on these industries so as to assess and predict the situation of industries during the pandemic and in the following years, but also to explain sources of positive sentiment for a given industry. Design/methodology/approach: The study provides a sentiment analysis of the global disclosure of the Covid-19 pandemic in the press, online articles, and social media (Twitter) with the use of three independent R packages. The final sample consisted of 142 articles; the oldest was published on January 23, 2020, whereas the newest one on October 14, 2020. Findings: Sentiment analysis revealed that the emotional tinge of the articles is much more positive for video games and soccer than in the case of tourism. In the case of video games and soccer, positive emotions such as “trust” or “anticipation” prevailed over much more common emotions of “fear” and “sadness” used about tourism. The impact of the pandemic was similar for video games and soccer, which was a mixture of negative and positive events. Research limitations/implications: Further research should use other resources such as the mass media or other data sources in addition to social media information and include a long-term analysis divided into stages of the pandemic as reactions and moods have been changing over time. Moreover, the factors influencing the perception of situations in different sectors of the economy should be identified in future research. Practical implications: The use of sentiment analysis shows that such quantification may be performed for new social phenomena before any hard (e.g., financial) data are available. Social implications: An approximation was obtained for quantifying the societal “general feeling” with regards to specific sectors affected by the pandemic. Originality and value: The chapter compares the response to the pandemic crisis of different sectors that reveal the sentiment contributing to the growth or difficulties of a given industry. The use of sentiment analysis enabled us to assess and predict the situation of industries during the pandemic before the hard and comprehensive data will occur.


2010 ◽  
Vol 16 (4) ◽  
pp. 411-427 ◽  
Author(s):  
Min Soo Kim ◽  
Steven R. McClung

2015 ◽  
Vol 29 (6) ◽  
pp. 657-671 ◽  
Author(s):  
Yongjae Kim ◽  
Stephen Ross

This study examined the impact of repetitive sport video gaming on sport brand attitudes, attitude strength (e.g., attitude accessibility and confidence), and the attitude-behavior relationship. An experiment was designed to demonstrate the attitude-behavior consistency in a hypothetical choice context. The results indicated that repeated exposure to sport video games emulating a real-life sport influences sport attitude and its strength, and subsequently hypothetical choice behavior. The sport attitudes formed on virtual sport experience (e.g., playing sport video games repetitively) are as accessible and held with the same degree of confidence as those formed on direct experience (e.g., watching a sport on TV). The findings also confirmed the moderating effect of attitude confidence on the attitude-behavior relationship.


2013 ◽  
Vol 6 (3) ◽  
pp. 325-347 ◽  
Author(s):  
Beth A. Cianfrone ◽  
James J. Zhang

Sport video games (SVGs) are a highly consumed media source among 18- to 34-yr-old sport consumers. Many corporations have become advertisers or sponsors of SVGs to reach this consumer segment. This case study examined the systematic relationships among SVG motives, consumption levels, and sponsorship effectiveness. Research participants (N = 213) were SVG gamers who responded to a survey. The proposed hierarchical relationships were tested in a structural model analysis to determine the effectiveness of SVGs. The fit indices showed that the model fit the data well, indicating that, sequentially, SVG motivations influenced game play frequency, awareness of sponsoring brands in SVGs, attitude toward the sponsoring brands, and future purchase intentions of sponsoring products. Researchers and practitioners may consider applying SVG motivational factors to enhance SVG play frequency so as to enhance the awareness of and attitude toward sponsoring brands, which would in turn promote behavioral intentions for consuming the sponsoring brands.


2013 ◽  
Vol 2 (4) ◽  
pp. 386-404 ◽  
Author(s):  
Patrick Walsh ◽  
Matthew H. Zimmerman ◽  
Galen Clavio ◽  
Antonio S. Williams

Author(s):  
Herfa Maulina Dewi Soewardini ◽  
Hery Setiyawan ◽  
Dwi Juniati ◽  
Siti Khabibah ◽  
Abdul Talib bin Bon

Every student likes a game that can keep him entertained by the many lessons at school. When they find it difficult to understand mathematical concepts in class, they tend not to show innovation in thinking when completing practice questions. Students mostly access video games via smartphones to forget learning difficulties. Furthermore, designed digital audio media related to sports and that obtained by students, namely commercial sports video games. From the results of the study, it turns out students who play commercial sports video games show innovative thinking skills, more comfortable to learn concepts, and enjoy mathematics. They can interpret according to what is in the scheme and written using a mathematical model.


Author(s):  
Beth A. Cianfrone ◽  
James J. Zhang

This chapter introduces the new and unique sport promotional format of sport video game sponsorships and in-game advertising. Information on the growth of sport video games, unique features of this segment of the sport industry, and financial and technical value of in-game advertising and sponsorships are first introduced. Extensive discussions are made on the advantage of sport video games as a marketing tool and the importance of assessing the effectiveness of in-game advertising and sponsorships. The need to systematically understand consumer motivation and market demand for sport video games is highlighted. This chapter concludes with recognizing contemporary issues and recommended solutions.


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