How the new generation of consoles have accelerated the need to preserve digital content – part 2

2015 ◽  
Vol 32 (2) ◽  
pp. 10-13
Author(s):  
Matthew McEniry ◽  
Ryan Cassidy

Purpose – This two-part paper aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Part two identifies the preservation challenges, methods of preserving digital content and the current efforts by preservation groups and organizations. Design/methodology/approach – Through a method of identifying a video game content which has been lost, or at risk of being lost, describing the challenges presented by the format, and addressing the current preservation efforts, this paper serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – While preserving video game content faces many challenges due to copyright issues and risks associated with digital format, some institutions have made progress that other libraries can follow. Originality/value – With special attention to the non-gamer, the conversation on video game preservation continues by focusing on the challenges and current efforts.

2014 ◽  
Vol 31 (9) ◽  
pp. 17-20
Author(s):  
Ryan Cassidy ◽  
Matthew McEniry

Purpose – This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Design/methodology/approach – Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experienced a demonstrated lack of preservation. Originality/value – With special attention to the non-gamer, this is an introduction to the conversation and an invitation to lend expertise to not only an often overlooked area of popular culture, which is facing (and in some cases, has experienced) irretrievable loss of information, but also to other formats facing adjustment to the digital, always-online environment.


2018 ◽  
Vol 73 (2) ◽  
pp. 186-198 ◽  
Author(s):  
Louis-Etienne Dubois ◽  
Chris Gibbs

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.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kevin Lehnert ◽  
Anna Walz ◽  
Ryan Christianson

Purpose This paper aims to explore the emerging market of video game streaming and eSports to provide readers with an understanding of the nature and content of this quickly growing entertainment industry. eSports or eGaming is the playing of video games for competition and for spectators by professionals. Popular platforms, eGaming celebrities and revenue sources are introduced. Building upon this knowledge, the authors then show the opportunities marketers have to use this medium for branding, promotional and retailing purposes. Challenges to these aims are also discussed. Design/methodology/approach The eGaming and eSports industry is summarized by studying its evolution and current state. A thorough review of the players and their possible revenue sources is presented. Likewise, a survey of marketing-related tactics and challenges is discussed to help readers not only understand the field but also use the industry’s growth. Findings This paper provides valuable information to understand why this new market of video game streaming is rapidly increasing and what impact it will have on consumers, brands and marketing strategists. Originality/value This paper is unique in the sense that in one place it not only summarizes the advent and growth of an evolving field but also shows the opportunities that firms have to take advantage of this unique medium for connecting with customers. Firms are at the same time cautioned to consider increasing challenges with this new industry.


2017 ◽  
Vol 27 (2) ◽  
pp. 192-204 ◽  
Author(s):  
Giovanni Carta

Purpose The aim of this paper is to rethink the concept of significant properties in relationship to video game emulation. Design/methodology/approach In this paper, video games are examined as complex digital objects, that is digital objects that are constituted by multiple layers that are interconnected with other objects. Starting from the assumption that metadata are fundamental to individuate the authenticity and accuracy of a complex digital object, the research is based on the analysis of the most recent frameworks that propose a substantial use of metadata to perform gaming emulation. Findings Technical metadata are being used within emulation frameworks to describe digital environments and objects. Although metadata cannot be considered a definitive solution for preserving significant properties of video games, they should be used in a more extensive way across frameworks. Originality/value This paper tries to provide insights on video game properties that can help to refine the debate on emulation.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ziming Liu

PurposeDigital distraction is a common phenomenon in e-reading contexts, and it is worth exploring in depth from the perspectives of information (digital content), users (readers) and technology (digital reading medium). Since screen reading has close links with multitasking and potential distraction, any investigation of reading in the digital environment must factor in this reality. This paper aims to investigate the extent and effects of digital distraction while reading on screens. Special emphases go to exploring multitasking while reading.Design/methodology/approachSurvey and analysis methods are employed.FindingsThe extent of digital distraction among college students it found is alarming. All the top four sources of distraction are communication-based activities. Female students tend to concentrate more than males when they read on screens. An overwhelming majority of participants choose to read in print to reduce distractions and to concentrate effectively. Screen reading is inherently distracting, primarily due to multitasking. It appears that repeated multitasking during academic endeavors carries substantial costs.Originality/valueImplications of digital distraction are discussed, and directions of future research are suggested.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Omorodion Okuonghae

Purpose The increasing importance of digital content creation in relation to content marketing and promotion of library and information services in the Fourth Industrial Revolution (4IR) has attracted global attention. Thus, the purpose of this study is to theoretically examine librarians’ role in the creation of digital content in the 4IR. Design/methodology/approach This study used the review method to theoretically examine the nexus between digital content creation and librarians’ role in the 4IR. Findings This study showed that librarians are well positioned to become professional digital content creation, as they already possess the basic skills needed to create effective content for high user engagement. Originality/value This study seeks to pioneer a new area of focus by linking librarians’ skills to digital content creation skills and making a case for librarians as the perfect digital content creator.


2015 ◽  
Vol 117 (11) ◽  
pp. 2831-2848 ◽  
Author(s):  
Arianna Ruggeri ◽  
Anne Arvola ◽  
Antonella Samoggia ◽  
Vaiva Hendrixson

Purpose – At a European level, Italy experiences one of the highest percentages of population at risk of poverty (AROP). However, studies on this consumer segment are scarce. The purpose of this paper is to investigate the food behaviours of Italian female consumers, distinguishing similarities and differences due to age and level of income. Design/methodology/approach – The investigation adopted an inductive approach in order to analyse and confirm the determinants of food behaviours. Data were collected through four focus groups. Data elaboration included content analyses with term frequency – inverse document frequency index and multidimensional scaling technique. Findings – The food behaviours of Italian female consumers are based on a common set of semantic categories and theoretical dimensions that are coherent with those applied by previous studies. The age of consumers impacts the relevance attributed to the categories and income contributes to the explanation of the conceptual relations among the categories that determine food behaviours. The approach to food of younger and mature consumers AROP is strongly driven by constraints such as price and time. The study did not confirm a link between a poor health attitude and low socio-economic status. Research limitations/implications – The outcomes achieved can be strengthened by quantitative analyses to characterise the relations occurring among the factors and dimensions that influence the food behaviours of consumers AROP. Originality/value – The study increases knowledge about Italian female consumers and provides an initial contribution to the analysis of the food behaviour of the population AROP.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ernest Emeka Izogo ◽  
Mercy Mpinganjira

PurposeMarketer-generated value-laden social media digital content marketing (VSM-DCM) relates to content that is neither too “pushy” nor too “pully.” On the foundation of media engagement, motivation- and attitude-based theories, this study rationalizes and investigates the mechanism that underlies the effect of VSM-DCM on electronic word-of-mouth (eWOM) intention.Design/methodology/approachThe authors devised a 2 (product type: search vs. experience) × 3 (VSM-DCM: utilitarian vs. hedonic vs. utilitarian + hedonic) between-subject design (N = 360) after three pre-tests (N = 223).FindingsThe authors show that VSM-DCM formats are effective in enhancing brand attitude and eWOM intention for different products. Specifically, market-generated VSM-DCM that simultaneously embeds utilitarian and hedonic values is the most effective for optimizing brand attitude and eWOM intention in both search and experience product contexts. The effect of VSM-DCM formats on eWOM intention is mediated by brand attitude, while product type (search vs. experience) moderates this indirect effect.Originality/valueThis paper breaks new ground by highlighting the relevance of marketer-generated VSM-DCM in the DCM context and by illustrating the mechanism through which it leads to consumers’ intention to engage in eWOM. In so doing, it contributes to the debate on DCM implementation and the contextual factors that moderate the optimization of DCM outcomes.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Katherine E. McLeod ◽  
Jessica Xavier ◽  
Ali Okhowat ◽  
Sierra Williams ◽  
Mo Korchinski ◽  
...  

Purpose This study aims to describe knowledge of Canada’s Good Samaritan Drug Overdose Act (GSDOA) and take home naloxone (THN) training and kit possession among people being released from provincial correctional facilities in British Columbia. Design/methodology/approach The authors conducted surveys with clients of the Unlocking the Gates Peer Health Mentoring program on their release. The authors compared the characteristics of people who had and had not heard of the GSDOA and who were in possession of a THN kit. Findings In this study, 71% people had heard of the GSDOA, and 55.6% were in possession of a THN kit. This study found that 99% of people who had heard of the GSDOA indicated that they would call 911 if they saw an overdose. Among people who perceived themselves to be at risk of overdose, 28.3% did not have a THN kit. Only half (52%) of participants had a mobile phone, but 100% of those with a phone said they would call 911 if they witnessed an overdose. Originality/value The authors found that people with knowledge of the GSDOA were likely to report that they would call 911 for help with an overdose. Education about the GSDOA should be a standard component of naloxone training in correctional facilities. More than one in four people at risk of overdose were released without a naloxone kit, highlighting opportunities for training and distribution. Access to a cellphone is important in enabling calls to 911 and should be included in discharge planning.


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