PREFERENTIAL LINKAGE AND NETWORK EVOLUTION: A CONCEPTUAL MODEL AND EMPIRICAL TEST IN THE U.S. VIDEO GAME SECTOR.

2004 ◽  
Vol 47 (6) ◽  
pp. 876-892 ◽  
Author(s):  
N. Venkatraman
Author(s):  
Alan D. Smith ◽  
Steve R. Clinton

The purpose of this study is to examine and determine factors that lead to increased television ratings for soccer in the U.S. The study primarily focuses on fantasy soccer participation, involvement in soccer, presence of a local professional team, and social media interaction. After providing a brief history of soccer television ratings in the U.S., a conceptual model based on these factors is developed and explained. The factors of this conceptual model are tested through statistical analysis. Based on these results, the model provides recommendations and conclusions for soccer decision makers to increase television ratings in the future, which ultimately will drive and increase the bottom line of all parties involved.


Author(s):  
Mark Pearcy

America’s Army is a first-person “shooter” online video game produced by the U.S. Army and freely available on the Internet. Ostensibly a recruitment tool, the game constitutes a “mimetic” experience that encompasses real-life Army codes, regulations, and behaviors, approximating an authentic military experience, including realistic missions that involve violence. This article considers the educational role of such mimetic games, practical impediments to its inclusion in classrooms, and the conceptual demands the use of such games may place on teachers and students. Additionally, this article considers the ideological barriers and arguments against the educational use of games like America’s Army. Finally, this article connects the experience of America’s Army to Douglas’ (2008) concept of “playful hatred,” calling for a reconceptualization of the term towards a more competitive and pedagogically useful approach.


2020 ◽  
Vol 66 (6) ◽  
pp. 2677-2685 ◽  
Author(s):  
Sonja Lück ◽  
Benjamin Balsmeier ◽  
Florian Seliger ◽  
Lee Fleming

Much work on innovation strategy assumes or theorizes that competition in innovation elicits duplication of research and that disclosure decreases such duplication. We validate this empirically using the American Inventors Protection Act (AIPA), three complementary identification strategies, and a new measure of blocked future patent applications. We show that AIPA—intended to reduce duplication, through default disclosure of patent applications 18 months after filing—reduced duplication in the U.S. and European patent systems. The blocking measure provides a clear and micro measure of technological competition that can be aggregated to facilitate the empirical investigation of innovation, firm strategy, and the positive and negative externalities of patenting. This paper was accepted by Joshua Gans, business strategy.


Author(s):  
Janet C. Dunlop

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.


Author(s):  
Janet C. Dunlop

Today’s media are vast in both form and influence; however, few cultural studies scholars address the video gaming industry’s role in domestic maintenance and global imposition of U.S. hegemonic ideologies. In this study, video games are analyzed by cover art, content, and origin of production. Whether it is earning more “powers” in games such as Star Wars, or earning points to purchase more powerful artillery in Grand Theft Auto, capitalist ideology is reinforced in a subtle, entertaining fashion. This study shows that oppressive hegemonic representations of gender and race are not only present, but permeate the majority of top-selling video games. Finally, the study traces the origins of best-selling games, to reveal a virtual U.S. monopoly in the content of this formative medium.


Author(s):  
Bassam A. Y. Alqaralleh ◽  
Ahmad H. Al-Omari ◽  
Malek Zakarya Alksasbeh

Mobile information and communication technology changed how people and businesses can benefit from government public services at any time and from anyplace. The success or failure of mobile government services is becoming more dependent on satisfying the needs and the expectations of both citizens and business organizations. This paper reviews and analyses some existing empirical studies that examine m-Government acceptance in some developing countries. Then, a new integrated conceptual model for examining some important key factors that may affect m-Government acceptance in Jordan from user perspective was proposed.  An empirical test was conducted using a questionnaire to explore the effect of the following factors: Trust in mobile channel, trust in government, perceived usefulness, perceived ease of use, relative advantage, compatibility, complexity, service quality and user satisfaction on the behavioural intention to use m-Government applications. Finally, justification of the proposed integrated model and formulation of the associated hypotheses was conducted.


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