scholarly journals Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter

2021 ◽  
Vol 13 (16) ◽  
pp. 9195
Author(s):  
Oguzhan Aygoren ◽  
Stefan Koch

The research provides empirical evidence differentiating between market success and funding success in reward-based crowdfunding campaigns of video games and hypothesizes that the actual contribution of crowdfunding is more stemming from community support and feedback rather than funding amount. The paper uses publicly available data by combining three different sources. Project data from Kickstarter, a large crowdfunding website, in the video game category are extracted and matched with market success variables of ratings and revenues from two other public sources namely Metacritic and Steamspy. Regression results indicate that once the project is successfully funded, the funding amount does not have a significant effect on market success variables. On the other hand, the number of backers as a community support variable is a significant determinant of market success in terms of higher revenues and ratings for a project. Whether the project was successfully funded or not moderates some of the relationships. Prior literature is predominantly focused on crowdfunding success in terms of financing. Yet, this study empirically demonstrates that funding does not necessarily indicate that projects will be successful in the market and further shows the actual contribution of crowdfunding to the market success of video game projects is the community engagement, not the funding amount. This study contributes to the rapidly emerging crowdfunding literature by extending its boundaries from the crowdfunding platforms themselves to the differentiated effects of crowdfunding on market success, which has not been studied thoroughly. This paper provides a new avenue of research by suggesting not solely focusing on funding outcomes but understanding, defining and explaining the dynamics of the community aspect in crowdfunding platforms with their repercussions on market success. Future work can also highlight potential differences in these effects between product groups, as well as more holistically assess market success and capture interactions within the community on crowdfunding platforms.

2009 ◽  
Vol 7 (3) ◽  
pp. 479-499
Author(s):  
Yaniv (Junno) Ophir

Architectural programming is the research and decision-making process that identifies the scope of work to be designed. Programming is difficult because it involves identifying, collecting, analyzing and updating information from different sources such as engineers, clients, users, consultants, and others. In this paper I propose a computational model for programming and describe its implementation, a tool called PENA that allows a programming expert to represent different processes and people involved in a project using intelligent agents. By delegating responsibility to agents, a programming expert can better organize and manage project data as well as find creative solutions to conflicting issues through agent negotiation. As a proof-of-concept, I show how an agent, called the Arch-Learner, manages adjacencies of rooms in a simple program for a house by clustering them into public and private rooms. I conclude with a discussion of future work and development of PENA.


ACTA IMEKO ◽  
2016 ◽  
Vol 5 (2) ◽  
pp. 44 ◽  
Author(s):  
Pia Addabbo ◽  
Mariano Focareta ◽  
Salvo Marcuccio ◽  
Claudio Votto ◽  
Silvia Liberata Ullo

<p class="Abstract"><span lang="EN-US">With the entry into operation of the Sentinel-2 mission in June 2015, a new land monitoring costellation of twin satellites has been added to Copernicus project from ESA and new insights have been derived through the combination of Sentinel-2 data with other optical/multispectral data, and with other data from satellites belonging to the same Copernicus  project.  To this end, the objective of this paper has been to present new added-value tools first through the integration of different satellite platforms: data from NASA Landsat-8 and ESA Sentinel-1 have been used and combined, and furthermore through the comparison of satellite data all from the same Copernicus project: data from Sentinel-1 and Sentinel-2 have been jointly processed and compared. Although data from optical/multispectral sensors, as those of Landsat-8 and Sentinel-2, and data from SAR on board of Sentinel-1,  are very different,  their combination provides useful and interesting results. The integration and combination of these data can find useful application in many fields from oceans to waterways, from land surfaces to fossil deposits, from vegetation to forest areas. In this works authors have focused their interest in green areas and vegetation monitoring applications, by choosing as case of interest the Royal Palace of Caserta and its gardens.  The idea has started from the increasing interest in monitoring  the cultural heritage monuments and in particular  the surrounding vegetation with the green areas and the parks inside. Satellite images can put into evidence boundaries modifications, the vegetation state, their possible degradation, and other phenomena such as changes in the territories due both to natural and to anthropogenic causes. Data combination from different sources as above specified gives a good number of indexes very useful to analyze the vegetation state and its health in a very deep way. Many of these indexes have been calculated and discussed for investigation.</span></p>


2019 ◽  
Author(s):  
Harish Balakrishnan ◽  
Nisheeth Srivastava

Different theories of decision making assume different sources of preferences for the choices we make. A recent theory has proposed that preferences are inferred from past choices in respective contexts, and that such preference inference offers a rational basis for the origin of classic preference reversals given certain sequences of observations. In this paper, we empirically test this theory for some of the classic preference reversals - the attraction effect and the compromise effect, through longitudinal preferential choice experiments. In this paradigm, participants provide their preferences for different choices occurring in different contexts throughout the experiment. Results indicate evidence in favour of a considerable attraction effect but are mixed for a compromise effect. We briefly discuss the theoretical implications of our findings and possible directions for future work.


2020 ◽  
pp. 204275302098012
Author(s):  
Javier Corredor ◽  
Johanna Sanchez-Mora ◽  
Andry Bustamante-Barreto

This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In this process, we identify three different types of conversational patterns: general, content and situated conversations. General conversations are not related to biology or other class topic. Content conversations are related to class content, but they do not involve the different sources of information available for students. Situated conversations delve into disciplinary knowledge by connecting gameplay with the information available in the educational materials. Situated conversations support the development of disciplinary knowledge by presenting the symbolic devices of the domain and bringing expert knowledge to the learning situation.


Author(s):  
Kevin Koban ◽  
Nicholas D. Bowman

Abstract. The Video Game Demand Scale (VGDS) is a 26-item, five-factor scale designed to assess the cognitive, emotional, physical, and social demands experienced by video game players. Given the international relevance of video games, cross-cultural research focusing on gamers beyond the US community holds promise to substantiate and refine extant approaches. The current study introduces a German-language VGDS, which was tested for measurement invariance with respect to the original US scale as well as predictive, convergent, and concurrent validity (replicating the original VGDS validity tests). Results revealed configural and partial metric measurement invariance when compared with data from the original scale. Validity tests between the German-language VGDS and common measures of task load, entertainment, need satisfaction, and game ratings largely replicated original results. Overall, we conclude that the VGDS is a reliable, valid, and useful contribution to media psychological game research and suggest areas of future work for which an interactivity-as-demand focus might benefit.


2021 ◽  
Vol 5 (GROUP) ◽  
pp. 1-25
Author(s):  
Patrick Skeba ◽  
Devansh Saxena ◽  
Shion Guha ◽  
Eric P. S. Baumer

This paper examines volitionality of Facebook usage, that is, which individuals feel they have a choice about whether or not to use the site. It analyzes data from two large surveys, conducted three years apart. Across the two surveys, a variety of factors impacted whether or not respondents saw their Facebook usage as a matter of their own choice, such as engaging in non-use behaviors, measures of Facebook addiction, a sense of their own agency, and, across both studies, level of education. These results expand on prior literature around technology use and non-use, especially in terms of which populations may feel obligated to use, or be unwillingly prevented from using, social media such as Facebook. Furthermore, they provide potential implications both for future work and for technology policy.


Author(s):  
Andrew Roncin

Researchers at the University of Manitoba developed a prototype video game to assess the question, could Engineering Ethics in Canada be effectively taught using a video game. Based on the feedback of twenty professional engineers and engineering interns who play tested the game, the method is valid and worthy of future work. This paper breaks down the specific feedback given and the considerations for improvement that resulted.


Filomat ◽  
2016 ◽  
Vol 30 (15) ◽  
pp. 4213-4222 ◽  
Author(s):  
Sun Rui ◽  
Qian Kun

This research combines the conception of Innovative Climate and Users community. At this basis, we construct a model to explain how Innovative Climate generated from community, supervisors do and users affect users anthropology knowledge sharing intention. In this way, we construct a SEM and verify it with 245 samples. The conclusion shows that Innovative Climate has positive impacts on users knowledge sharing intention, but Innovative Climate generated from different sources has different impact path. Subjective Norm has a full mediation effect between Community Support and users anthropology knowledge sharing intention, Supervisor Support and users anthropology knowledge sharing intention. Nonetheless, effects between Subjective Norm and User Support were partial mediated by Innovative Climate.


2021 ◽  
Vol 12 ◽  
Author(s):  
Angelica B. Ortiz de Gortari ◽  
Jayne Gackenbach

The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.


Sign in / Sign up

Export Citation Format

Share Document