Playing to win: sports, video games, and the culture of play

2015 ◽  
Vol 52 (11) ◽  
pp. 52-5941-52-5941
Keyword(s):  
Author(s):  
Ho Keat Leng ◽  
Ibrahim Mohamad Rozmand ◽  
Yu Hong Low ◽  
Yi Xian Philip Phua

Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studies showed similar findings where respondents in the single player group reported higher recall and recognition rates when compared to respondents in the multi-player group. These findings suggest that the social environment can affect the effectiveness of in-game advertisements.


2020 ◽  
Vol 10 (2) ◽  
pp. 169-185 ◽  
Author(s):  
Jaume García ◽  
Carles Murillo

PurposeThis study investigates three issues associated with playing sports video games: the correlates of participation (and its intensity) in this type of activity, their complementarity with traditional sports and their perception as sport. Given the scarcity of data on esports participation, these results can be seen as an initial approach to these issues with regard to esports.Design/methodology/approachSequential, two-part and regression models are estimated using a sample of 11,018 individuals from the Survey of Sporting Habits in Spain 2015.FindingsFirst, the association of the correlates follows different patterns for participation in sports video games and its intensity. Second, complementarity with traditional sports is found using different approaches. Third, young people consider this activity as a dimension of their overall interest in sports.Practical implicationsThe different association of the correlates with participation in esports and its intensity can be used to define marketing and brand investment strategies. The complementarity between esports and traditional sports should influence how the actual stakeholders in sport define future strategies to favour the growth of both industries. Finally, the increasing perception of esports as a sport should influence the future organisation of multi-sport events like the Olympic Games.Originality/valueUsing sports video games participation as a proxy of esports participation, this study is the first to provide empirical evidence of the relevance of distinguishing between participation in esports and its intensity, their complementarity with traditional sports and their perception as sport.


2012 ◽  
Vol 26 (4) ◽  
pp. 295-308 ◽  
Author(s):  
Anastasios Kaburakis ◽  
David A. Pierce ◽  
Beth A. Cianfrone ◽  
Amanda L. Paule

The NCAA maintains a balance between amateurism and the increasing need for generating revenue. In this balancing act, there are various policy considerations and legal constraints. These legal and policy entanglements bore such class action suits as Keller v. Electronic Arts, National Collegiate Athletic Association, and Collegiate Licensing Company (2009) and O’Bannon v. National Collegiate Athletic Association and Collegiate Licensing Company (2009), which question current revenue generating practices of the NCAA. The purpose of this study was to examine the perceptions of NCAA Division I men’s football and basketball student-athletes toward amateurism and the particular use of student-athletes’ likenesses in college sports video games. Findings point to a lack of clarity and understanding of the agreements and consent forms student-athletes sign annually. Respondents demonstrated confusion in regard to financial aid opportunities, parameters of their scholarships, and whether they endorse commercial products. A majority of respondents expressed the desire to receive additional compensation. Recommendations include clarification and focused rules’ education from compliance and financial aid officers, as well as introducing new amateurism policy, concurrently avoiding costly litigation.


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.


2017 ◽  
Vol 56 (3) ◽  
pp. 219
Author(s):  
Edward Whatley

Pop Culture in Asia and Oceania provides readers with a broad but surprisingly detailed overview of popular culture in Asia (excluding the Middle East), Australia, and New Zealand. Though the geographic focus of coverage may be somewhat narrow, the forms of pop culture covered in the single volume are quite varied and reveal a rich cultural tapestry that may be unfamiliar to many Western readers. Pop culture is of course intended for mass consumption, and the mediums and entertainments covered in Pop Culture in Asia and Oceania reflect that intent. They include: popular music, books and contemporary literature, film, television, radio, Internet and social media, sports, video games, fashion, and couture.


Sign in / Sign up

Export Citation Format

Share Document