Most studies have investigated the effects of communication on perceived social capital in online games without paying much attention to the directionality of message exchanges. This study examines ...how the frequency of inbound and outbound directed communication affects perceived social capital and if players’ actual network positions moderate this relationship. Using behavioral data, network data, and survey data from a popular online game, World of Tanks, this study found the “poor-get-richer” pattern for perceived bridging social capital. Players situated in disadvantageous network positions for acquiring bridging social capital (i.e., low brokerage) compensated for their deficiencies through both inbound and outbound communication. In contrast, the results suggested the “rich-get-richer” pattern for perceived bonding social capital. Those situated in more advantageous network positions for acquiring bonding social capital (i.e., high closure) tended to have the greatest gains in perceived bonding social capital as inbound communication increased, but not outbound communication.
•This study analyzed a combination of survey, behavioral log data, and network data from a popular online game.•Message directions and network positions jointly affected perceived social capital.•For social capital accrual, receiving messages was relatively more important than sending out messages.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK, ZRSKP
El estudio se basa en el juego de Internet, que utiliza acertijos de frases, creados por usuarios de Runet que juegan con unidades precedentes y reemplazan todas las palabras del prototipo por otras ...contrastantes. La relevancia del estudio está motivada por el interés de la lingüística moderna en el fenómeno de la unidad precedente. El objeto del estudio son las antifrases y sus prototipos precedentes, en los que los reemplazos de palabras contrastantes se realizan de acuerdo con el principio de aspecto-aspecto. El artículo concluye que la mayoría de las veces se hacen reemplazos contrastantes para grupos de co-hipónimos como somatismos, colorantes, nombres de familiares, zoónimos y nombres de alimentos.
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IZUM, KILJ, NUK, PILJ, PNG, SAZU, UL, UM, UPUK
The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a nonlinear superposition of a ...multitude of complex social networks, where nodes represent individuals and links capture a variety of different social relations. Much emphasis has been put on the network topology of social interactions, however, the multidimensional nature of these interactions has largely been ignored, mostly because of lack of data. Here, for the first time, we analyze a complete, multirelational, large social network of a society consisting of the 300,000 odd players of a massive multiplayer online game. We extract networks of six different types of one-to-one interactions between the players. Three of them carry a positive connotation (friendship, communication, trade), three a negative (enmity, armed aggression, punishment). We first analyze these types of networks as separate entities and find that negative interactions differ from positive interactions by their lower reciprocity, weaker clustering, and fatter-tail degree distribution. We then explore how the interdependence of different network types determines the organization of the social system. In particular, we study correlations and overlap between different types of links and demonstrate the tendency of individuals to play different roles in different networks. As a demonstration of the power of the approach, we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations.
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BFBNIB, NMLJ, NUK, PNG, SAZU, UL, UM, UPUK
Fortnite es un juego online con más de 250 millones de jugadores. En esta investigación, se propone un estudio de enfoque cultural y polÃtico de las identidades de un grupo de adolescentes ...jugadores de Fortnite a partir de sus manifestaciones discursivas. Se parte de un análisis de las manifestaciones discursivas expresadas en un grupo de discusión para analizar cómo el juego actúa como un vehÃculo en el proceso de presentación de la identidad individual en la vida cotidiana. El estudio permite profundizar en patrones de comportamiento juvenil en los nuevos contextos digitales y en los rasgos de la relación que se establece entre los jugadores a partir de sus diferentes perfiles. Los resultados, muestran cómo se jerarquizan y se relacionan los jugadores dependiendo de la identidad que construyen durante el juego. Se demuestra que los estudios del discurso son una herramienta pertinente para el estudio de los videojuegos en determinados contextos socioculturales.
PurposeThis study's aim was to investigate the role of the perceived values of gaming on consumers' perceptions of brands as cool as well as the impacts on the consumer–brand equity relationship. The ...study proposed a framework highlighting the influences of fashion-branded games on brand coolness and building fashion brands' overall equity. As significant factors affecting gamers, gender and gaming have been studied as moderators affecting the overall proposed framework.Design/methodology/approachA quantitative method was used to assess the significance of the relationships within the proposed model. Partial least squares structural equation modeling technique was implemented to assess the framework's relationships with a sample size of 248 active online gamers.FindingsThe findings indicate that brand equity is positively associated with perceived brand coolness. Furthermore, of the three core online game values, perceived enjoyment was most strongly associated with perceived brand coolness, with other values, such as self-expression and perceived emotional challenge, having a weaker association. The multigroup analysis results further suggest that in the fashion industry, building brand equity through online games is strongly related to perceived brand coolness among female respondents, with the role of perceived brand coolness affecting male respondents to a lesser degree.Originality/valueThe contribution of this study to the existing literature consists in providing a deeper understanding of the impact of branded games on fashion brands' overall equity. The results provide insights for fashion brand managers into the significant effect of fashion gaming collaborations on consumers' behavioral outcomes.
This article identified many educational game applications we found online that were relevant for application among madrasa students. Many studies on learning English for madrasah students have been ...carried out. We have not found any studies with the theme of identifying some relevant game applications applied in madrasah environments whose learning is more Islamic in content and slightly different from other general schools in Indonesia. For this reason, we have conducted a series of data searches in the context of the scientific context of international experts and domestic publications. To get data that can answer the problem first, we conducted a comprehensive study that involved data coding, thorough evaluation, and interpretation of the data so that the data could be used as the highest answer to this elephant's question. After we studied it, we got the results and discussed them carefully. Finally, we can summarize several educational game applications we can access online that we apply to madrasas, including children's pictures dictionary, monkey puzzle game, little birds game, kids learning, Billy playing games, and several games. Another trendy game has been applied in several schools in international contacts. Hopefully, the results of this identification can be helpful in the following study.
During the last decade, virtual goods have become an important target of consumption online (especially in games, virtual worlds and social networking services) amongst physical and digital goods. In ...this study we investigate the question of why do people purchase virtual goods by conducting a meta-analysis (random effects model) of the existing quantitative body of literature (24 studies) on the topic. The meta-analysis revealed an important aspect of value of virtual goods: contrary to traditional goods, the reasons why people purchase virtual goods are tightly connected to the platform where they are sold in. These findings underline the significance of service design and its relationship to the formation of value of virtual goods: the value of virtual goods is context-bound, and therefore, bound to the environment where they are usable in. Most factors that were found to be significant predictors of purchase behavior (such as network effects, self-presentation, enjoyment, ease of use, flow and use of the platform) are directly related to the aspects and design of the platform beyond the general attitudes towards virtual goods themselves. Moreover, we found that enjoyment and prolonged use of the platform were more important predictors for purchases in virtual worlds than in games.
•Virtual consumption has emerged alongside of material and digital consumption.•A meta-analysis of literature on why do people purchase virtual goods is conducted.•Following factors are found to be positively associated with virtual consumption.○Attitude, flow, network size, self-presentation, subjective norms, social presence.○Perceived value, enjoyment of the platform, service use intention and ease of use.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK, ZRSKP
•Effects of advergame’s context-related factors on consumers are examined.•Factors such as gaming device and access platform affect delayed brand memory.•Elaboration likelihood of the messages ...mediate these relationships.•here factors also have an interaction effect on delayed brand attitude.•Marketers should focus more on context-related rather than content-related factors.
Extant studies in the domain of gamification of advertising examine the effects of content-driven factors (i.e., game and brand characteristics) of online games on consumer behavior. However, they mostly overlook the role of important contextual cues such as access platform (online channel to access these games) and gaming device. Effects of these cues on consumer behavior are examined in three experimental studies. Study 1 examines a 2 (access platform) × 2 (gaming device: mobile phone vs. PC) effect on brand memory. Study 2 investigates the role of elaboration likelihood (high vs. low) in improving brand memory in a poor scenario (brand website + mobile phone). Study 3 examines the interaction effects of these contextual factors on brand attitude mediated by consumers’ flow experience. These studies find that the interaction between access platform and gaming devices differentially affects brand attitude and memory of the consumers. Moreover, consumers’ engagement and flow experience are found to mediate the effects of these contextual factors on brand memory and brand attitude respectively.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP