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Training system for designing computer games for early career guidance of schoolchildren (Junior Skills)
2020
The article deals with the development of a training system for the design of computer games based on the use of information technologies for early vocational training and vocational guidance of schoolchildren (Junior Skills). The peculiarity of vocational guidance work with schoolchildren is primarily associated with the need to overcome the contradictions between the state of the labor market, the needs of the economy and the subjective professional preferences of young people. The solution to youth career guidance issues is offered in the Junior Skills project, which includes students, employer representatives, and the expert community.
Journal Article
Chinese martial arts and media culture : global perspectives
Signs and images of Chinese martial arts increasingly circulate through global media cultures. As tropes of martial arts are not restricted to what is considered one medium, one region, or one (sub)genre, the essays in this collection are looking across and beyond these alleged borders. From 1920s wuxia cinema to the computer game cultures of the information age, they trace the continuities and transformations of martial arts and media culture across time, space, and multiple media platforms.
Demand Heterogeneity in Platform Markets: Implications for Complementors
2018
While two-sided platforms (e.g., video game consoles) depend on complements (e.g., games) for their success, the success of complements is also influenced by platform-level dynamics. Research suggests that greater platform adoption benefits complements by providing more potential users, but this assumes that platform adopters are homogeneous. We build on extensive research exploring the heterogeneity between early and late platform adopters to identify counterintuitive dynamics for complements. Complements launched early in a platform’s life cycle face an audience entirely of early platform adopters, whereas later-launching complements face a mixed audience of both early and late adopters, and we argue that differences in preferences and behavior between early and late adopters affect whether complements will succeed and which types will be most successful. We explore these dynamics in the context of the console video game industry using a unique data set of 2,918 video games released in the United Kingdom from 2000 to 2007. We show that despite the increase in the potential user pool as the platform evolves, video games launched later in the platform life cycle realize lower sales than those launched earlier. While increased competition explains part of this effect, we show substantial evidence consistent with our theory of preference differences between early and late adopters. This includes the finding that the negative effect is stronger for novel games and that the gap between popular and less popular complements widens as later adopters move into the platform, consistent with late adopters being risk averse and seeking to avoid purchasing mistakes.
The e-companion is available at
https://doi.org/10.1287/orsc.2017.1183
.
Journal Article
Gamification in the Workplace: The Central Role of the Aesthetic Experience
by
Ahuja, Manju
,
Wagner, Christian
,
Cheung, Christy M.K.
in
aesthetic experience
,
affordances
,
continuance of IT use
2017
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual's continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
Journal Article
Platform Architecture and Quality Trade-offs of Multihoming Complements
by
Kretschmer, Tobias
,
Ozalp, Hakan
,
Cennamo, Carmelo
in
Analysis
,
complement quality
,
Computer networks
2018
Multihoming, the decision to design a complement to operate on multiple platforms, is becoming increasingly common in many platform markets. Perceived wisdom suggests that multihoming is beneficial for complement providers as they expand their market reach, but it reduces differentiation among competing platforms as the same complements become available on different platforms. We argue that complement providers face trade-offs when designing their products for multiple platform architectures—they must decide how far to specialize the complement to each platform’s technological specifications. Because of these trade-offs, multihoming complements can have different quality performance across platforms. In a study of the U.S. video game industry, we find that multihoming games have lower-quality performance on a technologically more complex console than on a less complex one. Also, games designed for and released on a focal platform have lower-quality performance on platforms they are subsequently multihomed to. However, games that are released on the complex platform with a delay suffer a smaller drop in quality on complex platforms. This has important implications for platform competition, and for managers considering expanding their reach through multihoming.
The online appendix is available at
https://doi.org/10.1287/isre.2018.0779
.
Journal Article
What drives digital engagement with sponsored videos? An investigation of video influencers’ authenticity management strategies
by
Yan, Yajie
,
Chen, Li
,
Smith, Andrew N
in
Authenticity
,
Corporate sponsorship
,
Digital marketing
2023
Sponsored videos have rapidly emerged as an important marketing tool as video sharing platforms and the popularity of video influencers have grown. However, little research explores how sponsored videos’ design strategies affect viewer engagement. Using field data, this study highlights influencers’ authenticity dilemma in sponsored video design and tests which features drive digital engagement. Specifically, this study conceptualizes and empirically tests a comprehensive framework, involving passion- and transparency-based strategies as well as platform- and brand-factors, to determine how influencers can best manage the authenticity dilemma. Results show that explicitly disclosing brand sponsorship, alone, and in combination with platform-generated disclosure, positively impacts digital engagement, indicating an evolution in consumer persuasion knowledge. Early brand appearance, high video customization, and influencers’ subjective endorsements, such as sharing personal experiences or opinions about the sponsored product, impair sponsored videos’ digital engagement. In addition to contributing theoretical insights on authenticity management strategies and sponsorship disclosure in influencer videos, this research offers practical recommendations to influencers on how to design more engaging sponsored videos.
Journal Article
Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games
by
KIM, SARA
,
ZHANG, KE
,
CHEN, ROCKY PENG
in
Anthropomorphism
,
Assistants
,
Computer & video games
2016
Although digital assistants with humanlike features have become prevalent in computer games, few marketing studies have demonstrated the psychological mechanisms underlying consumers’ reactions to digital assistants and their subsequent influence on consumers’ game enjoyment. To fill this gap, the current study examined the effect of anthropomorphic representations of computerized helpers in computer games on game enjoyment. In the current research, consumers enjoyed a computer game less when they received assistance from a computerized helper imbued with humanlike features than from a helper construed as a mindless entity. We offer a novel mechanism that the presence of an anthropomorphized helper can undermine individuals’ perceived autonomy during a computer game. Across six experiments, we show that the presence of an anthropomorphized helper reduced game enjoyment across three different games. By measuring participants’ perceived autonomy (study 1) and employing moderators such as importance of autonomy (studies 2, 3, and 4), we also provide evidence that the reduced feeling of autonomy serves as the mechanism underlying the backfiring effect. Finally, we demonstrate that the effect of anthropomorphism on game enjoyment can be extended to other game-related outcomes, such as individuals’ motivation to persist in the game (studies 4 and 5).
Journal Article
Social Dollars in Online Communities: The Effect of Product, User, and Network Characteristics
by
Rishika, Rishika
,
Houston, Mark B.
,
Yoo, Byungjoon
in
Consumer behavior
,
Online entertainment
,
Social networks
2018
Online communities have experienced burgeoning popularity over the last decade and have become a key platform for users to share information and interests, and to engage in social interactions. Drawing on the social contagion literature, the authors examine the effect of online social connections on users' product purchases in an online community. They assess how product, user, and network characteristics influence the social contagion effect in users' spending behavior. The authors use a unique large-scale data set from a popular massively multiplayer online role-playing game community—consisting of users' detailed gaming activities, their social connections, and their in-game purchases of functional and hedonic products—to examine the impact of gamers' social networks on their purchase behavior. The analysis, based on a double-hurdle model that captures gamers' decisions of playing and spending levels, reveals evidence of \"social dollars,\" whereby social interaction between gamers in the community increases their in-game product purchases. Interestingly, the results indicate that social influence varies across different types of products. Specifically, the effect of a focal user's network ties on his or her spending on hedonic products is greater than the effect of network ties on the focal user's spending on functional products. Furthermore, the authors find that user experience negatively moderates social contagion for functional products, whereas it positively moderates contagion for hedonic products. In addition, dense networks enhance contagion over functional product purchases, whereas they mitigate the social influence effect over hedonic product purchases. The authors perform a series of tests and robustness checks to rule out the effect of confounding factors. They supplement their econometric analyses with dynamic matching techniques and estimate average treatment effects. The results of the study have implications for both theory and practice and help provide insights on how managers can monetize social networks and use social information to increase user engagement in online communities.
Journal Article
Designing an adaptive production control system using reinforcement learning
by
Stricker, Nicole
,
Kaiser Jan-Philipp
,
Kuhnle, Andreas
in
Adaptive control
,
Advanced manufacturing technologies
,
Algorithms
2021
Modern production systems face enormous challenges due to rising customer requirements resulting in complex production systems. The operational efficiency in the competitive industry is ensured by an adequate production control system that manages all operations in order to optimize key performance indicators. Currently, control systems are mostly based on static and model-based heuristics, requiring significant human domain knowledge and, hence, do not match the dynamic environment of manufacturing companies. Data-driven reinforcement learning (RL) showed compelling results in applications such as board and computer games as well as first production applications. This paper addresses the design of RL to create an adaptive production control system by the real-world example of order dispatching in a complex job shop. As RL algorithms are “black box” approaches, they inherently prohibit a comprehensive understanding. Furthermore, the experience with advanced RL algorithms is still limited to single successful applications, which limits the transferability of results. In this paper, we examine the performance of the state, action, and reward function RL design. When analyzing the results, we identify robust RL designs. This makes RL an advantageous control system for highly dynamic and complex production systems, mainly when domain knowledge is limited.
Journal Article