513 research outputs found

    InGAME international pathway to collaboration: Collaboration in Games UK-China

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    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    InGAME international pathway to collaboration: Collaboration in Games UK-China

    Get PDF
    In 2019 the Arts &amp; Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 82.064billioncomparedwith82.064 billion compared with 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p

    Disinformation and Fact-Checking in Contemporary Society

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    Funded by the European Media and Information Fund and research project PID2022-142755OB-I00

    Impact of Social Media Marketing on Consumer Purchase Action: A Case Study of SME consumers in Bangladesh

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    This study examines the influence of Impact of Social Media Marketing on Consumer Purchase Action. A Case Study of SME consumers in Bangladesh. A survey questionnaire was used to conduct the study on Bangladeshi SME customers who utilise online social media sites. The purpose of the research was to examine the significance of social media marketing in Bangladesh and how it influences customer purchase action. In the study's first phase, relevant literature research was conducted to thoroughly comprehend social media marketing techniques. After analysing previous research in the subject matter, the conceptual framework of the study was developed. This framework studied both the causes and consequences of social media marketing on consumer engagement. In the second phase, a cross-sectional quantitative data survey was constructed to evaluate the research framework and hypotheses. In a pilot test, 16 valid survey questionnaires were distributed to determine how social media is embedded in various situations and locations. The assumptions of the extended model were then verified with 329 valid surveys. The data were analysed through structural equation modelling (SEM). The research found a positive correlation between customer engagement and the social media marketing efforts of SMEs. Moreover, the statistically significant mediating influences of trust, perceived value, and social media antecedents on this connection were discovered. Furthermore, there was a substantial correlation between customer engagement and client acquisition, indicating that SMEs in Bangladesh might strengthen their customer interactions by using a social media marketing approach. This study also examines how social media marketing influences consumer behaviour, customer engagement, and consumer purchase action in Bangladesh's small and medium-sized enterprises. This study could help Bangladesh's SMEs interact with consumers on social media platforms and establish the framework for future research on the moderating influence of online consumer behaviour

    STREAM-EVOLVING BOT DETECTION FRAMEWORK USING GRAPH-BASED AND FEATURE-BASED APPROACHES FOR IDENTIFYING SOCIAL BOTS ON TWITTER

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    This dissertation focuses on the problem of evolving social bots in online social networks, particularly Twitter. Such accounts spread misinformation and inflate social network content to mislead the masses. The main objective of this dissertation is to propose a stream-based evolving bot detection framework (SEBD), which was constructed using both graph- and feature-based models. It was built using Python, a real-time streaming engine (Apache Kafka version 3.2), and our pretrained model (bot multi-view graph attention network (Bot-MGAT)). The feature-based model was used to identify predictive features for bot detection and evaluate the SEBD predictions. The graph-based model was used to facilitate multiview graph attention networks (GATs) with fellowship links to build our framework for predicting account labels from streams. A probably approximately correct learning framework was applied to confirm the accuracy and confidence levels of SEBD.The results showed that the SEBD can effectively identify bots from streams and profile features are sufficient for detecting social bots. The pretrained Bot-MGAT model uses fellowship links to reveal hidden information that can aid in identifying bot accounts. The significant contributions of this study are the development of a stream based bot detection framework for detecting social bots based on a given hashtag and the proposal of a hybrid approach for feature selection to identify predictive features for identifying bot accounts. Our findings indicate that Twitter has a higher percentage of active bots than humans in hashtags. The results indicated that stream-based detection is more effective than offline detection by achieving accuracy score 96.9%. Finally, semi supervised learning (SSL) can solve the issue of labeled data in bot detection tasks

    Artificial intelligence for understanding the Hadith

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    My research aims to utilize Artificial Intelligence to model the meanings of Classical Arabic Hadith, which are the reports of the life and teachings of the Prophet Muhammad. The goal is to find similarities and relatedness between Hadith and other religious texts, specifically the Quran. These findings can facilitate downstream tasks, such as Islamic question- answering systems, and enhance understanding of these texts to shed light on new interpretations. To achieve this goal, a well-structured Hadith corpus should be created, with the Matn (Hadith teaching) and Isnad (chain of narrators) segmented. Hence, a preliminary task is conducted to build a segmentation tool using machine learning models that automatically deconstruct the Hadith into Isnad and Matn with 92.5% accuracy. This tool is then used to create a well-structured corpus of the canonical Hadith books. After building the Hadith corpus, Matns are extracted to investigate different methods of representing their meanings. Two main methods are tested: a knowledge-based approach and a deep-learning-based approach. To apply the former, existing Islamic ontologies are enumerated, most of which are intended for the Quran. Since the Quran and the Hadith are in the same domain, the extent to which these ontologies cover the Hadith is examined using a corpus-based evaluation. Results show that the most comprehensive Quran ontology covers only 26.8% of Hadith concepts, and extending it is expensive. Therefore, the second approach is investigated by building and evaluating various deep-learning models for a binary classification task of detecting relatedness between the Hadith and the Quran. Results show that the likelihood of the current models reaching a human- level understanding of such texts remains somewhat elusive

    Information Refinement Technologies for Crisis Informatics: User Expectations and Design Implications for Social Media and Mobile Apps in Crises

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    In the past 20 years, mobile technologies and social media have not only been established in everyday life, but also in crises, disasters, and emergencies. Especially large-scale events, such as 2012 Hurricane Sandy or the 2013 European Floods, showed that citizens are not passive victims but active participants utilizing mobile and social information and communication technologies (ICT) for crisis response (Reuter, Hughes, et al., 2018). Accordingly, the research field of crisis informatics emerged as a multidisciplinary field which combines computing and social science knowledge of disasters and is rooted in disciplines such as human-computer interaction (HCI), computer science (CS), computer supported cooperative work (CSCW), and information systems (IS). While citizens use personal ICT to respond to a disaster to cope with uncertainty, emergency services such as fire and police departments started using available online data to increase situational awareness and improve decision making for a better crisis response (Palen & Anderson, 2016). When looking at even larger crises, such as the ongoing COVID-19 pandemic, it becomes apparent the challenges of crisis informatics are amplified (Xie et al., 2020). Notably, information is often not available in perfect shape to assist crisis response: the dissemination of high-volume, heterogeneous and highly semantic data by citizens, often referred to as big social data (Olshannikova et al., 2017), poses challenges for emergency services in terms of access, quality and quantity of information. In order to achieve situational awareness or even actionable information, meaning the right information for the right person at the right time (Zade et al., 2018), information must be refined according to event-based factors, organizational requirements, societal boundary conditions and technical feasibility. In order to research the topic of information refinement, this dissertation combines the methodological framework of design case studies (Wulf et al., 2011) with principles of design science research (Hevner et al., 2004). These extended design case studies consist of four phases, each contributing to research with distinct results. This thesis first reviews existing research on use, role, and perception patterns in crisis informatics, emphasizing the increasing potentials of public participation in crisis response using social media. Then, empirical studies conducted with the German population reveal positive attitudes and increasing use of mobile and social technologies during crises, but also highlight barriers of use and expectations towards emergency services to monitor and interact in media. The findings led to the design of innovative ICT artefacts, including visual guidelines for citizens’ use of social media in emergencies (SMG), an emergency service web interface for aggregating mobile and social data (ESI), an efficient algorithm for detecting relevant information in social media (SMO), and a mobile app for bidirectional communication between emergency services and citizens (112.social). The evaluation of artefacts involved the participation of end-users in the application field of crisis management, pointing out potentials for future improvements and research potentials. The thesis concludes with a framework on information refinement for crisis informatics, integrating event-based, organizational, societal, and technological perspectives

    Towards an integrated framework of sports sponsorship life-cycle process and digitalization: a case study of Euroleague Basketball

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    El fenomen de la transformació digital està afectant la indústria de l'esport, incloses les pràctiques de màrqueting i específicament del patrocini. El procés del cicle de vida del patrocini és una pràctica ben establerta entre les organitzacions esportives que s'està transformant a causa del canviant panorama digital i les tecnologies emergents que obliguen les organitzacions esportives a digitalitzar els seus processos de gestió i innovar en les seves pràctiques de màrqueting. Per entendre millor com està afectant el canviant panorama digital en el procés del cicle de vida del patrocini esportiu, s'ha realitzat un estudi de cas longitudinal amb l'Euroleague Basketball seguint una lògica abductiva i utilitzant mètodes qualitatius. La recollida de dades es va dur a terme entre el 2018 i el 2022 amb tres rondes d'entrevistes semiestructurades amb directius, directors i directius de l'Euroleague Basketball. Primer el 2018, després el 2021 i, finalment, el 2022. Això es va complementar amb l'observació participant als esdeveniments Final Four 2018 i 2019 i la documentació secundària recopilada del 2018 al 2022 per aconseguir la triangulació de dades. El seguiment de l'Euroleague Basketball durant aquest període va permetre a la investigadora arribar a una comprensió profunda de l'evolució de l'organització pel que fa a l'adopció de tecnologies digitals per a activitats vinculades al patrocini i la digitalització dels processos dins del procés del cicle de vida del patrocini. L'estudi de cas mostra que hi ha una evolució en diferents conceptes de patrocini generats pel canviant panorama digital i es fan vuit propostes. La investigació va revelar que la digitalització del patrocini i les pràctiques de màrqueting més àmplies han afectat el viatge de transformació digital de l'Euroleague Basketball com a organització en el seu conjunt. Aquesta investigació contribueix al procés de teorització de l'impacte del fenomen de la transformació digital en les pràctiques de màrqueting esportiu proporcionant nous coneixements sobre l'impacte del panorama digital canviant en el procés del cicle de vida del patrocini.El fenómeno de la transformación digital está afectando a la industria del deporte, incluidas las prácticas de marketing y específicamente del patrocinio. El proceso del ciclo de vida del patrocinio es una práctica bien establecida entre las organizaciones deportivas que se está transformando debido al panorama digital cambiante y las tecnologías emergentes que obligan a las organizaciones deportivas a digitalizar sus procesos de gestión e innovar en sus prácticas de marketing. Para comprender mejor cómo el panorama digital cambiante está impactando en el proceso del ciclo de vida del patrocinio deportivo, se realizó un estudio de caso longitudinal con la Euroliga de Baloncesto siguiendo una lógica abductiva y utilizando métodos cualitativos. La recopilación de datos se llevó a cabo entre 2018 y 2022 e involucró tres rondas de entrevistas semiestructuradas con ejecutivos, directores y gerentes de Euroleague Basketball. Primero en 2018, luego en 2021 y por último en 2022. Esto se complementó con la observación participante en los eventos de la Final Four de 2018 y 2019 y documentación secundaria recopilada de 2018 a 2022 para lograr la triangulación de datos. El seguimiento de Euroleague Basketball durante este período permitió a la investigadora llegar a una comprensión profunda de la evolución de la organización con respecto a la adopción de tecnologías digitales para actividades vinculadas al patrocinio y la digitalización de procesos dentro del ciclo de vida del patrocinio. El caso de estudio muestra que hay una evolución en diferentes conceptos de patrocinio generados por el cambiante panorama digital y se hacen ocho proposiciones. La investigación reveló que la digitalización del patrocinio y las prácticas de marketing han afectado la transformación digital en Euroleague Basketball como organización en su conjunto. Esta investigación contribuye al proceso de teorización del impacto del fenómeno de la transformación digital en las prácticas de marketing deportivo al proporcionar nuevos conocimientos sobre el impacto del panorama digital cambiante en el proceso del ciclo de vida del patrocinio.The digital transformation phenomenon is affecting the sports industry including marketing practices and specifically sponsorship. The sponsorship life-cycle process is a well-established practice among sports organizations that is being transformed due to the changing digital landscape and emerging technologies forcing sports organizations to digitalize their management processes and innovate in their marketing practices. To better understand how the changing digital landscape is impacting on the sports sponsorship life-cycle process, a longitudinal case study has been conducted with the Euroleague Basketball following an abductive logic and using qualitative methods. Data collection took place between 2018 and 2022 involving three rounds of semi-structured interviews with Euroleague Basketball executives, directors, and managers. First in 2018, then 2021, and lastly 2022. This was complemented with participant observation at the 2018 and 2019 Final Four events and secondary documentation gathered from 2018 to 2022 to achieve data triangulation. Following Euroleague Basketball during this period enabled the researcher to arrive at an in-depth understanding of the organization's evolution regarding the adoption of digital technologies for sponsorship-linked activities and the digitalization of processes within the sponsorship life-cycle process. The case study show there is an evolution in different sponsorship concepts generated by the changing digital landscape and eight propositions are made. The research revealed that digitalization of sponsorship and wider marketing practices has affected wider the digital transformation journey in Euroleague Basketball as an organization as a whole. This research contributes to the theorizing process of the impact of the digital transformation phenomenon in sports marketing practices by providing new insights on the impact of the changing digital landscape in the sponsorship life-cycle process
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