4,335 research outputs found

    Role Based Hedonic Games

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    In the hedonic coalition formation game model Roles Based Hedonic Games (RBHG), agents view teams as compositions of available roles. An agent\u27s utility for a partition is based upon which role she fulfills within the coalition and which additional roles are being fulfilled within the coalition. I consider optimization and stability problems for settings with variable power on the part of the central authority and on the part of the agents. I prove several of these problems to be NP-complete or coNP-complete. I introduce heuristic methods for approximating solutions for a variety of these hard problems. I validate heuristics on real-world data scraped from League of Legends games

    Novel Hedonic Games and Stability Notions

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    We present here work on matching problems, namely hedonic games, also known as coalition formation games. We introduce two classes of hedonic games, Super Altruistic Hedonic Games (SAHGs) and Anchored Team Formation Games (ATFGs), and investigate the computational complexity of finding optimal partitions of agents into coalitions, or finding - or determining the existence of - stable coalition structures. We introduce a new stability notion for hedonic games and examine its relation to core and Nash stability for several classes of hedonic games

    The applications of social media in sports marketing

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    n the era of big data, sports consumer's activities in social media become valuable assets to sports marketers. In this paper, the authors review extant literature regarding how to effectively use social media to promote sports as well as how to effectively analyze social media data to support business decisions. Methods: The literature review method. Results: Our findings suggest that sports marketers can use social media to achieve the following goals, such as facilitating marketing communication campaigns, adding values to sports products and services, creating a two-way communication between sports brands and consumers, supporting sports sponsorship program, and forging brand communities. As to how to effectively analyze social media data to support business decisions, extent literature suggests that sports marketers to undertake traffic and engagement analysis on their social media sites as well as to conduct sentiment analysis to probe customer's opinions. These insights can support various aspects of business decisions, such as marketing communication management, consumer's voice probing, and sales predictions. Conclusion: Social media are ubiquitous in the sports marketing and consumption practices. In the era of big data, these "footprints" can now be effectively analyzed to generate insights to support business decisions. Recommendations to both the sports marketing practices and research are also addressed

    Team Loving and Loathing: Emotional Determinants of Consumption in Collegiate Football

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    The popularity of collegiate football in America is unprecedented. The fan frenzy surrounding teams, games, and the sport itself, is borderline barmy. Aptly described as the thrill of victory and the agony of defeat, fan emotions in college football are rampant; yet, research exploring such hedonic-related consumption is scant. To help close this gap, two studies, grounded in Mehrabian & Russell’s (1974) pleasure, arousal, and dominance (PAD) typology of emotions, were developed to help explain collegiate football sport consumption for loved and loathed teams. Study 1 examined PAD emotional determinants of fans’ purchase intentions and willingness to attend games of their favorite team. The findings indicated that the emotional dimension of arousal related positively with fans’ apparel and memorabilia purchase intentions and willingness to attend games; also, the pleasure and dominance emotional dimensions related positively to purchase intentions of apparel and memorabilia, respectively. Study 2 explored PAD emotional determinants of fans’ willingness to attend games involving their least favorite team. The findings revealed significant positive effects for the emotional dimensions of pleasure, arousal, and dominance on willingness to attend collegiate football games. Implications for sports marketers and future research suggestions are offered

    Financing Professional Sports Facilities

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    This paper examines public financing of professional sports facilities with a focus on both early and recent developments in taxpayer subsidization of spectator sports. The paper explores both the magnitude and the sources of public funding for professional sports facilities.Stadiums, arenas, sports, subsidies

    Financing Professional Sports Facilities

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    This paper examines public financing of professional sports facilities with a focus on both early and recent developments in taxpayer subsidization of spectator sports. The paper explores both the magnitude and the sources of public funding for professional sports facilities.Stadiums, arenas, sports, subsidies

    Cross-Level Moderation of Team Cohesion in Individuals’ Utilitarian and Hedonic Information Processing: Evidence in the Context of Team-Based Gamified Training

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    Firms currently use teams extensively to accomplish organizational objectives. Furthermore, gamification has recently attracted much attention as a means of persuading employees and customers to engage in desired behaviors. Despite the importance of teams and the growing interest in gamification as a persuasion tool, past researchers have paid little attention to team-based gamification from a multilevel perspective. Based on motivational consistency theories, we hypothesize that at the team level, team performance has a positive effect on team cohesion. Drawing on the elaboration likelihood model (ELM), we further hypothesize two cross-level effects in the context of team-based gamified training: first, that team cohesion positively moderates the relationship between utilitarian perceptions (i.e., perceived quality of learning) and attitude; and second, that team cohesion negatively moderates the relationship between hedonic perceptions (i.e., perceived enjoyment of learning) and attitude. We tested our research model using an enterprise resource planning (ERP) simulation game involving 232 participants in 78 teams. The results of ordinary least squares and hierarchical linear modeling analysis support our hypotheses. This study makes three substantive contributions to the team literature and to the ELM in the context of team-based gamified training. First, it theorizes and empirically tests the effect of team performance on team cohesion at the team level. Second, it extends the ELM by examining the cross-level moderation of team cohesion on human information processing. Third, it demonstrates that the utilitarian and hedonic aspects of information technology do not influence user attitudes equally

    Service quality and value perceptions of the 2014 FIFA World Cup in Brazil

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    This study examines the relationships between service quality and value perceptions of the 2014 FIFA World Cup in Brazil, controlling for the consumers' opinion about hosting the event in the country. Data were collected from five cities (n = 3,042), and the results from a structural model indicate that teams, accessibilities, and event atmosphere have a positive influence on hedonic value and utilitarian value, while referees only have a positive impact on hedonic value. In turn, crowd experience has a negative effect on both hedonic and utilitarian value. Additionally, consumers' favorable opinion about hosting the event showed a positive effect on both hedonic and utilitarian value. These findings suggest the need for an appealing ambiance and crowd vigilance to enhance the event's value. In addition, the more people agree with hosting the event in Brazil the greater the value perception, highlighting the importance of explaining the event benefits to the host community.</jats:p

    Proposing the Multimotive Information Systems Continuance Model (MISC) to Better Explain End-User System Evaluations and Continuance Intentions

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    To ensure that users want to continue using a system, information system designers must consider the influence of users’ intrinsic motivations in addition to commonly studied extrinsic motivations. In an attempt to address this need, several studies have extended models of extrinsic motivation to include intrinsic variables. However, these studies largely downplay the role of users’ intrinsic motivations in predicting system use and how this role differs from that of extrinsic motivation. The role of met and unmet expectations related to system use is often excluded from extant models, and their function as cocreators in user evaluations has not been sufficiently explained. Even though expectations are a firmly established consequence of motivations and an antecedent of interaction evaluations, this area remains understudied. Our paper addresses these gaps by developing and testing a comprehensive model—the multimotive information systems continuance model (MISC)—that (1) explains more accurately and thoroughly the roles of intrinsic and extrinsic motivations, (2) explains how the fulfillment of intrinsic and extrinsic motivations affects systems-use outcome variables differently through met expectations, and (3) accounts for the effects of key design constructs

    Trouble in virtual heaven : Origin and consequences of social conflict in online consumption communities

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    This paper analyzes social conflicts among amateur computer gamers who are playing online multiplayer games. Whereas prior research tends to focus on the passion and fun of consumption community, or negative individual consequences of gaming, our research contributes with theorization of the role of social conflicts within and across gaming communities. The empirical data consists of two data collecting phases. We develop our understanding of gaming communities and culture through virtual ethnography and netnography. Then we conduct interviews with young adult gamers who belong to six communities. Our findings show four types of social conflicts; those between casual versus competitive logics, depending on skills and power, immoral behavior, and troubles of team alignment, which are related to routinized, prerogative or transgressive conflict cultures. We discuss how the study contributes with new knowledge on consumption mediated social conflicts and suggest a model of the relationship between conflict cultures, conflict types and implications.publishedVersio
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