144 research outputs found
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals' backgrounds and consumption of game media may lead to esports betting. This study employs survey data (N = 1368) to investigate how demographics, alongside consumption of video games, esports and gambling can predict esports betting activity. Results reveal that both spectating esports and participation in general forms of gambling are associated with increased esports betting, no direct association was observed between the consumption of video games and esports betting. Findings suggest that while games may act as a vehicle for gambling content, highlighting the convergence of gaming and gambling, there is no intrinsic aspect which directly encourages gambling behaviours
A Typology of Digital Sharing Business Models: A Design Science Research Approach
The digitally enabled sharing economy, also called the “digital sharing economy” (DSE), has changed patterns of consumption by introducing new choices and channels for provision and receipt of services. The DSE encompasses sharing systems whose business models may vary distinctly from platform to platform. Although business models in the context of the sharing economy have been studied so far, we have observed that the current literature does not provide an approach that covers all the possible business models (in the broadest sense of the term) that (potentially) exist within the scope of the DSE. The present paper, therefore, aims to propose a typology of business models in the DSE that covers a wide space of models – even those which may not involve “business” in the commercial sense. This is achieved through an iterative inductive process based on a design science research approach. The typology can assist in positioning the current and future sharing systems in the DSE by systematically classifying their business models. It is intended to serve as a guiding tool for the sustainability assessment of platforms from both resource and socio-economic perspectives. The present study can also enable researchers and practitioners to capture and systematically analyse digital sharing business models based on a structured, actionable approach
How society’s negative view of videogames can discourage brands from sponsoring eSports
The purpose of this research was to identify the main motives that contribute to society’s
negative view of videogames and that present a risk to the eSports sponsors’ image. To achieve
this, an exploratory, qualitative, and integrative literature review was conducted. According to
the theoretical data, there are four main reasons why society has a negative perception of
videogames. It is commonly believed that: (1) gaming is an unproductive activity, (2) violent
videogames incite aggressive behaviors, (3) videogames lead to gaming-addiction, and (4)
eSports lead to eSports-related gambling addiction. However, while the literature presents
convincing evidence that gaming can create addiction and that eSports can promote gambling
addiction, there is no conclusive evidence to assume that violent videogames lead to
aggressiveness and there is evidence showing that playing videogames can be a productive
activity. Nevertheless, these four beliefs are a threat to the eSports sponsors’ image and may
lead them to cancel their existing sponsorships or lead other brands to not want to sponsor
eSports to prevent being associated with these negative notions. This research will help expand
the minor literature on eSports sponsorships and advance the knowledge of why some eSports
sponsorships are terminated and why some brands may be reluctant to sponsor eSports.info:eu-repo/semantics/publishedVersio
Incentivizing the Use of Quantified Self Devices: The Cases of Digital Occupational Health Programs and Data-Driven Health Insurance Plans
Initially designed for a use in private settings, smartwatches, activity trackers and other quantified self devices are receiving a growing attention from the organizational environment. Firms and health insurance companies, in particular, are developing digital occupational health programs and data-driven health insurance plans centered around these systems, in the hope of exploiting their potential to improve individual health management, but also to gather large quantities of data. As individual participation in such organizational programs is voluntary, organizations often rely on motivational incentives to prompt engagement. Yet, little is known about the mechanisms employed in organizational settings to incentivize the use of quantified self devices. We therefore seek, in this exploratory paper, to offer a first structured overview of this topic and identify the main motivational incentives in two emblematical cases: digital occupational health programs and data-driven health insurance plans. By doing so, we aim to specify the nature of this new dynamic around the use of quantified self devices and define some of the key lines for further investigation
Facebook's Mobile Career
At the end of its first decade, Facebook’s identity, popularity, and characteristics are shaped in important ways by its becoming a form of mobile media, as much as it as platform associated with Internet and social media. This paper seeks to explore and understand Facebook as the important force in mobile media and communication it now is. It draws upon and combines perspectives from technology production, design, and economy, as well as user adoption, consumption, practices, affect, emotion, and resistance. The paper discusses the beginnings of mobile Facebook, and the early adoption of mobile Facebook associated with the rise of smartphones. The second part of the paper explores Facebook’s integration with photography (with Instagram) and social games (such as Zynga’s Farmville). The paper argues that Facebook’s mobile career is an accomplishment that has distinctively melded evolving affordances, everyday use across a wide range of settings, as well as political economies, corporate strategy, and design.Australian Research Counci
What is eSports and why do people watch it?
PurposeThe purpose of this paper is to investigate why do people spectate eSports on the internet. The authors define eSports (electronic sports) as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by human-computer interfaces.” In more practical terms, eSports refer to competitive video gaming (broadcasted on the internet).Design/methodology/approachThe study employs the motivations scale for sports consumption which is one of the most widely applied measurement instruments for sports consumption in general. The questionnaire was designed and pre-tested before distributing to target respondents (n=888). The reliability and validity of the instrument both met the commonly accepted guidelines. The model was assessed first by examining its measurement model and then the structural model.FindingsThe results indicate that escapism, acquiring knowledge about the games being played, novelty and eSports athlete aggressiveness were found to positively predict eSport spectating frequency.Originality/valueDuring recent years, eSports (electronic sports) and video game streaming have become rapidly growing forms of new media in the internet driven by the growing provenance of (online) games and online broadcasting technologies. Today, hundreds of millions of people spectate eSports. The present investigation presents a large study on gratification-related determinants of why people spectate eSports on the internet. Moreover, the study proposes a definition for eSports and further discusses how eSports can be seen as a form of sports.</jats:sec
Towards barcode markers in Fungi: an intron map of Ascomycota mitochondria
<p>Abstract</p> <p>Background</p> <p>A standardized and cost-effective molecular identification system is now an urgent need for Fungi owing to their wide involvement in human life quality. In particular the potential use of mitochondrial DNA species markers has been taken in account. Unfortunately, a serious difficulty in the PCR and bioinformatic surveys is due to the presence of mobile introns in almost all the fungal mitochondrial genes. The aim of this work is to verify the incidence of this phenomenon in Ascomycota, testing, at the same time, a new bioinformatic tool for extracting and managing sequence databases annotations, in order to identify the mitochondrial gene regions where introns are missing so as to propose them as species markers.</p> <p>Methods</p> <p>The general trend towards a large occurrence of introns in the mitochondrial genome of Fungi has been confirmed in Ascomycota by an extensive bioinformatic analysis, performed on all the entries concerning 11 mitochondrial protein coding genes and 2 mitochondrial rRNA (ribosomal RNA) specifying genes, belonging to this phylum, available in public nucleotide sequence databases. A new query approach has been developed to retrieve effectively introns information included in these entries.</p> <p>Results</p> <p>After comparing the new query-based approach with a blast-based procedure, with the aim of designing a faithful Ascomycota mitochondrial intron map, the first method appeared clearly the most accurate. Within this map, despite the large pervasiveness of introns, it is possible to distinguish specific regions comprised in several genes, including the full NADH dehydrogenase subunit 6 (ND6) gene, which could be considered as barcode candidates for Ascomycota due to their paucity of introns and to their length, above 400 bp, comparable to the lower end size of the length range of barcodes successfully used in animals.</p> <p>Conclusion</p> <p>The development of the new query system described here would answer the pressing requirement to improve drastically the bioinformatics support to the DNA Barcode Initiative. The large scale investigation of Ascomycota mitochondrial introns performed through this tool, allowing to exclude the introns-rich sequences from the barcode candidates exploration, could be the first step towards a mitochondrial barcoding strategy for these organisms, similar to the standard approach employed in metazoans.</p
UV measurements at Marambio and Ushuaia during 2000–2010
Solar ultraviolet (UV) irradiances were measured with NILU-UV
multichannel radiometers at Ushuaia (54° S) and Marambio
(64° S) between 2000 and 2013. The measurements were part of the
Antarctic NILU-UV network, which was started in cooperation between Spain,
Argentina and Finland. The erythemally weighted UV irradiance time series of
both stations were analysed for the
first time. The quality assurance procedures included a travelling reference
instrument to transfer the irradiance scale to the stations. The time series
were homogenized and high quality measurements were available for the period
2000–2010. During this period UV indices of 11 or more were measured on 5
and 35 days at Marambio and Ushuaia, respectively. At Marambio, the peak
daily maximum UV index of 12 and daily doses of around
7 kJ m−2 were measured in November
2007. The highest UV daily doses at both stations were typically around
6 kJ m−2 and occurred when the stations were inside the polar vortex,
resulting in very low total ozone amount. At both stations, daily doses in
late November could even exceed those in the summer. At Marambio, in some
years, also daily doses in October can be as high as those during the summer.
At Ushuaia, the peak daily maximum UV index of 13 was measured twice: in
November 2003 and 2009. Also during those days, the station of Ushuaia was
inside the polar vortex.</p
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