719 research outputs found

    Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers

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    Esports games can be seen as platform based prosumption experiences as players co-produce their media experiences through play. This can be viewed as peer-to-peer prosumption where users create value between themselves for emotional and social outcomes. Smurfing represents a form of play where higher skilled users compete with lower skilled players through an alternative account that ensures a mismatch in skill abilities. Through an auto-netnographic approach augmented with interviews on the CS:GO matchmaking platform, this paper provides new insights on a common practice that has received little attention to date. Three key themes were identified that illustrate that this complex phenomenon should not always be framed in a negative fashion. Smurfing should be understood as embedded within peer-to-peer prosumer platforms, driven by complex motivations and framed as cheating according to perspective. The concept has value for further study in gaming and esports with wider implications for the digital society

    That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community

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    This paper presents the initial findings of a longitudinal study examining the role and experiences of LAN organizers in managing player communities pre, during and post the Covid 19 pandemic. Interpretative Phenomenological Analysis was used to analyze interviews with organizers of the Birdie LAN, Sweden’ s longest running LAN event. Five key themes were identified reflecting the roles of organizers and their experiences pre pandemic. (1) building and maintaining the culture, (2) encouraging inclusivity and community building, (3) negotiating professionalism, (4) learning, adapting and evolving, (5) creating sustainability through a future orientation. This paper presents the results of the first data collection to examine the impacts of the pandemic on grassroots gaming communities. The findings here represent a foundation in understanding the role of community leaders in maintaining a culture around gaming. These initial findings add value to our understanding of grassroots esports and player communities and the social practices of gaming in the modern era

    From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals

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    The rise and connectivity of digital subcultures are increasingly influencing destination tourism. This study provides an understanding of a multi genre festival within the wider context of popular ‘geek’ culture and its increasing role in events and destination tourism. Through profiling the characteristics and experiences of visitors attending Nordsken, an annual festival in Northern Sweden, we profile segments and provide insights on attendees. Based on a survey of festival visitors, this study revealed five distinct clusters (Digital Gamer, Enthusiastic Nerd, Analogue Fan, Spectator & Follower and Creative Player) based on interests and activities. Experiences of the event were relatively similar for all clusters indicating that multi genre festivals can create memorable experiences for a broad audience with a variety of interests rooted in digital cultures. Through understanding and developing target audiences, regions can leverage multi genre festivals as platforms to enhance regional digitalization

    Always On: Understanding the Intrinsic Motivations for Playing Games on Smartphones and the Effect of User Characteristics

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    This study examines the intrinsic motivations that drive the enjoyment of smartphone games and the influence of the characteristics of age, gender and playfulness on such motivations. Using Self-Determination Theory (SDT) from the discipline of psychology as a basis, a sample of 340 smartphone gamers was surveyed and the results were analyzed using a multiple linear regression approach. The consequent model was then tested in relation to two specific games to further validate the approach and provide a model that is relevant to individual games. This study thus provides a clearer idea of the nature of play as it develops in the era of the smartphone game as well as adding another layer to our understanding of intrinsic motivation due to the fact that smartphone games can be accessed as necessary for need satisfaction, to experience flow, to gain a sense of escapism and ultimately to allow a player to experience a sense of enjoyment. Given that smartphones now constitute an essential communication device, this represents a key change in that people can now access a mode of play almost at whim. Players now have access to an enjoyable experience that can provide satisfactions that other experiences in their daily life may not allow

    Leading Character: An Investigation Into the Characteristics and Effective Practices of Character Education Leaders

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    In this collaborative Dissertation of Practice we examined the leadership frameworks, leader characteristics, and effective character education practices that can help foster students’ intellectual, moral, performance, and civic character development. The project used a mixed-methods approach to study the relationships among: (a) three frameworks of character education leadership, (b) effective character education practices, and (c) school and student outcomes. Three members of the team focused on a specific set of leadership characteristics: (a) a newly created framework called Vulnerable Leadership, (b) the existing model of Transformational Leadership, and (c) a newly created framework called Professional Growth Leadership. The fourth member examined effective character education practices using a new measure called the Effective Character Education Score (ECES). The team measured outcomes to include performance data (academic, behavior, attendance), climate data (parent, student, staff), and character education recognitions or awards. Significant correlations were found between each of the leadership frameworks and the ECES, among the three leadership frameworks, and between ECES and the outcomes. Ultimately, this work proposes a taxonomy of effective character education practices and a paradigm shift for effective school leadership; the suggested new model is called The Connected Leader. The Connected Leader includes three components: personal growth, positive school culture, and caring relationships. This new model stresses that an effective character education leader should connect with self, staff, students, and stakeholders of a school community

    The Brink of the Abyss: From Transcatheter Aortic Valve Implantation, to Impella, to Left Ventricular Assist Device Destination Therapy

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    Acute valvular emergencies are common causes of cardiogenic shock. Patients with critical aortic pathologies causing shock frequently undergo percutaneous interventions for valve replacement. However, in cases of persistent cardiogenic shock after valve replacement, there are limited options for further mechanical support. In this case study, we report a patient with a prior history of aortic valve replacement who presented in cardiogenic shock. After a transcatheter aortic valve-in-valve replacement, he remained in persistent shock with worsening clinical parameters requiring escalating inotropic and vasopressor support. With input from a multidisciplinary care team, an Impella 5.5 (Abiomed, Inc.) was placed through the valve for mechanical circulatory support, ultimately serving as a bridge to a durable left ventricular assist device as destination therapy. This technically challenging approach was successful, and the patient was discharged to acute rehabilitation with improved symptoms
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