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McCauley, Brian
Publications (10 of 33) Show all publications
McCauley, B., Ehlers, A., Kopanidis, F. & Helmefalk, M. (2023). From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 3974-3983). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 3974-3983Conference paper, Published paper (Refereed)
Abstract [en]

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.  

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
destination tourism, events, geek culture, video games, festivals
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59399 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2023-04-17Bibliographically approved
Scholz, T. M., Hamari, J., Orme, S. & McCauley, B. (2023). Introduction to the Minitrack on Digitalization of Work. In: T. X. Bui (Ed.), Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences. Paper presented at 56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023 (pp. 4586-4587). IEEE Computer Society, 56
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2023 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences: 56th Annual Hawaii International Conference on System Sciences / [ed] T. X. Bui, IEEE Computer Society , 2023, Vol. 56, p. 4586-4587Conference paper, Published paper (Other academic)
Place, publisher, year, edition, pages
IEEE Computer Society, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862 ; 56
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-60164 (URN)2-s2.0-85152140186 (Scopus ID)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023
Available from: 2023-04-17 Created: 2023-04-17 Last updated: 2023-04-17Bibliographically approved
Cestino-Castilla, J., Macey, J. & McCauley, B. (2023). Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports. Internet Research, 33(7), 111-132
Open this publication in new window or tab >>Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports
2023 (English)In: Internet Research, ISSN 1066-2243, Vol. 33, no 7, p. 111-132Article in journal (Refereed) Published
Abstract [en]

Purpose: This paper studies early stages of actor mobilization for institutional change within Swedish esports. Design/methodology/approach: The authors employ interpretative phenomenological analysis. Findings: The authors’ findings explain how actors become motivated to act in critical reflections linked to conflicting legitimacy judgments and emotionally charged personal struggles. Moreover, the findings show how, as actors get activated in collective action, they identify efficacy lines around valid domains and experience emotionally charged collective endeavors. Furthermore, the findings explain how particularities in early experiences project legitimacy aspirations that orient collective action toward validity ends and particular values and ideals shaping actors' grassroots movements. Originality/value: This study adds to legitimacy and institutional change theory through individual actors' perspectives, providing key insights into how they are motivated, activated, and oriented. This study is the first to investigate grassroots activists' personal stories in esports.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2023
Keywords
Change agents, Collective action, Esports, Grassroots, Interpretative phenomenological analysis, Legitimacy, Mobilization, Personal experiences, Propriety judgments, Sweden, Validity
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-60814 (URN)10.1108/INTR-05-2022-0347 (DOI)000995154300001 ()2-s2.0-85160086033 (Scopus ID)HOA;intsam;883932 (Local ID)HOA;intsam;883932 (Archive number)HOA;intsam;883932 (OAI)
Available from: 2023-06-07 Created: 2023-06-07 Last updated: 2023-06-16Bibliographically approved
McCauley, B. (2023). Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 3892-3901). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 3892-3901Conference paper, Published paper (Refereed)
Abstract [en]

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. 

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
CS:GO, esports, prosumers, peer-to-peer prosumption, smurfs
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59406 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2023-04-17Bibliographically approved
McCauley, B., Scholz, T. M. & Tierney, K. (2023). That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023 (pp. 2307-2316). Honolulu: HICSS Conference Office, 56
Open this publication in new window or tab >>That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community
2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, Vol. 56, p. 2307-2316Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
Gaming communities, LAN parties, grassroot esports, gaming culture, community building
National Category
Business Administration Computer and Information Sciences
Identifiers
urn:nbn:se:hj:diva-59401 (URN)978-0-9981331-6-4 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2024-02-13Bibliographically approved
Berndt, A., Helmefalk, M. & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In: : . Paper presented at 5th Advances in Destination Management, June 8-10, 2022, Kalmar, Sweden.
Open this publication in new window or tab >>Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’
2022 (English)Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Increasingly popular esports events can be used to brand a destination. Esports events involve diverse stakeholders (e.g., local authorities and media), and understanding their role in esports events is necessary. Hence, the purpose of the paper is to uncover the role of these stakeholders in esports events, based on interviews conducted with these stakeholders. DreamHack, a hallmark esports event held in the city of Jönköping, Sweden, serves as the focus of this study. The importance of DreamHack to Jönköping is acknowledged due to its city connection, highlighting the need to leverage the event further both physically and digitally. 

Keywords
esports, DreamHack, stakeholders, audience, local tourism, esports events, tourism marketing National Category
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-58732 (URN)
Conference
5th Advances in Destination Management, June 8-10, 2022, Kalmar, Sweden
Available from: 2022-10-28 Created: 2022-10-28 Last updated: 2022-10-28Bibliographically approved
Nyström, A.-G., McCauley, B., Macey, J., Scholz, T. M., Besombes, N., Cestino-Castilla, J., . . . Törhönen, M. (2022). Current issues of sustainability in esports. International Journal of Esports, 1(1)
Open this publication in new window or tab >>Current issues of sustainability in esports
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2022 (English)In: International Journal of Esports, E-ISSN 2634-1069, Vol. 1, no 1Article in journal (Refereed) Published
Abstract [en]

Aims: The aim of the paper is to explore emerging themes, which support the development of a sustainable esports industry.

Methods and results: This study is based on a workshop methodology, which aims to identify and explore topics perceived as most pertinent by individuals with an intimate understanding of the dynamics of the esports context. Two workshops were held with a total of 64 participants, representing both academia and industry stakeholders. Interpretations of the sustainability of esports were thus recorded, developed, critiqued, and refined through social interaction with experts. The results indicate three critical themes to address regarding the development of sustainability of esports, namely a) health and inclusiveness, b) the incomplete industry structure, and c) the immature business logic.

Conclusions: Sustainability refers to the ability of esports to survive or persist. We argue that sustainability is dependent on how well industry stakeholders can address the identified themes. Currently, social sustainability is the primary concern of both practitioners and researchers of esports. Economic sustainability mostly deals with securing business growth, while environmental sustainability is not yet perceived as a relevant topic (e.g., using sustainable technologies and energy-saving related to gaming and competitive events). Structures and processes within esports presently constitute the focus of sustainability in esports.

Place, publisher, year, edition, pages
International Journal of Esports, 2022
Keywords
esports, sustainability, economic sustainability, social sustainability
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-58730 (URN)POA;intsam;839751 (Local ID)POA;intsam;839751 (Archive number)POA;intsam;839751 (OAI)
Available from: 2022-10-28 Created: 2022-10-28 Last updated: 2022-10-28Bibliographically approved
Scholz, T. M., Hamari, J., Törhönen, M. & McCauley, B. (2022). Introduction to the Minitrack on Digitalization of Work. In: Tung X. Bui (Ed.), Proceedings of the 55th Hawaii International Conference on System Sciences: . Paper presented at 55th Annual Hawaii International Conference on System Sciences, January 3-7, 2022 (pp. 5189-5190).
Open this publication in new window or tab >>Introduction to the Minitrack on Digitalization of Work
2022 (English)In: Proceedings of the 55th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2022, p. 5189-5190Conference paper, Oral presentation with published abstract (Other academic)
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-58731 (URN)2-s2.0-85152294092 (Scopus ID)978-0-9981331-5-7 (ISBN)
Conference
55th Annual Hawaii International Conference on System Sciences, January 3-7, 2022
Available from: 2022-10-28 Created: 2022-10-28 Last updated: 2023-04-24Bibliographically approved
Cestino-Castilla, J., Macey, J. & McCauley, B. (2021). Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. In: M. Bujic, J. Koivisto & J. Hamari (Ed.), Proceedings of the 5th International GamiFIN Conference: Levi, Finland, April 7-9, 2021. Paper presented at 5th International GamiFIN Conference, GamiFIN 2021, Levi, Finland, April 7-9, 2021 (pp. 190-199). CEUR-WS
Open this publication in new window or tab >>Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism
2021 (English)In: Proceedings of the 5th International GamiFIN Conference: Levi, Finland, April 7-9, 2021 / [ed] M. Bujic, J. Koivisto & J. Hamari, CEUR-WS , 2021, p. 190-199Conference paper, Published paper (Refereed)
Abstract [en]

Esports is a phenomenon which continues to grow in socio-cultural and economic importance, yet it remains at the edges of mainstream society. To date, there have been few works which address the topic in terms of legitimacy, particularly the micro-processes of legitimization. Given that the esports system is one which currently operates outside wider societal practices, the lived experiences of actors in the ecosystem can offer valuable insights into the world of esports. This research employs IPA in order to understand how actors in organized grassroots esports movements make sense of their individual experiences and actions. A series of novel contributions are provided by this work. First, micro-level theories of legitimacy are applied to a phenomenon which has recently come to mainstream attention, one which is at the same time a business and a culture. Second, it is the first, in our knowledge, to apply a qualitative methodology to the explicit issue of legitimacy in esports. Third, it adds to theories of legitimacy and institutional change by providing empirical insights into the circumstances in which the experience of conflicts in legitimacy judgments independently mobilizes actors, shaping collective action into grassroots activism efforts. Finally, it highlights tensions between international success and the foundations of grassroots esports. 

Place, publisher, year, edition, pages
CEUR-WS, 2021
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 2883
Keywords
Activism, Esports, Grassroots, IPA, Legitimacy, Collective action, Economic importance, Institutional change, Micro level, Microprocesses, Qualitative methodologies, Societal practices, Socio-cultural
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-54094 (URN)2-s2.0-85108173143 (Scopus ID)
Conference
5th International GamiFIN Conference, GamiFIN 2021, Levi, Finland, April 7-9, 2021
Available from: 2021-07-15 Created: 2021-07-15 Last updated: 2021-07-15Bibliographically approved
Cestino-Castilla, J., Macey, J. & McCauley, B. (2021). Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. In: : . Paper presented at 37th EGOS Colloquium, 8-10 July, Amsterdam, The Netherlands.
Open this publication in new window or tab >>Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism
2021 (English)Conference paper, Oral presentation only (Refereed)
Keywords
Activism, Esports, Grassroots, IPA, Legitimacy, Collective action, Economic importance, Institutional change, Micro level, Microprocesses, Qualitative methodologies, Societal practices, Socio-cultural
National Category
Business Administration
Identifiers
urn:nbn:se:hj:diva-59402 (URN)
Conference
37th EGOS Colloquium, 8-10 July, Amsterdam, The Netherlands
Available from: 2023-01-18 Created: 2023-01-18 Last updated: 2023-01-18Bibliographically approved
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