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  • 1.
    Berndt, Adele
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Helmefalk, Miralem
    Linnaeus University, School of Business and Economics, Department of Marketing.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’2022Conference paper (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. 

  • 2.
    Berndt, Adele
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Helmefalk, Miralem
    Consumer Engagement in the Modern LANscape2020Conference paper (Refereed)
  • 3.
    Cestino-Castilla, Joaquín
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC). Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO).
    Macey, J.
    Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports2023In: Internet Research, ISSN 1066-2243, Vol. 33, no 7, p. 111-132Article in journal (Refereed)
    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.

  • 4.
    Cestino-Castilla, Joaquín
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC). Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO).
    Macey, Joseph
    Centre of Excellence in Game Culture Studies, University of Turku, Finland; Gamification Group, Tampere University, Finland.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism2021In: 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 (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. 

  • 5.
    Cestino-Castilla, Joaquín
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC). Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO).
    Macey, Joseph
    Centre of Excellence in Game Culture Studies, University of Turku, Finland; Gamification Group, Tampere University, Finland.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism2021Conference paper (Refereed)
  • 6.
    Koch, Niklas
    et al.
    Jönköping University, Jönköping International Business School.
    Pongratz, Sören
    Jönköping University, Jönköping International Business School.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Achtenhagen, Leona
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    ‘Smashing it’: How user entrepreneurs drive innovation in esports communities2020In: International Journal of Esports, E-ISSN 2634-1069, Vol. 1, no 1Article in journal (Refereed)
    Abstract [en]

    Aims: This study aims to understand user entrepreneurship within esports by analyzing the Nintendo esports title ‘Super Smash Bros.’

    Methods and results: Using a case-study approach we develop a model that integrates factors supporting user entrepreneurship in the esports industry. Through a content analysis approach, we combine online forum data with 12 interviews of key figures within the European Super Smash Bros scene to develop our findings. We contribute to the understanding of the interdependence between user- and environmental-specific factors of user entrepreneurship that enable innovation within communities. This study provides value in providing a platform for future studies to further develop our understanding of innovation and entrepreneurship within esports.

    Conclusions: Esports as a context is particularly suited for innovation through user entrepreneurship. User specific factors are the result of motivations that were not exclusively financial and driven by insights and knowledge obtained through the system in useperspective. Environment specific factors are due to engaging, uncertain and dynamic conditions combined with the unique context of the competitive Smash scene. The entrepreneurial activities of users are central to the development of esports, from which the whole industry benefits. User entrepreneurs play a valuable role for the development of the industry, as they seek opportunities that may not be recognized by larger commercial actors.

  • 7.
    Macey, J.
    et al.
    Gamification Group, Tampere University, Finland.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Mind games: Playtest as an allegory for liquid modernity2021In: Reading «Black Mirror«: Insights into Technology and the Post-Media Condition / [ed] Duarte G. A. & Battin J. M., Transcript Verlag, 2021, p. 69-85Chapter in book (Other academic)
  • 8. Macey, Joseph
    et al.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Mind games2021In: Reading "Black Mirror": Insights into technology and the post-media condition / [ed] G. A. Duarte & J. M. Battin, Bielefeld: Transcript Verlag, 2021, p. 69-86Chapter in book (Other academic)
  • 9.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    CS-GOne Home – An Auto-Netnographic Study of a Sustainable Media Offering2021Conference paper (Refereed)
  • 10.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Santa really will get a lot of his presents from Lapland this year [blog post]2019Other (Other (popular science, discussion, etc.))
    Abstract [sv]

    Introductory paragraph: The gaming industry is a big one in Sweden and continues to grow both in terms of esports and game development. One of the case studies we are currently working on in the Media Management and Transformation Centre is ‘Project Innovation Game’, an initiative in Northern Sweden aimed at developing the game development industry in Lapland. In broad terms the initiative was launched to make the North of Sweden a more appealing place to live through developing more creative industries and stopping the brain drain towards larger metropolitan cities. It was jointly funded by a European Regional Fund and local municipalities, with Skellefteå leading the project both in terms of leadership and financing contributions. The results of the project have been amazing.

  • 11.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers2023In: 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 (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. 

  • 12.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    The Value of Peer-To-Peer Prosumption in Esports During Covid19: A Digital Auto-Netnography by a CSGO Noob2021In: Book of abstracts: ERNC 2021, Esports Research Network Conference, 9-10 December 2021, 2021, p. 37-39Conference paper (Refereed)
  • 13.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Achtenhagen, Leona
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Developing an Ecosystem Around Gaming Development for Regional Juvenation - The Case of the Arctic Game Lab2021Conference paper (Refereed)
  • 14.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Ehlers, Annika
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Kopanidis, Foula
    RMIT University.
    Helmefalk, Miralem
    Linnaeus University.
    From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals2023In: 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 (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.  

  • 15.
    McCauley, Brian
    et al.
    RMIT University, Ho Chi Minh City, Vietnam.
    Gumbley, Sarah
    RMIT University, Ho Chi Minh City, Vietnam.
    Merola, Giovanni
    RMIT University, Ho Chi Minh City, Vietnam.
    McDonald, Matthew
    RMIT University, Ho Chi Minh City, Vietnam.
    Do, Truc
    RMIT University, Ho Chi Minh City, Vietnam.
    Facebook in Vietnam: Uses, gratifications & narcissism2016In: Open Journal of Social Sciences, E-ISSN 2327-5960, Vol. 4, no 11, p. 69-79Article in journal (Refereed)
    Abstract [en]

    The purpose of this study was to create a conceptual framework and to collect some pilot data in order to underpin future research on how the Vietnamese use Facebook in their day-to-day lives. A number of key points were observed in this study, which informed the framework. Firstly, there is a paucity of research on this topic, that Facebook users in Vietnam (population 90 million) rank as some of the heaviest consumers in the world, and Vietnamese cultural traditions and values need to be acknowledged given these differences when compared to other nations and how this might influence Facebook use. Given the studies focus on users, the theory on “uses and gratifications” was employed in order to understand how Facebook satisfies the needs of its Vietnamese users. An important component in this theory is the way in which Facebook allows posting of material related to the enhancement of the “self”, which has the potential to satisfy ego driven needs in the form of narcissism. However, narcissism and its links with Facebook have only recently been systematically studied in Asian countries, predominately in China. In conclusion, the conceptual framework and analysis of the pilot data produced a number of interrelated constructs (e.g. socializing, social enhancement, entertainment) that provide a baseline or foundation from which a longer-term program of empirical research can be conducted on Facebook use in Vietnam.

  • 16.
    McCauley, Brian
    et al.
    RMIT University, Kent, USA.
    Kopanidis, Foula
    RMIT University, Kent, USA.
    Farrelly, Francis
    RMIT University, Kent, USA.
    Towards an understanding of the motivations to play games on smartphones2016In: Looking forward, looking back: Drawing on the past to shape the future of marketing: Proceedings of the 2013 World Marketing Congress / [ed] C. Campbell & J. Ma, Cham: Springer, 2016, p. 273-275Chapter in book (Refereed)
    Abstract [en]

    Smartphones are rapidly becoming ubiquitous personal items that continue to evolve and shape our consumption experiences through the applications (apps) used on them, almost half of which are games. The mobile game ‘Angry Birds’ has been downloaded over one billion times. These consumption patterns continue to define what is fast becoming an ‘emerging ludic society’ (Kallio, Mäyrä, & Kaipainen, 2011) and implications for marketers lie in the growing area of gamification (Deterding, Dixon, & Khaled, 2011). Video gaming is now a social norm (Kallio et al., 2011; Mäyrä, 2008). This research seeks to fill a gap in the consumer behaviour literature by providing a conceptual model to explain motivation as the antecedents of play on smartphones. Since the continuing cultural penetration of video games is inevitable, employing new theoretical models and empirically exploring these domains becomes ever more important in order to inform more effective health and education interventions as well as advancing the basic science of humans at play (Przybylski, Rigby, & Ryan, 2010).

  • 17.
    McCauley, Brian
    et al.
    RMIT University, Melbourne, Australia.
    Kopanidis, Foula
    RMIT University, Melbourne, Australia.
    Farrelly, Francis
    RMIT University, Melbourne, Australia.
    Greuter, Stefan
    RMIT University, Melbourne, Australia.
    Always on: Understanding the intrinsic motivations for playing games on smartphones and the effect of user characteristics2018In: Loading..., ISSN 1923-2691, Vol. 11, no 18, p. 1-20Article in journal (Refereed)
    Abstract [en]

    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.

  • 18.
    McCauley, Brian
    et al.
    RMIT University, Ho Chi Minh City, Viet Nam.
    Merola, Giovanni
    Xi'An Jioatong Liverpool University, China.
    Gumbley, Sarah
    RMIT University, Ho Chi Minh City, Viet Nam.
    Play on demand: Why do players play the mobile games they do2017In: International Journal of E-Business Research, ISSN 1548-1131, E-ISSN 1548-114X, Vol. 13, no 4, p. 37-54Article in journal (Refereed)
    Abstract [en]

    Due to the penetration of smartphones and associated mobile devices, mobile gaming has become a ubiquitous industry worldwide. Players now have access to games at all times. Extending previous research and the Uses and Gratifications approach this paper presents an alternative conceptual model that can offer explanations towards understanding why players play the mobile game they play most frequently.

  • 19.
    McCauley, Brian
    et al.
    RMIT University Vietnam, Ho Chi Minh City, Vietnam.
    Nguyen, Nha
    RMIT University Vietnam, Ho Chi Minh City , Vietnam.
    McDonald, Matthew
    RMIT University Vietnam, Ho Chi Minh City , Vietnam.
    Understanding the motivations of Vietnamese millennial mobile gamers: A pilot study2016In: Handbook on Emerging Trends in Business, Economics and Management, Punjab, Pakistan: Academic Research Publishing Group , 2016, p. 1-8Chapter in book (Refereed)
    Abstract [en]

    This paper uses the results of a short online survey and several qualitative interviews to investigate the motivations for mobile gaming among Millenials in Vietnam. The findings of the study revealed some key aspects of mobile gaming in Vietnam that may be unique to the cultural context. As a result, this study offers insights that can provide a basis for future investigations into a large and growing population that has received little attention in the literature to date. Findings and implications are discussed and situated within important contexts such as gamification and education.

  • 20.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Nguyen, Truc Ha Thanh
    Univ Kent, Kent Business Sch, Management, Canterbury, Kent, England.
    McDonald, Matthew
    RMIT Univ, Asia Grad Ctr, Ho Chi Minh City, Vietnam.
    Wearing, Stephen
    Univ Technol, Management Discipline Grp, Sydney, NSW, Australia.
    Digital gaming culture in Vietnam: an exploratory study2020In: Leisure Studies, ISSN 0261-4367, E-ISSN 1466-4496, Vol. 39, no 3, p. 372-386Article in journal (Refereed)
    Abstract [en]

    New information and communication technologies continue to spread rapidly into the Asian marketplace, which has led to new patterns of leisure consumption, one of the most popular being digital gaming. However, in Vietnam there is limited research on gaming as a leisure activity. The purpose of this study is to explore the phenomenon of digital gaming in Vietnam to better understand how it is practiced in this culture. Semi-structured interviews were conducted with twenty-five gaming industry figures and gamers. Thematic analysis was used to guide data collection and analysis. The findings indicate that glocalisation, socialised gaming practices and competitiveness characterise the Vietnamese gaming experience. The distinct culture of Vietnam combined with globalised gaming consumption habits has created new modes of play culture, and hence leisure experiences that are growing in pervasive and influential ways.

  • 21.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Scholz, Tobias M.
    University of Siegen.
    Tierney, Kieran
    RMIT University.
    That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community2023In: 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 (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.

  • 22.
    McCauley, Brian
    et al.
    RMIT University, Vietnam.
    Thong, Li Ping
    RMIT University, Melbourne, Australia.
    Nkhoma, Mathews
    RMIT University, Vietnam.
    Developing a mobile game with social impact2017In: ANZMAC 2017, "Marketing for Impact", December 4-6: Conference Proceedings — Melbourne, Australia / [ed] L. Robinson, L. Brennan, & M. Reid, Melbourne: RMIT University , 2017, p. 779-782Conference paper (Refereed)
    Abstract [en]

    This paper documents how academic theory can be used to inform mobile game design for social impact. Green Turtle Hero is a mobile game aimed at teaching Vietnamese youth an anti-littering message. Relevant academic theory is being applied throughout the process of conceptualisation, design, testing, launching and evaluation. This social marketing initiative is designed to create a real world social impact while also informing future research. The success of the game combined with the resultant research outputs will be utilised to apply for funding towards future developments to create a self-sustaining loop of research with social impact.

  • 23.
    McCauley, Brian
    et al.
    RMIT, Ho Chi Minh, Vietnam.
    Thong, Li Ping
    RMIT, Melbourne, Australia.
    Nkhoma, Mathews
    RMIT, Ho Chi Minh, Vietnam.
    Nguyen, Nhan
    RMIT, Ho Chi Minh, Vietnam.
    Vietnam Run: An alternative approach to mobile learning2017In: Proceedings of the Informing Science and Information Technology Education Conference: July 31 - August 5, 2017, Ho Chi Minh City (Saigon), Vietnam, Santa Rosa, CA: Informing Science Institute, 2017, p. 159-169Conference paper (Refereed)
    Abstract [en]

    Aim/Purpose: How to spread an anti-littering message amongst Vietnamese youth. Background: We outline the design of a mobile game aimed at educating the target audience on the value of not littering. 

    Methodology: We use key theory from the literature to inform the design of the game. 

    Contribution: This paper outlines an approach to education that could provide value in re-conceptualizing mobile learning in future. A unique mobile game, Vietnam Run, was designed and developed for the Vietnamese audience, and its game design considerations outlined. There is a lack of studies conducted in the area of mobile serious games within the context of Vietnam. This paper addresses the existing gap in the present literature from that perspective. The game design considerations outlined in this paper could be adapted and applied to the future development of similar mobile serious games in Vietnam. 

    Findings: Localization as a starting point increases value when a key problem and target audience has been identified. Social cognitive theory and elaboration likelihood model forms the overarching theory that defines game design to sustain player interest and engagement. 

    Recommendations for Practitioners: Academic theory can provide a conceptual starting point for designing educational tools. 

    Recommendation for Researchers: Application of theory in real world applications lends credence and delivers measurable impact in order to demonstrate value of previous work. 

    Impact on Society: It is anticipated that Vietnam Run will have value in spreading positive anti-littering message within Vietnam and provide a starting point for future projects that can expand the aims of this project further. 

    Future Research: The future success of the game will be analyzed through media reach, game downloads and in-game analytics in order to provide a strong conceptual basis for future work in this area.

  • 24.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Tierney, Kieran D
    RMIT University.
    Holmströmm, Markus
    Jönköping University.
    Andersson, Kim
    Jönköping University.
    Understanding co-creation of value in LAN parties2019In: ANZMAC 2019 Winds of change: 2nd - 4th December 2019, Wellington, New Zealand / [ed] James E Richard, Djavlonbek Kadirov, 2019, p. 200-203Conference paper (Refereed)
    Abstract [en]

    Using co-creation of value as an initial framing theory this paper explores the value of Local Area Network (LAN) parties for eSports consumers. LAN Parties are events where eSport consumers gather together with their computers in a physical location to play and socialise in person. The paper provides initial insights into the motivations for those attending LAN parties and the practices involved through ethnographic observations and thematic analysis of ten interviews conducted at the Mega-LAN DreamHack in Sweden. These motivations and practices are situated within the shared cultural capital of gaming and eSport and are heavily intertwined with commercial actors and brands. Given the nascency of both the context itself and the marketing literature surrounding it this paper offers initial understanding how marketers can potentially understand and work with a rapidly growing younger demographic of consumers.

  • 25.
    McCauley, Brian
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC). Jönköping University, Jönköping International Business School, JIBS, Business Administration.
    Tierney, Kieran
    Royal Melbourne Institute of Technology, Australia.
    Tokbaeva, Dinara
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC). Jönköping University, Jönköping International Business School, JIBS, Business Administration.
    Shaping a regional offline eSports market: Understanding how Jönköping, the ‘City of DreamHack’, takes URL to IRL2020In: JMM - The International Journal on Media Management, ISSN 1424-1277, E-ISSN 1424-1250, Vol. 22, no 1, p. 30-48Article in journal (Refereed)
    Abstract [en]

    Globally, eSports is growing in influence in media. However, it represents a unique phenomenon in the modern mediascape as it is expanding beyond the online digital world and becoming interwoven in the offline, physical world. Jönköping, a mid-sized Swedish city that hosts the DreamHack winter and summer events, provides the setting for how this offline context is being facilitated and shaped to maximize the benefits of eSports’ increasing cultural relevance and value. By conceptualizing the local eSports scene as a market, this article synthesizes 17 interviews with local actors to answer the question: What offline actions do actors engage in to facilitate and shape the local eSports market? This article provides actionable insights from a strategic media management perspective that can enable others to engage with and develop local offline eSports markets to provide a platform for media creation.

  • 26. Mundorf, Jan
    et al.
    Picone, Bastiaan
    Davidsson, Gustav
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Gymification – Inducing intrinsic motivation through a gamified gym application2020Conference paper (Refereed)
  • 27.
    Nguyen, Thanh-Nha
    et al.
    Asia Graduate Center, RMIT University, Ho Chi Minh, Vietnam.
    McDonald, Matthew
    Asia Graduate Center, RMIT University, Ho Chi Minh, Vietnam.
    Nguyen, Truc Ha Thanh
    Kent Business School, University of Kent, Canterbury, UK.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Gender relations and social media: a grounded theory inquiry of young Vietnamese women’s self-presentations on Facebook2020In: Gender, Technology and Development, ISSN 0971-8524, E-ISSN 0973-0656, Vol. 24, no 2, p. 174-193Article in journal (Refereed)
    Abstract [en]

    Since the introduction of Đổi Mới (market economic reforms) in 1986, Vietnam has experienced rapid social, cultural, economic and technological changes. The purpose of this study is to explore the nexus between gender relations and social media with a focus on how young urban Vietnamese women present themselves on Facebook. Grounded theory was employed to inquire into this phenomenon, revealing that the participants use various self-presentation techniques (strategies) including an ideal appearance, competency (mastery) and a positive image. The participants’ self-presentations were found to be simultaneously influenced by Confucian ethics, socialist ideology and neoliberal global culture. The intersection of these social forces has changed the nature of gender relations and expectations for young Vietnamese women, leading to the emergence of a neoliberal gendered self in their presentations on Facebook. This study foregrounds how gender relations in early twenty-first century Vietnam are being reconfigured by competing values and how these can be analyzed through and influenced by social media use.

  • 28.
    Nyström, Anna-Greta
    et al.
    Åbo Akademi University, Finland.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Macey, Joseph
    University of Turku; Gamification Group, Tampere University.
    Scholz, Tobias M.
    University of Siegen.
    Besombes, Nicolas
    Institut des Sciences du Sport-Santé de Paris (URP 3625), Université de Paris.
    Cestino-Castilla, Joaquín
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Hiltscher, Julia
    University of Bonn; ESL Gaming GmbH.
    Orme, Stephanie
    Emmanuel College.
    Rumble, Ryan
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Törhönen, Maria
    Gamification Group, Tampere University.
    Current issues of sustainability in esports2022In: International Journal of Esports, E-ISSN 2634-1069, Vol. 1, no 1Article in journal (Refereed)
    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.

  • 29.
    Rumble, Ryan
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO).
    Caccamo, Marta
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Steigenberger, Norbert
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Nascent entrepreneurs’ networking paradox in the creative industries2021Conference paper (Refereed)
  • 30.
    Rumble, Ryan
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO).
    Steigenberger, Norbert
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Caccamo, Marta
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Centre for Family Entrepreneurship and Ownership (CeFEO). Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    The networking paradox in early-stage entrepreneurship and how introvert entrepreneurs navigate it in networking events: A study in the indie games industry2020Conference paper (Refereed)
  • 31.
    Scholz, T. M.
    et al.
    University of Siegen, Germany.
    Hamari, J.
    Tampere University, Finland.
    Orme, S.
    Key Lime Interactive, United States.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Introduction to the Minitrack on Digitalization of Work2023In: 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 (Other academic)
  • 32.
    Scholz, Tobias M.
    et al.
    University of Siegen.
    Hamari, Juho
    Tampere University.
    Törhönen, Maria
    Tampere University.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Introduction to the Minitrack on Digitalization of Work2022In: Proceedings of the 55th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2022, p. 5189-5190Conference paper (Other academic)
  • 33.
    Scholz, Tobias M.
    et al.
    University of Siegen.
    McCauley, Brian
    Jönköping University, Jönköping International Business School, JIBS, Business Administration. Jönköping University, Jönköping International Business School, JIBS, Media, Management and Transformation Centre (MMTC).
    Esports as a Way to Prepare the Next Generation for the Modern Working World2021Conference paper (Refereed)
1 - 33 of 33
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