2024
Scully-Blaker, Rainforest
Reframing the Backlog: Radical Slowness and Patient Gaming Book Section
In: op de Beke, Laura; Raessens, Joost; Werning, Stefan; Farca, Gerald (Ed.): Ecogames: Playful Perspectives on the Climate Crisis, pp. 505–24, Amsterdam University Press, 2024, ISBN: 978-90-485-5721-9.
Abstract | Links | Tags: Community, Critical theory, Exhaustion, Labor, Leisure, Slow gaming
@incollection{Scully-Blaker2024b,
title = {Reframing the Backlog: Radical Slowness and Patient Gaming},
author = {Rainforest Scully-Blaker },
editor = {Laura op de Beke and Joost Raessens and Stefan Werning and Gerald Farca},
url = {https://doi.org/10.2307/jj.10819591.27},
doi = {10.2307/jj.10819591.27},
isbn = {978-90-485-5721-9},
year = {2024},
date = {2024-01-30},
urldate = {2024-01-30},
booktitle = {Ecogames: Playful Perspectives on the Climate Crisis},
pages = {505–24},
publisher = {Amsterdam University Press},
abstract = {This chapter presents the findings of an investigation into /r/patientgamers, a forum for those who play video games well after their initial release. In theory, the community’s protracted approach to media consumption seems to resist the neoliberal, late capitalist instrumentalization of leisure time. However, upon closer inspection, I found that many patientgamers experience stresses caused by a framing of play as transactional. Users’ nostalgia for their childhoods and the exhaustion caused by their gaming backlogs are shown to be emblematic of how play is ensnared by capitalist logics. However, the patientgamer philosophy still suggests that play may radically slow present modes of media consumption with a view to imagining and even enacting more socially and ecologically sustainable futures.},
keywords = {Community, Critical theory, Exhaustion, Labor, Leisure, Slow gaming},
pubstate = {published},
tppubtype = {incollection}
}
2022
Friman, Usva; Ruotsalainen, Maria
Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie” Book Section
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 135-154, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Abstract | Links | Tags: Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women
@incollection{Friman2022,
title = {Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”},
author = {Usva Friman and Maria Ruotsalainen},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_8},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {135-154},
publisher = {Palgrave Macmillan},
abstract = {This chapter examines toxic meritocracy in relation to gender in competitive Overwatch, asking how gender affects a player’s opportunities for engagement in that scene. It analyzes online news stories and community discussions concerning “Ellie” – a fabricated competitive woman gamer created as a “social experiment” by a man player. The confluences between gender and toxic meritocracy become visible in the assumption there must be an experienced man gamer behind the battletag, the gender-based harassment targeted at Ellie, and the reflections on the importance of setting an example as the first team taking a woman player for Contenders. The analysis shows that despite a strong belief in meritocracy upheld within the community, there are many barriers limiting the participation of those entering competitive Overwatch as women.},
keywords = {Community, Competitive gaming, Gender, Overwatch, Toxic meritocracy, Women},
pubstate = {published},
tppubtype = {incollection}
}
2019
Xi, Nannan; Hamari, Juho
The Relationship Between Gamification, Brand Engagement and Brand Equity Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 812-821, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Brand engagement, Brand equity, Community, Gamification, Marketing
@inproceedings{Xi2019b,
title = {The Relationship Between Gamification, Brand Engagement and Brand Equity},
author = {Nannan Xi and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202102021851},
doi = {doi:10.24251/HICSS.2019.099},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {812-821},
publisher = {HICSS},
abstract = {Many companies are increasingly attempting to build and manage brand communities that increasingly resemble games and game communities and believe that this gamification can increase the engagement and loyalty of consumers to the brand. However, currently, there is a dearth of empirical evidence supporting these expectations in the realm of marketing beyond the pervasive hype around gamification. Therefore, in this study, we investigate the relationship between gamification features, brand engagement and brand equity among consumers (N=824) from both of Xiaomi and Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.},
keywords = {Brand engagement, Brand equity, Community, Gamification, Marketing},
pubstate = {published},
tppubtype = {inproceedings}
}
