1,720,957 research outputs found

    Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?

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    This paper conceptualizes “Gacha”, a lottery mechanism to win virtual items, which was developed in Japan, as game of chance elements in mobile games which is used for monetization in freemium business models. Based on the concept of Gacha, referring to previous studies, this paper also analyzes the difference of mobile game regulation between the West and Japan. Japan has a longer history and more experience in both monetization of mobile games with gambling like elements (Gacha) and its regulation including self-regulation. Specific kinds of Gacha are regulated in Japan, not because of its quasi-gamble mechanism, which is in contrast to previous study perception, but because of its misleading marketing promotion method. The Japanese regulatory approach to handle the game of chance issues is to increase the transparency of probability of winning which gives consumer better chances to consider their total amount of spending on Gacha

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Study of consumer attitudes towards connected reader devices in Japan based on the decomposed Theory of Planned Behavior

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    Some of the most interesting developments within mobile and wireless technologies have evolved from an enhancement of our daily life; creating objects and technologies that we can consume to hopefully increase our quality of life. Lately, a new (mobile) convergence is underway globally with new embedded connected devices entering the markets such as the iPad, the Galaxy tablet and dedicated connected reader devices such as Kindle, Librie and the biblio Leaf SP02 launched by KDDI in Japan. The framework of this study focuses on developing a deeper understanding of the attitudes and purchase intentions of end users of eBook readers. To accomplish that objective, the decomposed model of the Theory of Planned Behavior has been used as a guideline. Based on this a survey was carried out with prospective users utilizing Theory of Reasoned Action (TRA) dimensions such as attitude, subjective norm, perceived behavioral control and behavioral intention. Structural equation modeling was used to estimate the maximum likelihood for these dimensions. Results showed that the Theory of Planned Behavior (TPB) and the traditional form of TRA fit the data adequately. To the author's knowledge, this is the first known paper to deeply explore the cognitive constructs underlying purchase intentions of eBook readers.departmental bulletin pape

    "Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan

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    This paper looks at the recent discussion on "Lootboxes" by regulators in several countries referring to the case of Japan in the light of business model revolutions. A game-of-chance mechanic which can be found in more and more in digital games to acquire virtual items and to help monetize these games. These Lootboxes have created several negative reactions and calls for regulation because if their gambling like elements. Japan had similar mechanics in games for a long time called "Gacha" and could serve as an interesting insight into its regulation. Firstly as introduction, this paper explains what Lootboxes are in comparison to "Gacha" in Japan and investigates whether they would qualify as gambling using a gambling taxonomy. Lootboxes and Gacha can be seen as very similar and comparable and both would not qualify as gambling in traditional way as long as it could not be converted into real world currency. Secondly, it reviews recent regulatory actions in Western and Asian countries and their reasonings to regulate or not to regulate "Lootbox" mechanism in games. Regulators approaches to "Lootbox" differ from country to country, from very strict to tolerant, often depending on their understanding and perception of Lootbox mechanis. Thirdly, this paper introduces a player's perception on Lootbox elements and business models. According to a third-party survey, players have a certain preferences and expectation on how to pay for a game or in-game items in accordance with the business model of the game. Several empirical cases showed that an inconsistency or lack of transparency between game players and game companies on how to pay for games could be a trigger for complaints by players, not whether it gambling or not, Finally, this paper summarizes findings from empirical studies and points out the necessity of further studies on "game of chance" elements in games. In the case of so called free-to-play games, the lack of winning probability could be a key issue while for full price games the issue lies more in a lack of transparency of the business model. The former suggests the importance to increase the transparency of "probability" to give players more chances to calculate their chance of winning before they paying for game of chance elements. The latter implies that business models of the game industry have been transforming and games as well as their monetization strategies could be expanded and modified interactively and ceaselessly creating issues on the players side. Both user side and developer side behavior needs to be studies more. But the focus should not only be on gambling and addictive problems -which are important- but also on the issue of business model transformation and the interaction between players and developers in a networked environment

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

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