While serious games have been used within the field of international development since 2005, their adoption as tools for social and behavior change has remained fairly limited. Using Bourdieu’s theory of practice as an analytical framework, this study examines the tensions created when the fields of international development and serious games are brought together. In-depth interviews with development practitioners and game experts responsible for creating the nonprofit Half the Sky Movement’s mobile phone and Facebook games are used to examine how logistical considerations and ideological conflicts between agents from differing fields shape the limitations and possibilities of bringing games into the development space. Further, this study analyzes the new forms of Bourdieu’s concepts of habitus and capital created through this overlap in fields, filling an existing gap in the extant literature on the production and use of games for international development.
Purpose. The purpose of this work was to explore the relationship between gender, game performance factors, and player enjoyment of a first-person shooter (FPS) video game. Drawing upon the notion that FPS games are gendered spaces in which men are both the intended and ideal participants, we predicted that women’s game enjoyment, in contrast to men’s, would rest on their ability to positively violate negative expectancies associated with FPS games by performing at a high level. Method. Two inter-related studies were employed. The first (preliminary) study used an online survey to assess gender-based expectancy differences. The second (main) study was lab-based. Here, participants played the FPS game COUNTER-STRIKE: GLOBAL OFFENSIVE and provided data on perceived game performance and session enjoyment. Results. The data indicated that men’s enjoyment of a FPS game was not influenced by game performance while women’s enjoyment was, in fact, significantly influenced by both subjective self-relative and objective performance dimensions. Conclusions. The present findings may provide a partial explanation for the persistence of the gender gap relative to FPS preference. Moreover, the current work extends the current scholarly understanding of expectancy value theory (EVT) by investigating the effect of expectancy violations associated with one’s own behavior.
PurposeWhen it comes to tactics that organizational communicators can undertake to elicit positive gains with stakeholders, transparent communication ranks high on lists proposed by both the scholarly and trade literatures. However, little is known about why such communication tactics are effective on a psychological level. Thus, this study aims to propose and test a psychological model of transparent communication effectiveness in the context of proactive, socially responsible brand communication. The model was based on three propositions: (1) transparent communication offers audiences an important opportunity to learn more about organizational functioning, (2) learning elicits an organizationally relevant positive affective state and (3) positive affect facilitates a robust relationship between perceived learning outcomes and positive evaluation of the organization.Design/methodology/approachThis study used an experiment to test the hypothesized model.FindingsSupport was found for the proposed model. Specifically, the data indicated that the use of transparent massaging elicited higher levels of perceived learning. Perceived learning was associated with positive brand-relevant affect. Finally, positive brand relevant-affect predicted positive summary brand evaluation.Originality/valueTaken as a whole, the current findings inform theorizing on transparent organizational and brand communication by describing the foundational roles played by perceived knowledge gain and positive affect in encouraging positive message-related outcomes.
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