2022
DOI: 10.1155/2022/8046012
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A New Contemporary Profession as Game Boosters: The Behavioural Emergence of Intellectual Opportunism

Abstract: This study investigates the emergence of intellectual opportunism for game boosters in mobile social networks. It shows the supply and demand for upgrading game levels in mobile social networks. These supply and lucrative demand highlight a new temporary profession as game boosters. Game boosters facilitate framed newbie gamers who want to play at a higher game level without playing for a long time. This emergence of professionally game boosters is due to economic opportunism, promising their potential future … Show more

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Cited by 2 publications
(4 citation statements)
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References 87 publications
(218 reference statements)
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“…This elastic-active knowledge acquisition also supports the gamers' cognitive combat readiness in building team loyalty (Hanson, 2003;Sumino and Harada, 2004;Mandryk and Birk, 2017). Moreover, the authors explain that gamers use cognitive combat readiness to win the pressured matches, execute punctual decisions (Tyler et al, 2012;Tsarouhas and Makrygianni, 2017;Laanepere and Kasearu, 2021) and compete in a chaotically pressured environment (McAllister et al, 2013;Alexander, 2020;Sumiyana et al, 2022). Finally, this study suggests that gamers have an alternative option to learn convergently and acquire knowledge with a tacit-latent and elastic-active style due to achieving superiority in cognitive combat readiness and reaching strong-mental combat readiness.…”
Section: Discussion and Findingsmentioning
confidence: 55%
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“…This elastic-active knowledge acquisition also supports the gamers' cognitive combat readiness in building team loyalty (Hanson, 2003;Sumino and Harada, 2004;Mandryk and Birk, 2017). Moreover, the authors explain that gamers use cognitive combat readiness to win the pressured matches, execute punctual decisions (Tyler et al, 2012;Tsarouhas and Makrygianni, 2017;Laanepere and Kasearu, 2021) and compete in a chaotically pressured environment (McAllister et al, 2013;Alexander, 2020;Sumiyana et al, 2022). Finally, this study suggests that gamers have an alternative option to learn convergently and acquire knowledge with a tacit-latent and elastic-active style due to achieving superiority in cognitive combat readiness and reaching strong-mental combat readiness.…”
Section: Discussion and Findingsmentioning
confidence: 55%
“…This study posits Bustamante et al (2020), Garcia-Manero et al ( 2016), Jung C. W. (2020), Sumiyana et al (2022), Teng (2008), who find that gamers' social communities affect their social awareness of always existing professionally. Furthermore, this study considers gamers' behaviours characterised by social aspects, such as communicating, collaborating, coordinating, competing, etc.…”
Section: Gamer Behaviours and Cognitively Combat Readinessmentioning
confidence: 61%
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“…Online game addiction arises from students' inability to respond to various aspects of their attitudes and behaviour. Currently, the authors highlight that most university students or adolescents are massively addicted to online games in Indonesia, with rising new issues of hedonic needs and professional jobs as game boosters (Hanafi et al, 2019;Rakhmawati et al, 2021;Sumiyana et al, 2022;Vasudevan and Fung, 2022). On the other side, much of the extant research states that online game addiction is a psychopathology of modern culture (Lemmens et al, 2009;Van Rooij et al, 2011;Hyun et al, 2015).…”
Section: Introductionmentioning
confidence: 99%