International Journal of Entertainment Technology and Management (6 papers in press)
The Oscars in Twitter: Insights Acquired through Social Network Analysis
by Vasiliki Vrana, Dimitrios Kydros
Abstract: Twitter offers tremendous opportunities for people to engage in discussion regarding the Oscars awards through information sharing, expressing opinions, disappointment or enthusiasm on movies, casts, and productions. Despite the huge number of tweets generated and the notable excitement about the Oscars, there is a void in the literature about the dynamic interconnections of users interacting in Twitter. In this paper we use Social Network Analytic techniques to record and create networks of users discussing and interacting in Twitter around the search term Oscars. We subsequently present and study the users networks gaining insights regarding their clusterability in communities and some of their discussion topics. We also study the macroscopic structure of the users network and prove that they belong to a class of networks bearing the scale-free topology. Finally, we create new networks based on the actual content of the tweets, based on word adjacencies and we procced with a similar investigation on these semantic networks.
Keywords: Oscars; Twitter; Data Mining; Social Network Analysis; Word adjacencies; Semantic network.
An exploration of chess personalities in grandmasters and class-A players using virtual humans
by Khaldoon Dhou
Abstract: The topic of virtual humans is increasingly vital in entertainment. They offer an influential medium for amusement and learning. In this article, the researcher investigates virtual chess players of different personalities to explore the psychology of competition between two groups of virtual chess players: grandmasters and class-A players. More specifically, the researcher evaluates the different errors made by the two groups of virtual players while competing against each other. The two virtual grandmasters are represented by Anderssen and Leko, who vary in their attack and defense styles. While Anderssen is an aggressive grandmaster, who starts attacking his opponent at an early stage of the game, Leko is known for being a solid defensive player. The class-A players in this study vary in their Knight-Bishop employment preferences. The study reveals many interesting findings of the errors made by different virtual chess players. These findings have their grounds in social sciences and can be beneficial to psychology and computing researchers.
Keywords: virtual humans; personality; chess; entertainment.
Technologies to feed your mind: implementing edutainment laboratories
by Lorella Gabriele, Francesca Bertacchini
Abstract: The purpose of this paper is to present edutainment environments devoted to educational robotics, evolutionary robotics and Chaos theory, with the aim to provide ideas that can be easily reproduced in different contexts. The adopted approaches, the research settings, the technical and technological organization, the tools used and the activities here described, synthetize the results of different research work carried out by the Laboratory of Psychology and Cognitive Sciences of the University of Calabria. Edutainment labs are part of the constructivist framework that joins education and entertainment to create rich learning environment through hands-on activities and using technologies. The design of these edutainment environments is critical because it is necessary to combine contents, tools and skills to be acquired, considering motivational components such as, novelty, curiosity, play, competition, teamwork, joyful activities. We observed how students simply learn and experiment practically advanced scientific concepts of contemporary science.
Keywords: Edutainment laboratories; constructivist methodology; educational technologies.
TV Personalization: blending linear and on-demand content in the living room
by Bernardo Cardoso, Jorge Ferraz De Abreu
Abstract: Nowadays recommendation systems are everywhere, ranging from e-commerce sites, social networks, all the way to most media streaming services. However, in most pay-TV platforms these recommendation systems dont usually achieve a suitable level of effectiveness, even when a huge linear and on-demand content catalogue is available. This paper suggests some reasons for that issue, exemplifying some of the shortcomings found in a south European pay-TV system. Driven by the actual perceived limitations, an innovative personalization system is proposed, and the current state of the prototype development is described. As far as the prototype is concerned, its already possible to present some identified insights that will be validated in an ongoing field trial and subsequent user evaluation.
Keywords: Personalization; Recommendation engines; pay-TV platforms; interactive TV applications.
Community Networks: A Civil Society Perspective
by Rozália Klára Bakó
Abstract: A community based approach to solving connectivity issues is on the agenda of both researchers and developers, with useful and replicable solutions. A comprehensive review of such initiatives may serve both scholars and practitioners. The Global Information Society Watch (GISW) a yearly thematic report series on the state of the information society from a civil society perspective has launched its 2018 edition on a timely and interesting topic: community networks. Authored by the Association for Progressive Communications members and experts, the report reveals global economic, social, cultural and technical issues concerning connectivity, and replicable solutions.. Community networks fill the gap left by governments and large telecommunication operators, enabling affordable access for the disconnected. The 2018 GISW includes eight thematic studies and 43 country reports. We propose an overview of these reports key issues by selecting four regionally and thematically diverse country cases: Brazil, Kenya, India, and Portugal. Conclusion: despite regional differences, a common feature of community-based connectivity solutions is the participatory approach: sharing costs and risks helps underserved communities.
Keywords: community networks; report review; civil society perspective.
Special Issue on: ICSIMAT 2019 Current and Future Technologies in Hospitality and Culture Marketing
Online Personal Selling and its influence on e-loyalty
by Na Zuo, Jashim Khan
Abstract: This research examines the relationship between online retail quality, consumer brand engagement and e-loyalty by examining the mediating role of online personal selling in the above relationship. Non-probability criterion-based purposive sampling resulted in two hundred and eight participants participating in this research. Results show a direct relationship between online retail quality and consumer brand engagement, and e-loyalty. Online personal selling plays a mediating role. Managerially, organisations should enhance online retail quality into website designing in order to keep customers engaged, embed more online personal selling functions to facilitate e-loyalty.
Keywords: Retailer website quality; online personal selling; e-loyalty.