最初和持续参与梦幻足球的修订模型

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-12-17 DOI:10.1016/j.entcom.2024.100917
Luke Wilkins , Jamie Churchyard , Zoella Zaborski , Ross Dowsett , Gary Britton
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引用次数: 0

摘要

梦幻足球(FF)是一款在线游戏,在球迷参与这项运动方面发挥着越来越重要的作用。威尔金斯等人的b[45]模型为初始和持续参与梦幻足球(MICIFF)提出了参与梦幻足球的几种可能动机。本研究检验了这个模型的有效性,同时也探索了潜在的与年龄相关的观点差异。对698名FF球员的定性回应进行的综合内容分析显示,模型中的15个因素中有12个得到了支持(即8%的覆盖率),其中“模仿真实足球”(45.7%的覆盖率)和“保持友谊”(44.8%)被引用得最多。两个因素没有发现证据,而对另一个因素进行了修正。分析中出现了两个新的因素。卡方检验发现,年轻人和老年人在五个因素上存在显著差异。这些变化反映在订正的海地文职部队中。这些发现增强了我们对个人参与FF的理解,并对游戏中的玩家和利益相关者都有影响。
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The revised model for initial and continued involvement in fantasy football
Fantasy football (FF) is an online game that plays an increasingly central role in fan engagement with the sport. Wilkins et al.’s [45] Model for Initial and Continued Involvement in Fantasy Football (MICIFF) proposed several possible motivations for FF participation. The present study examined the validity of this model whilst also exploring potential age-related differences in perspectives. Integrative content analysis of qualitative responses from 698 FF players revealed support (i.e., >8% coverage) for 12 of the 15 factors in the model, with ‘mimics real football’ (45.7 % coverage) and ‘maintaining friendships’ (44.8 %) most frequently cited. No evidence was found for two factors, whilst amendments were made to another factor. Two new factors emerged from the analysis. Chi-square tests identified significant differences between younger and older adults in five factors. These changes are reflected in a revised MICIFF. The findings enhance our understanding of why individuals participate in FF and have implications for both players and stakeholders in the game.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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