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At a time when the lack of physical activity is a real danger for the population, the digital revolution has a role to play. Indeed, we have been hearing about the arrival of new technologies, especially mobile sports applications, for several years. The supply and demand for this product are growing rapidly and the market is becoming more and more competitive. Therefore, it is important for brands to know consumers’ expectations and to understand their motivations regarding mobile sports applications in order not only to retain them, but also to attract new ones. Despite the large number of studies about mobile applications and the adoption of new technologies, few have been conducted on the factors that drive consumers to use sports applications. The current study was designed in the wake of a search of the existing literature focused on technology acceptance and mobile applications. The research was therefore built around the Technology Acceptance Model (TAM) and the Diffusion of Innovation Theory (IDT), its aim being to examine the influence of different predictive factors on consumers' intentions to use sports mobile applications. The collection of this secondary data therefore allowed the dissemination of an online questionnaire and statistical analysis of its respondents’ answers. The results revealed that the factors with a positive impact on the intention to use a sports mobile application were perceived usefulness, perceived enjoyment, observability, and compatibility. In addition, we could notice that participants' familiarity with their app was also a variable impacting their intention to use. On the other hand, in this case, perceived ease of use and testability of the application do not appear to be predictors of intention to use. The gender and age of the participants do not have any influence on this causal relationship. Certain technical elements were also discerned to be important in the user’s view. Focusing on usability and the interface, activity history, the community, and adaptations related to Covid-19 is a good way to interest the consumer. This work concludes with an overview of the main implications and limitations of this research.
Mobile application --- Sports --- Technology Acceptance Model --- Innovation Diffusion Theory --- User behavior --- User experience --- Sciences économiques & de gestion > Marketing
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In an era where inclusivity and gender equality are at the centre of our societal preoccupations, this thesis investigates, through the prism of identity dilemmas, how female gamers manage their identity(ies) in a hostile and gendered gaming community: League of Legends. Accordingly, this research fills a gap in the literature by combining the themes of online communities, female gamers, and identity creation in relation to aggressive behaviours, namely gender-based harassment and stigmatisations. Additionally, this research, by investigating such a challenging topic for the industry, brings food for thought to the gaming sector, namely game developers. As a result, various findings could be drawn from this research relying on in-depth-interviews of 20 female League of Legends players. First, the focus of this research is based on the definitions of the gaming communities and the notion of femininity accepted by both our society and respondents. I argue that several women and gamer identities must be considered to analyse such an identity process. Then, the sources of identity dilemmas are explored which leads to the conclusion that stigmatisations are the trigger of the studied identity dilemmas, complemented by gender-based harassment and incongruity between identities. Later, this research allows the identification of four types of resolutions to identity dilemmas, also called identity management styles in this thesis. In addition, factors which might influence the identity management styles developed by female gamers are addressed. Thus, the influence of game rank is denied while the influence of exposure to stigmatisations outside the community is assumed. Finally, recommendations for future research are formulated, as well as the identified limitations of this thesis.
Identity creation --- Identity management --- Female gamers --- Gaming communities --- Identity dilemma --- Blended identity --- Defensive othering --- Stigmatisations --- Gender-based harassment --- League of Legends --- Sciences économiques & de gestion > Marketing
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Dans ce mémoire, nous accompagnerons l’ASBL Sport et Santé dans sa démarche de mise en place d’évènement running durable. Pour ce faire, nous nous intéresserons premièrement au contexte de l’entreprise, ainsi qu’à sa demande exacte. Par la suite, nous amènerons différents apports théoriques pertinents et évaluerons les actions durables déjà mises en place par l’ASBL, pour finalement aboutir sur des recommandations concrètes.
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