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Anasthasiou Kartas - One of the best experts on this subject based on the ideXlab platform.

  • exploring software piracy as a factor of video Game Console adoption
    Behaviour & Information Technology, 2012
    Co-Authors: Sigi Goode, Anasthasiou Kartas
    Abstract:

    The market for video Game Consoles is substantial and competition is heated. At the same time, software piracy has seen substantial literature coverage. The hardware controls that ordinarily prevent illegally modified software can be bypassed. As part of an ongoing research project, this paper explores the role of software piracy in the decision to adopt a video Game Console. This work presents a new research direction, observing software piracy as a previously unforeseen driver of system adoption. This study explores a set of consumers with low disposable incomes, who must make a moral choice with regard to consumption for entertainment. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behaviour. These factors were operationalised in a survey of 150 young adults. Analysis was conducted on the basis of adoption level and gender. In contrast to much prior information systems research, the ability to pirate Console software was significant for adopters and both genders, but not non-adopters. Cost was not a significant factor.

  • use perceived deterrence and the role of software piracy in video Game Console adoption
    Information Systems Frontiers, 2012
    Co-Authors: Anasthasiou Kartas, Sigi Goode
    Abstract:

    This paper is an exploratory study into the role of software piracy in the decision to adopt a video Game Console. The paper takes a rational choice perspective, where actors evaluate the deterrent cost of moral transgression before acting, to explore how users with different levels of video Game usage intensity approach the adoption decision, on the grounds that more experienced users can better assess the costs and benefits of moral transgression. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behavior. The resulting factors were operationalized in an online survey of 285 subjects of a variety of ages and incomes. The ability to pirate Console software was significant for adopters but not non-adopters. Perceived deterrence was associated with greater system use, as measured by hours of Console use per week.

Brendan Driscoll - One of the best experts on this subject based on the ideXlab platform.

Sigi Goode - One of the best experts on this subject based on the ideXlab platform.

  • exploring software piracy as a factor of video Game Console adoption
    Behaviour & Information Technology, 2012
    Co-Authors: Sigi Goode, Anasthasiou Kartas
    Abstract:

    The market for video Game Consoles is substantial and competition is heated. At the same time, software piracy has seen substantial literature coverage. The hardware controls that ordinarily prevent illegally modified software can be bypassed. As part of an ongoing research project, this paper explores the role of software piracy in the decision to adopt a video Game Console. This work presents a new research direction, observing software piracy as a previously unforeseen driver of system adoption. This study explores a set of consumers with low disposable incomes, who must make a moral choice with regard to consumption for entertainment. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behaviour. These factors were operationalised in a survey of 150 young adults. Analysis was conducted on the basis of adoption level and gender. In contrast to much prior information systems research, the ability to pirate Console software was significant for adopters and both genders, but not non-adopters. Cost was not a significant factor.

  • use perceived deterrence and the role of software piracy in video Game Console adoption
    Information Systems Frontiers, 2012
    Co-Authors: Anasthasiou Kartas, Sigi Goode
    Abstract:

    This paper is an exploratory study into the role of software piracy in the decision to adopt a video Game Console. The paper takes a rational choice perspective, where actors evaluate the deterrent cost of moral transgression before acting, to explore how users with different levels of video Game usage intensity approach the adoption decision, on the grounds that more experienced users can better assess the costs and benefits of moral transgression. The study used focus groups and a literature review to develop a set of factors based on the Theory of Planned Behavior. The resulting factors were operationalized in an online survey of 285 subjects of a variety of ages and incomes. The ability to pirate Console software was significant for adopters but not non-adopters. Perceived deterrence was associated with greater system use, as measured by hours of Console use per week.

Price Champs - One of the best experts on this subject based on the ideXlab platform.

T. Darrell - One of the best experts on this subject based on the ideXlab platform.

  • Gesture + Play Exploring Full-Body Navigation for Virtual Environments
    2003 Conference on Computer Vision and Pattern Recognition Workshop, 2003
    Co-Authors: K. Tollmar, D. Demirdjian, T. Darrell
    Abstract:

    Navigating virtual environments usually requires a wired interface, Game Console, or keyboard. The advent of perceptual interface techniques allows a new option: the passive and untethered sensing of users' pose and gesture to allow them maneuver through and manipulate virtual worlds. We describe new algorithms for interacting with 3-D environments using real-time articulated body tracking with standard cameras and personal computers. Our method is based on rigid stereo-motion estimation algorithms and uses a linear technique for enforcing articulation constraints. With our tracking system users can navigate virtual environments using 3-D gesture and body poses. We analyze the space of possible perceptual interface abstractions for full-body navigation, and present a prototype system based on these results. We finally describe an initial evaluation of our prototype system with users guiding avatars through a series of 3-D virtual Game worlds.