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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.

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.

Venkatesh Shankar - One of the best experts on this subject based on the ideXlab platform.

  • going backward to move forward the effects of backward compatibility on the sales of previous and new generation Console Video Games
    Social Science Research Network, 2020
    Co-Authors: Unnati Narang, Venkatesh Shankar
    Abstract:

    In several product categories, such as electronics, Video Games, computer hardware and software, and other hi-tech products, backward compatibility--the property of a current generation of hardware to allow previous generation of software or accessory to work with it--is an important strategic decision for firms introducing hardware upgrades. We empirically investigate the effect of Microsoft Xbox’s decision to make its new generation Console (NGC, Xbox One) backward compatible with selected Games for its previous generation Console (PGC, Xbox 360) on the sales of Video Games for both PGC and NGC. We assemble a unique dataset containing aggregate and individual data from a large proprietary Game retailer and data scraped from gaming websites during 2013-2017. We analyze the effects of backward compatibility using a difference-in-differences approach and appropriate synthetic control methods. Our results show that when a Video Game Console firm makes its NGC compatible with some PGC Games, the average unit sales of backward compatible PGC Games decrease relative to non-backward compatible PGC Games. However, the dollar sales of backward compatible PGC Games increase relative to non-backward compatible PGC Games due to a relative price increase effect. The effects are heterogeneous across Games; unlike low-selling Games, high-selling Games experience disproportionately large revenue lifts. Interestingly, the results also show that the sales (units and dollars) of NGC Games increase due to a spillover effect, driven by Console upgrades and enhanced budget for new Games for the previous owners of backward compatible Games. Based on our results, managers should consider high-selling Games, Games for general audience, action Games, and those with high user ratings as the primary candidates for backward compatibility.

Unnati Narang - One of the best experts on this subject based on the ideXlab platform.

  • going backward to move forward the effects of backward compatibility on the sales of previous and new generation Console Video Games
    Social Science Research Network, 2020
    Co-Authors: Unnati Narang, Venkatesh Shankar
    Abstract:

    In several product categories, such as electronics, Video Games, computer hardware and software, and other hi-tech products, backward compatibility--the property of a current generation of hardware to allow previous generation of software or accessory to work with it--is an important strategic decision for firms introducing hardware upgrades. We empirically investigate the effect of Microsoft Xbox’s decision to make its new generation Console (NGC, Xbox One) backward compatible with selected Games for its previous generation Console (PGC, Xbox 360) on the sales of Video Games for both PGC and NGC. We assemble a unique dataset containing aggregate and individual data from a large proprietary Game retailer and data scraped from gaming websites during 2013-2017. We analyze the effects of backward compatibility using a difference-in-differences approach and appropriate synthetic control methods. Our results show that when a Video Game Console firm makes its NGC compatible with some PGC Games, the average unit sales of backward compatible PGC Games decrease relative to non-backward compatible PGC Games. However, the dollar sales of backward compatible PGC Games increase relative to non-backward compatible PGC Games due to a relative price increase effect. The effects are heterogeneous across Games; unlike low-selling Games, high-selling Games experience disproportionately large revenue lifts. Interestingly, the results also show that the sales (units and dollars) of NGC Games increase due to a spillover effect, driven by Console upgrades and enhanced budget for new Games for the previous owners of backward compatible Games. Based on our results, managers should consider high-selling Games, Games for general audience, action Games, and those with high user ratings as the primary candidates for backward compatibility.

Bibhas Roy - One of the best experts on this subject based on the ideXlab platform.

  • can shoulder range of movement be measured accurately using the microsoft kinect sensor plus medical interactive recovery assistant mira software
    Journal of Shoulder and Elbow Surgery, 2017
    Co-Authors: James Wilson, Jennifer Khanperez, Dominic Marley, Susan Buttress, Michael Walton, Bibhas Roy
    Abstract:

    Background: This study compared the accuracy of measuring shoulder range of movement (ROM) with a simple laptop-sensor combination vs. trained observers (shoulder physiotherapists and shoulder surgeons) using motion capture (MoCap) laboratory equipment as the gold standard. Methods The Microsoft Kinect sensor (Microsoft Corp., Redmond, WA, USA) tracks 3-dimensional human motion. Ordinarily used with an Xbox (Microsoft Corp.) Video Game Console, Medical Interactive Recovery Assistant (MIRA) software (MIRA Rehab Ltd., London, UK) allows this small sensor to measure shoulder movement with a standard computer. Shoulder movements of 49 healthy volunteers were simultaneously measured by trained observers, MoCap, and the MIRA device. Internal rotation was assessed with the shoulder abducted 90° and external rotation with the shoulder adducted. Visual estimation and MIRA measurements were compared with gold standard MoCap measurements for agreement using Bland-Altman methods. Results There were 1670 measurements analyzed. The MIRA evaluations of all 4 cardinal shoulder movements were significantly more precise, with narrower limits of agreement, than the measurements of trained observers. MIRA achieved ±11° (95% confidence interval [CI], 8.7°-12.6°) for forward flexion vs. ±16° (95% CI, 14.6°-17.6°) by trained observers. For abduction, MIRA showed ±11° (95% CI, 8.7°-12.8°) against ±15° (95% CI, 13.4°-16.2°) for trained observers. MIRA attained ±10° (95% CI, 8.1°-11.9°) during external rotation measurement, whereas trained observers only reached ±21° (95% CI, 18.7°-22.6°). For internal rotation, MIRA achieved ±9° (95% CI, 7.2°-10.4°), which was again better than TOs at ±18° (95% CI, 16.0°-19.3°). Conclusions A laptop combined with a Microsoft Kinect sensor and the MIRA software can measure shoulder movements with acceptable levels of accuracy. This technology, which can be easily set up, may also allow precise shoulder ROM measurement outside the clinic setting.