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Institution

Nottingham Trent University

EducationNottingham, United Kingdom
About: Nottingham Trent University is a education organization based out in Nottingham, United Kingdom. It is known for research contribution in the topics: Population & Context (language use). The organization has 4702 authors who have published 12862 publications receiving 307430 citations. The organization is also known as: NTU & Trent Polytechnic.


Papers
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Journal ArticleDOI
TL;DR: In this article, a rhetorical analysis of a dialogue between two managers encountered within a participant observation research project is presented, and two broad courses are identified within the organization and these are said to provide sets of discursive resources which are variously drawn on by managers in making sense of their managerial work and in pursuing interests.
Abstract: It is argued that rhetoric is a key element in both the thinking and communicat ive processes of ordinary human actors and that this applies as much to the writer of this paper as to the two organizational actors whose words are closely analyzed. Following a rhetorical analysis of a dialogue between two managers encountered within a participant observation research project, two broad dis courses are identified within the organization and these are said to provide sets of discursive resources which are variously drawn on by managers in making sense of their managerial work and in pursuing interests.

319 citations

Journal ArticleDOI
TL;DR: In this article, a taxonomy of video game features is proposed, which includes social features, manipulation and control features, narrative and identity features, reward and punishment features, and presentation features.
Abstract: Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural characteristics that influence gambling frequency and expenditure have been identified in the gambling literature, and some researchers have drawn comparisons between the rewarding elements in video gaming and those in slot machine gambling. However, there have been few rigorous attempts to classify and organise the psycho-structural elements of video games in a similar way to gambling. In order to aid current psychological understanding of problem video game playing and guide further research questions in this area, a new taxonomy of video game features is proposed, which includes: (a) social features, (b) manipulation and control features, (c) narrative and identity features, (d) reward and punishment features, and (e) presentation features. Each category is supported with relevant theory and research, where available, and the implications of these features for excessive video game playing are discussed.

318 citations

Journal ArticleDOI
01 Jun 1996
TL;DR: For many people the concept of addiction involves taking drugs Therefore it is perhaps unsurprising that most official definitions concentrate on drug ingestion Despite such definitions, there is now a growing movement which views a number of behaviours as potentially addictive, including many behaviours which do not involve the ingestion of a drug.
Abstract: For many people the concept of addiction involves taking drugs Therefore it is perhaps unsurprising that most official definitions concentrate on drug ingestion Despite such definitions, there is now a growing movement which views a number of behaviours as potentially addictive, including many behaviours which do not involve the ingestion of a drug But do behavioural addictions really exist? Answers this question by examining the various commonalities (psychological, sociological and cultural) between excessive behaviours (behavioural and chemical) and by drawing on the author’s own work into fruit‐machine addiction Concludes that addictions are not just restricted to drug‐ingestion behaviours and that evidence is growing that excessive behaviours of all types do seem to have many commonalities

318 citations

Journal ArticleDOI
TL;DR: Results indicated that MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game.
Abstract: Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

316 citations

Journal ArticleDOI
TL;DR: In this paper, the authors explored and demonstrated how the three concepts of branding are interrelated through a new framework, and highlighted the importance of employer branding and internal branding, and its potential to support the corporate brand building initiatives.
Abstract: Purpose – The corporate branding concept places an emphasis on employees' attitudes and behaviours. This has given rise to internal branding and employer branding, which argue for a closer alignment between the employees' values and those of the corporate brand. However, few studies have attempted to provide a platform by which the two concepts could be synergised to achieve a strong, consistent corporate brand. This paper therefore seeks to explore and demonstrate how the three concepts of branding are interrelated through a new framework.Design/methodology/approach – Three bodies of literature (corporate branding, internal branding, and employer branding) were selected for review and examination in terms of their implications for the proposed framework that conceptualises the relationships between the three areas.Findings – The review of the literature highlights the importance of employer branding and internal branding, and its potential to support the corporate brand‐building initiatives, whilst maint...

316 citations


Authors

Showing all 4806 results

NameH-indexPapersCitations
David L. Kaplan1771944146082
Paul Mitchell146137895659
Matthew Nguyen131129184346
Ian O. Ellis126105175435
Mark D. Griffiths124123861335
Tao Zhang123277283866
Graham J. Hutchings9799544270
Andrzej Cichocki9795241471
Chris Ryan9597134388
Graham Pawelec8957227373
Christopher D. Buckley8844025664
Ester Cerin7827927086
Michael Hofreiter7827120628
Craig E. Banks7756927520
John R. Griffiths7635623179
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Performance
Metrics
No. of papers from the Institution in previous years
YearPapers
202346
2022144
20211,405
20201,278
2019973
2018825