nep-spo New Economics Papers
on Sports and Economics
Issue of 2024–12–09
four papers chosen by
Humberto Barreto, DePauw University


  1. Most Swiss-system tournaments are unfair: Evidence from chess By L\'aszl\'o Csat\'o
  2. Can Loyalty to Creators Dilute Loyalty to Promoted Products? Examining the Heterogeneous Effects of Live-Streamed Content on Video Game Usage By Wooyong Jo; Mike Lewis; Yanwen Wang
  3. The equilibrium properties of obvious strategy profiles in games with many players By Enxian Chen Bin Wu Hanping Xu
  4. Improving employees' attitude to learning through gamification: what influence? By Mourad Bofala; Julian Alvarez

  1. By: L\'aszl\'o Csat\'o
    Abstract: Swiss-system is an increasingly popular tournament format as it provides an attractive trade-off between the number of matches and ranking accuracy. However, few empirical research consider the optimal design of the Swiss-system. We contribute to this issue by investigating the fairness of Swiss-system chess competitions with an odd number of rounds, where half of the players have an extra game with white pieces. They are proven to enjoy a significant advantage and to be overrepresented among both the highest-ranked and outperforming players. Therefore, Swiss-system tournaments should have an even number of rounds and use a pairing mechanism that guarantees a balanced colour assignment.
    Date: 2024–10
    URL: https://d.repec.org/n?u=RePEc:arx:papers:2410.19333
  2. By: Wooyong Jo; Mike Lewis; Yanwen Wang
    Abstract: Social media platforms have led to online consumption communities, or fandoms, that involve complex networks of ancillary creators and consumers focused on some core product or intellectual property. For example, video game communities include networks of players and content creators centered around a specific video game. These networks are complex in that video game publishers often sponsor creators, but creators and publishers may have divergent incentives. Specifically, creators can potentially benefit from content that builds their own following at the expense of the core game. Our research investigates the relationship between consuming live-streamed content and engagement with a specific video game. We examine the causal effect of viewing live-streamed content on subsequent gameplay for a specific game, using an unexpected service interruption of the livestreaming platform and time zone differences among users. We find live-streamed content significantly increases gameplay as a 10% increase in live-streamed viewing minutes results in a 3.08% increase in gameplay minutes. We also explore how this effect varies by user loyalty to different types of streamer channels (firm-owned, mega, and micro). The positive effects of live-streamed content are greatest for micro-streamers and smallest for mega-streamers. These findings are salient for firms allocating sponsorship resources.
    Date: 2024–11
    URL: https://d.repec.org/n?u=RePEc:arx:papers:2411.01103
  3. By: Enxian Chen Bin Wu Hanping Xu
    Abstract: This paper studies the equilibrium properties of the ``obvious strategy profile'' in large finite-player games. Each player in such a strategy profile simply adopts a randomized strategy as she would have used in a symmetric equilibrium of an idealized large game. We show that, under a continuity assumption, (i) obvious strategy profiles constitute a convergent sequence of approximate symmetric equilibria as the number of players tends to infinity, and (ii) realizations of such strategy profiles also form a convergent sequence of (pure strategy) approximate equilibria with probability approaching one. Our findings offer a solution that is easily implemented without coordination issues and is asymptotically optimal for players in large finite games. Additionally, we present a convergence result for approximate symmetric equilibria.
    Date: 2024–10
    URL: https://d.repec.org/n?u=RePEc:arx:papers:2410.22144
  4. By: Mourad Bofala (MATRiS - Mobilité, Aménagement, Transports, Risques et Société - Cerema - Centre d'Etudes et d'Expertise sur les Risques, l'Environnement, la Mobilité et l'Aménagement - CY - CY Cergy Paris Université, CY Cergy-Paris Université); Julian Alvarez (GERIICO - Groupe d'Études et de Recherche Interdisciplinaire en Information et COmmunication - ULR 4073 - Université de Lille, CRIStAL - Centre de Recherche en Informatique, Signal et Automatique de Lille - UMR 9189 - Centrale Lille - Université de Lille - CNRS - Centre National de la Recherche Scientifique, Ludoscience - Ludoscience : Studying Video Games, Immersive factory [France], INSPE LHdF - Institut national supérieur du professorat et de l'éducation - Académie de Lille - Hauts-de-France - Université de Lille)
    Abstract: •Research aim: To explore existing gamification practices in vocational training and assess their impact on motivation and learning outcomes. •Design/methodology/approach: This study adopts a research design using semi-structured interviews to gather data on gamification practices in vocational training. •Results: The findings indicate that gamification practices have the potential to have a significant impact on learning motivation and learning outcomes. •Research limitations and implications: Limitations include sample size and the specificity of the context studied. These must be taken into account for appropriate interpretation of the results. •Practical implications: Gamification can serve as an effective tool for enhancing employees' motivation to learn within organizations, thereby improving the effectiveness of professional training. •Originality/value: This research stands out for its exploration of the applications of gamification in professional training and its potential to enhance corporate learning.
    Abstract: - Objectif de la recherche : explorer les pratiques de gamification existantes dans la formation professionnelle et évaluer leur impact sur la motivation et les résultats de l'apprentissage. - Conception/méthodologie/approche : Cette étude adopte un modèle de recherche utilisant des entretiens semi-structurés pour recueillir des données sur les pratiques de gamification dans la formation professionnelle. - Résultats : Les résultats indiquent que les pratiques de gamification ont le potentiel d'avoir un impact significatif sur la motivation et les résultats de l'apprentissage. - Limites et implications de la recherche : Les limites comprennent la taille de l'échantillon et la spécificité du contexte étudié. Elles doivent être prises en compte pour une interprétation appropriée des résultats. - Implications pratiques : La gamification peut servir d'outil efficace pour renforcer la motivation des employés à apprendre au sein des organisations, améliorant ainsi l'efficacité de la formation professionnelle. - Originalité/valeur : Cette recherche se distingue par son exploration des applications de la gamification dans la formation professionnelle et son potentiel pour améliorer l'apprentissage en entreprise.
    Keywords: Gamification, Motivation, Gamified practices, Learning attitude, Learning attitude Gamification, Pratiques gamifiées, Attitude d'apprentissage, Attitude d'apprentissage Gamification
    Date: 2024–10–23
    URL: https://d.repec.org/n?u=RePEc:hal:journl:hal-04768747

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