Brian McCauley
Universitetslektor
MMTC - Media, Management and Transformation Centre
, Jönköping International Business School
Universitetslektor
företagsekonomi
Företagsekonomi
, Jönköping International Business School
Doktor i företagsekonomi
Artikel
McCauley, B., Berndt, A., Helmefalk, M., Hedlund, D.
(2024).
Innovation in the esports servicescape: a media business research agenda Journal of Media Business Studies.
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Cestino-Castilla, J., Macey, J., McCauley, B.
(2023).
Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports Internet Research, 33(7), 111-132.
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Nyström, A.
McCauley, B.
Macey, J.
Scholz, T.
Besombes, N.
Cestino-Castilla, J.
, ... Törhönen M.
(2022).
Current issues of sustainability in esports International Journal of Esports, 1(1).
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Koch, N., Pongratz, S., McCauley, B., Achtenhagen, L.
(2020).
‘Smashing it’: How user entrepreneurs drive innovation in esports communities International Journal of Esports, 1(1).
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Nguyen, T., McDonald, M., Nguyen, T., McCauley, B.
(2020).
Gender relations and social media: a grounded theory inquiry of young Vietnamese women’s self-presentations on Facebook Gender, Technology and Development, 24(2), 174-193.
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McCauley, B., Nguyen, T., McDonald, M., Wearing, S.
(2020).
Digital gaming culture in Vietnam: an exploratory study Leisure Studies, 39(3), 372-386.
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McCauley, B., Tierney, K., Tokbaeva, D.
(2020).
Shaping a regional offline eSports market: Understanding how Jönköping, the ‘City of DreamHack’, takes URL to IRL JMM - The International Journal on Media Management, 22(1), 30-48.
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McCauley, B., Kopanidis, F., Farrelly, F., Greuter, S.
(2018).
Always on: Understanding the intrinsic motivations for playing games on smartphones and the effect of user characteristics , 11(18), 1-20.
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McCauley, B., Merola, G., Gumbley, S.
(2017).
Play on demand: Why do players play the mobile games they do International Journal of E-Business Research, 13(4), 37-54.
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McCauley, B., Gumbley, S., Merola, G., McDonald, M., Do, T.
(2016).
Facebook in Vietnam: Uses, gratifications & narcissism Open Journal of Social Sciences, 4(11), 69-79.
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Antologibidrag
Macey, J., McCauley, B.
(2021).
Mind games: Playtest as an allegory for liquid modernity.
In:
G. A. Duarte & J. M. Battin
(Ed.),
Reading "Black Mirror": Insights into Technology and the Post-Media Condition
(pp. 69 -85).
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McCauley, B., Nguyen, N., McDonald, M.
(2016).
Understanding the motivations of Vietnamese millennial mobile gamers: A pilot study.
In:
Handbook on Emerging Trends in Business, Economics and Management
(pp. 1 -8).
Punjab, Pakistan: Academic Research Publishing Group
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McCauley, B., Kopanidis, F., Farrelly, F.
(2016).
Towards an understanding of the motivations to play games on smartphones.
In:
C. Campbell & J. Ma
(Ed.),
Looking forward, looking back:
Drawing on the past to shape the future of marketing: Proceedings of the 2013 World Marketing Congress
(pp. 273 -275).
Cham: Springer
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Konferensbidrag
Scholz, T., Hamari, J., Orme, S., McCauley, B.
(2024).
Introduction to the Minitrack on Digitalization of Work.
57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024.
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Scholz, T., Hamari, J., Orme, S., McCauley, B.
(2023).
Introduction to the Minitrack on Digitalization of Work.
56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023.
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McCauley, B., Ehlers, A., Kopanidis, F., Helmefalk, M.
(2023).
From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals.
Honolulu:
HICSS Conference Office, 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023.
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McCauley, B.
(2023).
Smurfs, Silvers & CS:GO: Understanding Smurfing as Prosumers.
Honolulu:
HICSS Conference Office, 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023.
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McCauley, B., Scholz, T., Tierney, K.
(2023).
That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community.
Honolulu:
HICSS Conference Office, 56th Annual Hawaii International Conference on System Sciences, January 3-6, 2023.
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Berndt, A., Helmefalk, M., McCauley, B.
(2022).
Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’.
5th Advances in Destination Management, June 8-10, 2022, Kalmar, Sweden.
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Scholz, T., Hamari, J., Törhönen, M., McCauley, B.
(2022).
Introduction to the Minitrack on Digitalization of Work.
55th Annual Hawaii International Conference on System Sciences, January 3-7, 2022.
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Cestino-Castilla, J., Macey, J., McCauley, B.
(2021).
Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism.
5th International GamiFIN Conference, GamiFIN 2021, Levi, Finland, April 7-9, 2021.
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McCauley, B.
(2021).
CS-GOne Home – An Auto-Netnographic Study of a Sustainable Media Offering.
EMMA Conference 2021, 27-29 October, Jönköping, Sweden.
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McCauley, B., Achtenhagen, L.
(2021).
Developing an Ecosystem Around Gaming Development for Regional Juvenation - The Case of the Arctic Game Lab.
EMMA Conference 2021, 27-29 October, Jönköping, Sweden.
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McCauley, B.
(2021).
The Value of Peer-To-Peer Prosumption in Esports During Covid19: A Digital Auto-Netnography by a CSGO Noob.
ERNC 2021, Esports Research Network Conference, 9-10 December 2021.
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Rumble, R., Caccamo, M., McCauley, B., Steigenberger, N.
(2021).
Nascent entrepreneurs’ networking paradox in the creative industries.
37th EGOS Colloquium, 8-10 July, Amsterdam, The Netherlands.
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Scholz, T., McCauley, B.
(2021).
Esports as a Way to Prepare the Next Generation for the Modern Working World.
GameSym 2021, Gaming, Livestreaming, Esports & Youth Mental Health Symposium 2021, June 2-3, 2021.
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Cestino-Castilla, J., Macey, J., McCauley, B.
(2021).
Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism.
37th EGOS Colloquium, 8-10 July, Amsterdam, The Netherlands.
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Rumble, R., Steigenberger, N., Caccamo, M., McCauley, B.
(2020).
The networking paradox in early-stage entrepreneurship and how introvert entrepreneurs navigate it in networking events: A study in the indie games industry.
Gaming & Esports Summit 2020.
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Berndt, A., McCauley, B., Helmefalk, M.
(2020).
Consumer Engagement in the Modern LANscape.
Gaming & Esports Summit 2020.
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Mundorf, J., Picone, B., Davidsson, G., McCauley, B.
(2020).
Gymification – Inducing intrinsic motivation through a gamified gym application.
Gaming & Esports Summit 2020.
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McCauley, B., Tierney, K., Holmströmm, M., Andersson, K.
(2019).
Understanding co-creation of value in LAN parties.
ANZMAC 2019, 2nd - 4th December 2019, Wellington, New Zealand.
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McCauley, B., Thong, L., Nkhoma, M.
(2017).
Developing a mobile game with social impact.
Melbourne:
RMIT University, Australian and New Zealand Marketing Academy Conference (ANZMAC) 2017, "Marketing for Impact", Melbourne, Australia, December 4-6.
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McCauley, B., Thong, L., Nkhoma, M., Nguyen, N.
(2017).
Vietnam Run: An alternative approach to mobile learning.
Santa Rosa, CA:
Informing Science Institute, InSITE 2017: Informing Science + IT Education Conferences: Jul 31 - Aug 5 2017, Ho Chi Minh (Saigon), Vietnam.
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Övrigt
McCauley, B.
(2019).
Santa really will get a lot of his presents from Lapland this year [blog post].
Jönköping:
Jönköping University
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