Papers by Russell Williams
Same same but different: the destination image of Dubai and Abu Dhabi on YouTube
International Journal of Technology Marketing, 2022
How does the blockchain find its way in the UAE The blockchain as a sociotechnical system
International Journal of Technology Management
Understanding Games and Gamified Experiences: The MAPS-AIM Model
10 Pokémon GO: Serious Leisure and Game-Playing Tourists
Gamification for Tourism, 2021

Journal of Promotion Management, 2019
Videogame placements are significant forms of advertising. There is, however, a limited amount of... more Videogame placements are significant forms of advertising. There is, however, a limited amount of cognitive capacity available to process messages at any given moment during a complex video game. Using the Limited Capacity Model as an exploratory mechanism, it is proposed that the recall and recognition of in-game advertising depends on its positioning in the field-of-view and its integration within the game world. This is a quasi-experimental study involving 42 Arab women, key purchasing decision-makers and high-level consumers of luxury products, playing a commercial driving videogame. Participants were questioned about message recognition after 40 minutes of play. Placement positions in the center of the screen enhanced brand and message recognition. Ads integrated into the game environment were better recognized than virtual billboards. Landmarks were better recognized than either integrated ads or billboards.

International Journal of Gaming and Computer-Mediated Simulations, 2019
The objective of this study is to analyze motivation, performance, state hostility, and targeted ... more The objective of this study is to analyze motivation, performance, state hostility, and targeted affect in a computer-based car racing game when social actors are opponents, and when game characters are opponents. This is a between-subjects, experimental, study of social facilitation with 97 Gulf Arab women. The social facilitation of performance and finishing time does not take place. There is no difference in state hostility based on social facilitation, but there is in emotions targeted at opponents. People are viewed more positively than NPCs after play. Intrinsic engagement and extrinsic motivation are both facilitated by the presence of human opponents. There is evidence that the experience of playing a game character and playing a person is substantially different even though the outcomes of performance and state hostility are not.

Information Technology & Tourism, 2019
This study investigates Pokémon Go as a form of serious leisure including its impact on the touri... more This study investigates Pokémon Go as a form of serious leisure including its impact on the touristic engagement, physical activity and sense of happiness of players. This location-aware augmented reality mobile game continues to be played by millions of people every day. Based on an online survey identifying 438 Pokémon GO players from 34 countries the present study examines if playing Pokémon GO sends people to locations, cities and countries beyond their normal sphere of activity and makes them feel happier and more successful. Descriptive statistics, factor analysis and regression were used to analyze data. Results show that playing the networked game on a mobile device increases visitation to local tourism attractions, and motivates people to spend more time outdoors and walking. It also sends them to cities and countries they might not otherwise visit and acts as an alternative to spending time indoors playing computer games. Surveyed players feel happier and more successful after playing the game. Pokémon GO might have value as the center of a tourism product for those players. The opportunity to acquire Pokémon and encounter others involved in the game across a destination, or in a single attraction, could pull players to that place. These are the attributes of people in pursuit of serious leisure. Highlights * Russell B. Williams

Entertainment Computing, 2018
Control devices are an important variable of interest in studies of frustration, aggression, pres... more Control devices are an important variable of interest in studies of frustration, aggression, presence and engagement with video games. Findings have been mixed, depending on controller type and associated actions within games. In this study we look at hypothesized outcomes, from the perspective of conceptual models and mental models, in frustration, engagement and performance while playing a driving simulation using two controllers that are based on different conceptual models and have been available for differing amounts of time. Recognizing that conceptual models are exogenous as a part of the device design and mental models operate endogenously to access design features, it was found in this study that there was no difference in frustration or engagement on the basis of conceptual models while performance was better with the older, less-natural, standard-controller. Findings supported the importance of mental models that have developed over time through gaming experience. Frustration, engagement and performance have relationships in this data demonstrating the Conceptual & Mental Models in Operation. 2 role and development of mental models. Conceptual models need to be understood in terms of mental models in the study of the effects of video game play and it is suggested that frustration may have a stronger connection to expectation than other technological factors in game play.
American television in South Africa: the ranking of group identity
Ecquid Novi: African Journalism Studies, 1997
Does the consumption of television programming from the United States have an influence on a sens... more Does the consumption of television programming from the United States have an influence on a sense of identity for young people in South Africa? Imported television programs are a significant portion of the broadcast programming in the country. During the second week of January 1995 36% of television content came from the US. Seventy-two matriculants from Witbank responded to a

Journal of Mass Media Ethics, 1997
QSeventeen television journalistsfrom Indianapolis and Terre Haute, Indiana encountered a compute... more QSeventeen television journalistsfrom Indianapolis and Terre Haute, Indiana encountered a computer simulation of newsgathering, based on Potter's Box. The situation involved showing identijable faces in a sto y about AIDS testing. Additional information was the most accessed resource. Organizational codes of ethics were accessed the least. Journalism organization members sought more advice from all resources than others. More experienced respondents accessed more advicefrom professional peers. Females were less interested in peer advice than their male counterparts. Journalists can face moral ambiguity in every phase of the newsgathering process. It can occur in assignment of story, interviewing, researching, capturing pictures, structuring narratives, editing together, and placing the story into the available space in the newscast or newspaper. The presence of moral ambiguity denotes ethical uncertainty. It can occur in the coverage of any story on any day for any journalist in any medium. Moral ambiguity can involve both moderate and extreme consequences. Journalists do not face moral ambiguity in a vacuum. Individual factors play a role, but every decision, or lack of consideration, occurs in the constraints of the news medium, the culture of the newsgathering organization, the larger social context, and the nature of the situation Journalists may deal with moral ambiguity on their own or they can work it out with colleagues or superiors. Understanding decision making in the face of moral
Ethical Reasoning in Television News: Privacy and AIDS Testing
Journal of Mass Media Ethics, 1995
Seventeen television journalists from Indianapolis and Terre Haute responded to a computer simula... more Seventeen television journalists from Indianapolis and Terre Haute responded to a computer simulation of a situation involving privacy of an AIDS testing site. Seven different forms of reasoning were used to deal with elements of the situation. It was found, using a 3D scale for analysis, that consequentialist forms of reasoning were dominant for respondents in this sample. Noncosequentialist thinking was also demonstrated and the nature of ethical reasoning was highly individualized.
Computers in Human Behavior, 2002
The Importance of Being Rigorous: Research on Writing to Read
Journal of Computer-Based Instruction, 1990
The Effects of Hyperlinks and Site Maps on the Memorability and Enjoyability of Web Content
47th annual conference of …, 1997
Page 1. THE EFFECTS OF HYPERLINKS AND SITE MAPS ON THE MEMORABILITY AND ENJOYABILITY OF WEB CONTE... more Page 1. THE EFFECTS OF HYPERLINKS AND SITE MAPS ON THE MEMORABILITY AND ENJOYABILITY OF WEB CONTENT Marlin David May The Pennsylvania State University mdm12@psu.edu S. Shyam Sundar The Pennsylvania State University sss12@psu.edu ...
Journal of Tourism, Heritage & Services Marketing, Nov 15, 2018
Το παρόν έγγραφο μπορεί να αποθηκευτεί και να αναπαραχθεί για προσωπική και ακαδημαϊκή χρήση. Το ... more Το παρόν έγγραφο μπορεί να αποθηκευτεί και να αναπαραχθεί για προσωπική και ακαδημαϊκή χρήση. Το έργο αυτό προστατεύεται από άδεια πνευματικών δικαιωμάτων Creative Commons Αναφορά Δημιουργού -Μη Εμπορική Χρήση -Όχι Παράγωγα Έργα 4.0 (CC BY-NC-ND). Επιτρέπεται στο κοινό να έχει ελεύθερη πρόσβαση στο έργο και να το διανέμει εφόσον γίνει αναφορά στο πρωτότυπο έργο και τον δημιουργό του, ωστόσο, απαγορεύεται οποιαδήποτε τροποποίησή του ή τυχόν παράγωγα έργα, καθώς και η χρήση, αξιοποίηση ή αναδιανομή του για εμπορικούς σκοπούς.

e-review of tourism research, 2018
Dunn’s (2006) discursive axes are used as a foundation for an explanatory structure that reveals ... more Dunn’s (2006) discursive axes are used as a foundation for an explanatory structure that reveals the latent focus of destination images. Examined images are of Abu Dhabi and Dubai and created by The Amazing Race (TAR) television program. Dubai is one of the top tourist destinations in the world and Abu Dhabi is one of the fastest growing. Analysing manifest pull-factors, and latent images within TAR episodes and DMO promotional videos it becomes clear that TAR is hijacking the image of Dubai to a greater extent than Abu Dhabi. The emirates are, however, being presented uniquely on TAR. The implications of TAR-DMO inconsistencies are discussed. This means for the analysis of latent meaning within destination image presentations is shown valuable for understanding core differences and similarities. Practical uses of this analytical structure and findings are also offered.

Hong Kong is influenced both by the Chinese cultural trait of conservatism and the western cultur... more Hong Kong is influenced both by the Chinese cultural trait of conservatism and the western cultural trait of active agency. The current study examines adolescent girls' negotiation of their sexuality through consumption of female images in media. A qualitative study was conducted. Twenty adolescent girls aged 15 to 18 in Hong Kong were asked to take pictures from the media they consumed that could illustrate "what girls or women should or should not be; and what girls or women should or should not do". Interviewees' responses to sexuality issues were examined. Analysis of interviews and images captured found six dominant themes on sexuality, including (1) defining and evaluating sexiness, (2) intimate relationship, (3) marriage, (4) pregnancy, (5) deviant sexual relationship, and (6) health concerns for women. Interviewees showed clear and vivid distinction between "good" and "bad" sexiness. Glamorous presentation of female bodies was glorified while revealing the female body solely to attract male attention or in the wrong context was scorned. Most of the interviewees expressed aspirations for romantic heterosexual relationships, and professed the desire to be wives and mothers. Being single and child-free was not registered as a dominant way of defining respondents as females. Adolescent girls' perception of sexuality embraced traditional as well as modern values.

Young Consumers, 2012
PurposeA qualitative study by autovideography was conducted to examine adolescent girls' nego... more PurposeA qualitative study by autovideography was conducted to examine adolescent girls' negotiation of their gender roles through the consumption of advertising images. This paper aims to document the study.Design/methodology/approachIn total, 20 adolescent girls aged 15 to 18 in Hong Kong were asked to take pictures from the media that could illustrate “what girls or women should or should not be and what girls or women should or should not do”. Advertising images captured by the interviewees and their interpretations of those images were analyzed.FindingsSeven dominant themes were isolated from the interpretations: appearance; personality; skills and work; activities, interests and lifestyle; family; health and safety; and caring for people and the environment. The findings show that adolescent girls pay much attention to images about slimming, body image and physical appearance. They criticized female images in ads as unrealistic but identified with female images that were n...

Young Consumers, 2011
PurposeThe present study aims to examine girls' perception of gender roles and gender identit... more PurposeThe present study aims to examine girls' perception of gender roles and gender identities in Hong Kong.Design/methodology/approachA total of 16 girls aged 10 to 12 were asked to take pictures from the media that could illustrate “what girls or women should or should not be; and what girls or women should or should not do”. Qualitative interviews were conducted.FindingsAnalysis of interviews and images captured found that tween girls' perceived gender roles for females were based on a mixture of traditional and contemporary role models. Girls in Hong Kong demonstrated conservatism in sexuality. Sexy outlook and pre‐marital sexual relations were considered inappropriate. Tween girls showed concern about global as well as domestic social agendas. They used a variety of media and showed interest in contents primarily for adults.Research limitations/implicationsThe study was based on a convenience sample. The interviewees came from middle to lower income families, limiting...
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Papers by Russell Williams