Brian McCauley

Universitetslektor
MMTC - Media, Management and Transformation Centre , Jönköping International Business School
Universitetslektor företagsekonomi
Företagsekonomi , Jönköping International Business School
Doktor i företagsekonomi

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Artikel

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). More information
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). More information
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. More information
McCauley, B., Nguyen, T., McDonald, M., Wearing, S. (2020). Digital gaming culture in Vietnam: an exploratory study Leisure Studies, 39(3), 372-386. More information
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. More information
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. More information
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. More information
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. More information

Antologibidrag

Macey, J., McCauley, B. (2021). Mind games. In: G. A. Duarte & J. M. Battin (Ed.), Reading "Black Mirror": Insights into technology and the post-media condition (pp. 69 -86). Bielefeld: Transcript Verlag More information
Macey, J., McCauley, B. (2021). Mind games: Playtest as an allegory for liquid modernity. In: Duarte G. A. & Battin J. M. (Ed.), Reading «Black Mirror«: Insights into Technology and the Post-Media Condition (pp. 69 -85). More information
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 More information
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 More information

Konferensbidrag

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. More information
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. More information
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. More information
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. More information
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. More information
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. More information
McCauley, B. (2021). CS-GOne Home – An Auto-Netnographic Study of a Sustainable Media Offering. EMMA Conference 2021, 27-29 October, Jönköping, Sweden. More information
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. More information
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. More information
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. More information
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. More information
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. More information
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. More information
Berndt, A., McCauley, B., Helmefalk, M. (2020). Consumer Engagement in the Modern LANscape. Gaming & Esports Summit 2020. More information
Mundorf, J., Picone, B., Davidsson, G., McCauley, B. (2020). Gymification – Inducing intrinsic motivation through a gamified gym application. Gaming & Esports Summit 2020. More information
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. More information
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. More information
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. More information

Övrigt

McCauley, B. (2019). Santa really will get a lot of his presents from Lapland this year [blog post]. Jönköping: Jönköping University More information