Christian Wagner
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Christian Wagner has a total of 100 co-authors. Here are the top co-authors by number of shared publications:
- Ayoung Suh
Sungkyunkwan University Sungkyunkwan University Sungkyunkwan University
15 shared publications - Christy M. K. Cheung
Department of Management, Marketing and Information Systems, Hong Kong Baptist University, Hong Kong SAR, China
7 shared publications Lili Liu
City University of Hong Kong, HKSAR
6 shared publications- Xiaobo Ke
Academy for Educational Development and Innovation, The Education University of Hong Kong
6 shared publications - Fabian Schmidt
Max-Planck-Institut für Astrophysik, Karl-Schwarzschild-Str. 1, 85748 Garching
5 shared publications - Lili Liu
Nanjing University of Aeronautics and Astronautics
5 shared publications
Latest Publications
- 1 January 2025
- Published by Human Kinetics in Journal of Electronic Gaming and Esports
- Vol. 3 (1)
Differences in Health Belief Between Gamers and Nongamers: Implications for Amateur Esports Development
This study explores the health beliefs of mass gamers and nongamers, addressing a critical gap in current research. As amateur esports gains popularity, concerns about the health risks associated with prolonged gaming have emerged. While existing studies focus on motivational aspects and promotional strategies, the potential health implications for mass gamers remain understudied, thus limiting the potential implications for amateur esports development. Utilizing the Health Belief Model Scale for Exercise, this research conducts an online survey ( N = 232) to compare health beliefs between mass gamers and nongamers with independent samples t tests and structural equation modeling analysis. The results of this study uncovered differences in health beliefs across various conditions and dimensions, and illustrate how these beliefs influence physical activity engagement and sitting time. The findings are expected to provide insights into how gamers are affected in their decision making regarding physical activity, particularly through variations in specific health belief dimensions. This research contributes to the broader discourse on (amateur) esports development and gaming research, offering implications for health risk awareness and health promotion strategies within the esports community. The results will inform future initiatives to balance the growth of (amateur) esports with the health and well-being of its participants.
- 1 January 2025
- Published by Human Kinetics in Journal of Electronic Gaming and Esports
- Vol. 3 (1)
Differences in Health Belief Between Gamers and Nongamers: Implications for Amateur Esports Development
This study explores the health beliefs of mass gamers and nongamers, addressing a critical gap in current research. As amateur esports gains popularity, concerns about the health risks associated with prolonged gaming have emerged. While existing studies focus on motivational aspects and promotional strategies, the potential health implications for mass gamers remain understudied, thus limiting the potential implications for amateur esports development. Utilizing the Health Belief Model Scale for Exercise, this research conducts an online survey ( N = 232) to compare health beliefs between mass gamers and nongamers with independent samples t tests and structural equation modeling analysis. The results of this study uncovered differences in health beliefs across various conditions and dimensions, and illustrate how these beliefs influence physical activity engagement and sitting time. The findings are expected to provide insights into how gamers are affected in their decision making regarding physical activity, particularly through variations in specific health belief dimensions. This research contributes to the broader discourse on (amateur) esports development and gaming research, offering implications for health risk awareness and health promotion strategies within the esports community. The results will inform future initiatives to balance the growth of (amateur) esports with the health and well-being of its participants.
- Open Access
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
How Low is Low? Crowdworker Perceptions of Microtask Payments in Work versus Leisure Situations
Getting paid for completing microtasks online via crowdsourcing (i.e., microworking) has become a widely accepted way to earn money. Despite disputes over low pay rates, however, little is known about the extent of “lowness” and about the perceptions of microworkers concerning the value of micro-paid online activity. In an online survey on a microtask crowdsourcing platform, respondents demonstrated the dual attitudes of work and leisure toward microworking. Although actual wage rates were lower than microworkers expected, the perceived value of the money earned from microworking was paramount. The monetary equivalent, a newly developed metric calibrating microworkers’ subjective evaluations of monetary and nonmonetary dimensions, of microworking outstripped that of alternative activities, the majority of which were leisure activities. Instead of struggling with below-expectation pay rates, microworkers tend to appreciate the value of small gains, especially in contrast to potential losses incurred by alternatives activities.
- 11 May 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessHow Low is Low? Crowdworker Perceptions of Microtask Payments in Work versus Leisure Situations
Getting paid for completing microtasks online via crowdsourcing (i.e., microworking) has become a widely accepted way to earn money. Despite disputes over low pay rates, however, little is known about the extent of “lowness” and about the perceptions of microworkers concerning the value of micro-paid online activity. In an online survey on a microtask crowdsourcing platform, respondents demonstrated the dual attitudes of work and leisure toward microworking. Although actual wage rates were lower than microworkers expected, the perceived value of the money earned from microworking was paramount. The monetary equivalent, a newly developed metric calibrating microworkers’ subjective evaluations of monetary and nonmonetary dimensions, of microworking outstripped that of alternative activities, the majority of which were leisure activities. Instead of struggling with below-expectation pay rates, microworkers tend to appreciate the value of small gains, especially in contrast to potential losses incurred by alternatives activities.
- Open Access
- 1 January 2024
- Published by HICSS Conference Office
Introduction to the Minitrack on Adversarial Behavior in Collaboration and Social Media Systems
- 1 January 2024
- Published by HICSS Conference Office
Open AccessIntroduction to the Minitrack on Adversarial Behavior in Collaboration and Social Media Systems
- 13 January 2023
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 82 (16) , 25403-25425
Proxies to the monthly active user number of Geo AR Mobile games – online search volume as a proposal
Mobile game metrics have received attention since the emergence of big data technology and data-based decision-making. Among different metrics, the monthly active user number is usually significant because it shows the level of players’ engagement and the profit of this game as a business. Therefore, the monthly active user number is valuable for researchers, analysts, and decision-makers interested in the mobile game industry. However, the actual monthly active user number data typically have the accuracy, accessibility, granularity, and cost problems. Therefore, a proxy to the monthly active user number would be helpful to facilitate the decision-making process. This paper proposes to capture user activity through the searches on the Internet from an information-seeking perspective. And the online search volume, wiki page view, social media posts and views are proposed as potential proxies. This paper proposes that the online search volume is an acceptable proxy for the monthly active user number in the context of Geo Augmented Reality (AR) mobile games through data analysis.
- 13 January 2023
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 82 (16) , 25403-25425
Proxies to the monthly active user number of Geo AR Mobile games – online search volume as a proposal
Mobile game metrics have received attention since the emergence of big data technology and data-based decision-making. Among different metrics, the monthly active user number is usually significant because it shows the level of players’ engagement and the profit of this game as a business. Therefore, the monthly active user number is valuable for researchers, analysts, and decision-makers interested in the mobile game industry. However, the actual monthly active user number data typically have the accuracy, accessibility, granularity, and cost problems. Therefore, a proxy to the monthly active user number would be helpful to facilitate the decision-making process. This paper proposes to capture user activity through the searches on the Internet from an information-seeking perspective. And the online search volume, wiki page view, social media posts and views are proposed as potential proxies. This paper proposes that the online search volume is an acceptable proxy for the monthly active user number in the context of Geo Augmented Reality (AR) mobile games through data analysis.
- Open Access
- 1 January 2023
- Published by HICSS Conference Office
Introduction to the Minitrack on Adversarial Behavior in Collaboration and Social Media Systems
Social media platforms facilitate coordinated adversary behaviors (e.g., coordinated inauthentic behavior, cybermobbing, distortion of the public discourse, proliferation of unreliable information, relinquished on-and offline privacy). Digital technologies enable transferring traditional adversarial behaviors into the online environment (e.g., bullying, harassment, disinformation) or generate new adversarial behaviors altogether (e.g., doxing).
- 1 January 2023
- Published by HICSS Conference Office
Open AccessIntroduction to the Minitrack on Adversarial Behavior in Collaboration and Social Media Systems
Social media platforms facilitate coordinated adversary behaviors (e.g., coordinated inauthentic behavior, cybermobbing, distortion of the public discourse, proliferation of unreliable information, relinquished on-and offline privacy). Digital technologies enable transferring traditional adversarial behaviors into the online environment (e.g., bullying, harassment, disinformation) or generate new adversarial behaviors altogether (e.g., doxing).
- Open Access
- 1 January 2022
- Published by HICSS Conference Office
Introduction to the Minitrack on Adversarial Coordination in Collaboration and Social Media Systems
- 1 January 2022
- Published by HICSS Conference Office
Open AccessIntroduction to the Minitrack on Adversarial Coordination in Collaboration and Social Media Systems
- 11 August 2021
- Published by Springer Nature
- p. 71-87
Creating Immersive Learning Experiences: A Pedagogical Design Perspective
- 11 August 2021
- Published by Springer Nature
- p. 71-87
Creating Immersive Learning Experiences: A Pedagogical Design Perspective
- 15 July 2020
- Published by Taylor & Francis in Managing Sport and Leisure
- Vol. 27 (1-2) , 152-157
Global pandemic compels sport to move to esports: understanding from brand extension perspective
The COVID-19 outbreak leads to the sudden lockdown of sports businesses across the world. Due to the difficulty of generating sports content as usual amid the global pandemic, some sports organizations around the world, resort to esports. Concretely, sports organizations let their professional athletes compete virtually in video games to produce competitive entertainment for the audience. Such “mixed” competitive entertainment attracts a high spectatorship and significant social media attention. This commentary seeks to provide a research-based explanation of the phenomenon and predict future developments.
- 15 July 2020
- Published by Taylor & Francis in Managing Sport and Leisure
- Vol. 27 (1-2) , 152-157
Global pandemic compels sport to move to esports: understanding from brand extension perspective
The COVID-19 outbreak leads to the sudden lockdown of sports businesses across the world. Due to the difficulty of generating sports content as usual amid the global pandemic, some sports organizations around the world, resort to esports. Concretely, sports organizations let their professional athletes compete virtually in video games to produce competitive entertainment for the audience. Such “mixed” competitive entertainment attracts a high spectatorship and significant social media attention. This commentary seeks to provide a research-based explanation of the phenomenon and predict future developments.
- 10 July 2020
- Published by Springer Nature
- p. 142-156
Visualizing Emotion and Absorption Through a Low Resolution LED Array:
- 10 July 2020
- Published by Springer Nature
- p. 142-156
Visualizing Emotion and Absorption Through a Low Resolution LED Array:
- 1 March 2020
- Published by Elsevier in The Journal of Academic Librarianship
- Vol. 46 (2)
LibQual+® as a predictor of library success: Extracting new meaning through structured equation modeling
- 1 March 2020
- Published by Elsevier in The Journal of Academic Librarianship
- Vol. 46 (2)
LibQual+® as a predictor of library success: Extracting new meaning through structured equation modeling