Lee Farquhar
Biographic Data
| ID | 4908733 |
|---|---|
| NAME | Lee Farquhar |
| GIVEN NAMES | Lee |
| FAMILY NAME | Farquhar |
| SIGNATURE | FARQUHAR L |
| AFFILIATIONS | Butler University |
| VERIFIED | No |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 38 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 3 |
Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League
Although there have been significant strides in terms of understanding motivations for esports participation and consumption, there has been limited research done with regard to the consumption of specific games and titles within esports. Previous work has focused primarily on esports in general. This study extends the body of esports motivations research by examining motivations for consuming NBA 2K content. Based on the use of a quasi-experimen…
Self-Censorship Among Student Journalists Based on Perceived Threats and Risks
This research analyzes news-making decisions and self-censorship among student journalists through the lens of gatekeeping theory. Using Q methodology, the study examines responses of 45 student journalists who were asked about variables that would influence their decisions not to pursue a controversial story. Four factors emerged based on analysis of three principal variables: the source of perceived threats, the nature of those threats, and the…
Performing and interpreting identity through Facebook imagery
This one-year cyber-ethnography examines identity presentations and interpretations of 346 Facebook users. The social–psychological theoretical framework used drew specifically from symbolic interaction, Goffman’s performance of self, and schema theory. Generally, Facebookers sought social acceptance with their presentations. Primary findings indicate that the Facebookers present over-simplified imagery to reduce ambiguity and align with specific…
Types of Fantasy Sports Users and Their Motivations
Over 15 million people participate in online fantasy sports. Applying a uses and gratifications framework, we use Q-methodology, a quantitative means for developing typologies of people, to examine types of online fantasy sports users and their motivations. Five types of players emerged, with casual players, skilled players, and isolationist thrill-seekers being the three most common types. Differences among types of users were primarily associat…
Types of Fantasy Sports Users and Their Motivations
Over 15 million people participate in online fantasy sports. Applying a uses and gratifications framework, we use Q-methodology, a quantitative means for developing typologies of people, to examine types of online fantasy sports users and their motivations. Five types of players emerged, with casual players, skilled players, and isolationist thrill-seekers being the three most common types. Differences among types of users were primarily associat…
Performing and interpreting identity through Facebook imagery
This one-year cyber-ethnography examines identity presentations and interpretations of 346 Facebook users. The social–psychological theoretical framework used drew specifically from symbolic interaction, Goffman’s performance of self, and schema theory. Generally, Facebookers sought social acceptance with their presentations. Primary findings indicate that the Facebookers present over-simplified imagery to reduce ambiguity and align with specific…
Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League
Although there have been significant strides in terms of understanding motivations for esports participation and consumption, there has been limited research done with regard to the consumption of specific games and titles within esports. Previous work has focused primarily on esports in general. This study extends the body of esports motivations research by examining motivations for consuming NBA 2K content. Based on the use of a quasi-experimen…
Self-Censorship Among Student Journalists Based on Perceived Threats and Risks
This research analyzes news-making decisions and self-censorship among student journalists through the lens of gatekeeping theory. Using Q methodology, the study examines responses of 45 student journalists who were asked about variables that would influence their decisions not to pursue a controversial story. Four factors emerged based on analysis of three principal variables: the source of perceived threats, the nature of those threats, and the…
Types of Fantasy Sports Users and Their Motivations
Over 15 million people participate in online fantasy sports. Applying a uses and gratifications framework, we use Q-methodology, a quantitative means for developing typologies of people, to examine types of online fantasy sports users and their motivations. Five types of players emerged, with casual players, skilled players, and isolationist thrill-seekers being the three most common types. Differences among types of users were primarily associat…
Performing and interpreting identity through Facebook imagery
This one-year cyber-ethnography examines identity presentations and interpretations of 346 Facebook users. The social–psychological theoretical framework used drew specifically from symbolic interaction, Goffman’s performance of self, and schema theory. Generally, Facebookers sought social acceptance with their presentations. Primary findings indicate that the Facebookers present over-simplified imagery to reduce ambiguity and align with specific…
Self-Censorship Among Student Journalists Based on Perceived Threats and Risks
This research analyzes news-making decisions and self-censorship among student journalists through the lens of gatekeeping theory. Using Q methodology, the study examines responses of 45 student journalists who were asked about variables that would influence their decisions not to pursue a controversial story. Four factors emerged based on analysis of three principal variables: the source of perceived threats, the nature of those threats, and the…
Motivational Differences Among Viewers of Traditional Sports, Esports, and NBA 2K League
Although there have been significant strides in terms of understanding motivations for esports participation and consumption, there has been limited research done with regard to the consumption of specific games and titles within esports. Previous work has focused primarily on esports in general. This study extends the body of esports motivations research by examining motivations for consuming NBA 2K content. Based on the use of a quasi-experimen…
Psychology (4 works) · Advertising (3 works) · Computer Science (3 works) · Social Psychology (3 works) · Sociology (3 works) · Business (2 works) · Digital Games and Media (2 works) · Impact of Technology on Adolescents (2 works) · Media Influence and Health (2 works) · Social Psychology (2 works)