Knowledge (XXG)

Winner and loser culture

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In a 2014 sociological study of a computer competition where motivation was measured after examining the competitive culture around getting into and participating in the computer competition, findings found that students that performed well in competition ("winners") were more likely to seek out and
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examined emotional reactions contextualized through the lens of academia by analyzing distinctions in emotional response to academia. The study found that emotional bonds can be damaged by mismanaged emotions as a result in competition culture, and that structurally, mismanaged emotions based on
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observed that some groups of players identify as "losers" and encourage other people in that subculture. Greater success in the game requires more time spent in the game. People who are not socializing, working, or in education may have more time to play the game. When someone has more free time
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A 2011 study evaluating corporate culture found that competition culture (which places the worker in a winner and loser mentality), while more common than cooperation culture, was less effective. Cooperation adds substantial value to the firm because it increases active communication between
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examined the lifestyles of men which the ads portrayed. Tropes in the ads included the men either being losers or having loser characteristics, but being comfortable and accepting of themselves. Their leisure lives in the advertisements are separate from whatever labor they do as work. They
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A 1997 socioeconomic study showed that a winner-loser culture encouraged violence in adolescents, with specific sociological emphasis on the role of violence. In part, findings reflected that juvenile violence is perpetrated by the presence of a winner-loser culture, which creates an
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encouraging online activities from a large mass of other contributors. One perspective of social media design is that there is a class of users who contribute to the platform to the benefit of others but not themselves, and that such contributors are losers in this scheme.
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Snodgrass, Jeffrey G.; Dengah, H. J. François; Lacy, Michael G. (December 2014). "'I Swear to God, I Only Want People Here Who Are Losers!' Cultural Dissonance and the (Problematic) Allure of Azeroth: Cultural Dissonance and the Allure of Azeroth".
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results in some young people having more money for fortunate lives among a culture of winners while other young people are poor, surrounded by violence, and live in a culture where media and society describe much of what they do as loser culture.
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with their political party of choice. In various ways after an election, people who supported the elected party may feel and get treatment as winners, while supporters of the party which lost the vote may feel like losers.
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communicate desire for various kinds of relationships with females but the advertisements do not finish the story of how that plays out, and simply end with the men watching women or attempting to initiate a relationship.
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Curini, Luigi; Jou, Willy; Memoli, Vincenzo (April 2012). "Satisfaction with Democracy and the Winner/Loser Debate: The Role of Policy Preferences and Past Experience".
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Messner, Michael A.; Montez de Oca, Jeffrey (March 2005). "The Male Consumer as Loser: Beer and Liquor Ads in Mega Sports Media Events".
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James, O. "Juvenile Violence in a Winner-Loser Culture: Socio-Economic and Familial Origins of the Rise in Violence against the Person".
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Juvenile violence in a winner-loser culture : socio-economic and familial origins of the rise in violence against the person
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Wu, Chun-Ying; Wu, Chin-en (18 August 2022). "Regime types and winner-loser Gaps in support for democracy in East Asia".
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perceived stress from a competition culture can have negative impact on an individual and those around them.
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because they participate in loser subculture, then that identity may bring them success in playing the game.
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Bubica, N; Mladenovic, M; Boljat, I (2014). "Students motivation for computer science competition".
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are worthwhile for uplifting some people in communities. Many individuals in democratic societies
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Bloch, C. (2002). "Managing the emotions of competition and recognition in Academia".
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can transform a loser into a winner, and that state-sponsored games such as the
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In 8th International Technology, Education and Development Conference
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Reiner, Robert; Livingstone, Sonia; Allen, Jessica (8 July 2019).
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and another class are the losers who experience a lifestyle of
613:"Loser Generated Content: From Participation to Exploitation" 68:" mindset that can lead to physical or verbal altercations. 347:"Competition, cooperation, and corporate culture" 606: 604: 389: 387: 385: 383: 89:massively multiplayer online role-playing games 312:Signs: Journal of Women in Culture and Society 305: 303: 301: 299: 8: 624: 584: 35:where one class of people are successful 345:Kosfeld, M; Von Siemens, F. A. (2011). 251: 133:platform depends on a small number of 7: 530:British Journal of Political Science 239:Game theory#Zero-sum / non-zero-sum 106:participate in other competitions. 444:10.1111/j.1467-954X.2002.tb03594.x 263:. London: Free Association Books. 27:which imagines many activities in 14: 366:10.1111/j.1756-2171.2010.00124.x 397:Medical Anthropology Quarterly 1: 611:Petersen, Søren Mørk (2013). 577:10.1080/13510347.2022.2036721 354:The RAND Journal of Economics 109:One advertising narrative in 83:A 2014 sociological study of 71:A 2005 sociological study of 55:described in a 1995 book how 668: 542:10.1017/S0007123411000275 497:10.4324/9780367809195-30 234:Winner and loser effects 21:winner and loser culture 432:The Sociological Review 259:James, Oliver (1995). 209:Nationalism and sports 57:distribution of wealth 626:10.5210/fm.v13i3.2141 438:(2_suppl): 113-131. 184:Identity performance 135:Internet celebrities 95:A 2014 study in the 123:personally identify 98:Sociological Review 73:alcohol advertising 169:Emotional security 85:video game culture 409:10.1111/maq.12116 229:Status attainment 194:Might makes right 174:Euthyphro dilemma 164:Division of labor 129:The success of a 659: 631: 630: 628: 608: 599: 598: 588: 571:(6): 1157–1175. 560: 554: 553: 525: 519: 518: 486: 477: 471: 470: 462: 456: 455: 427: 421: 420: 391: 378: 377: 351: 342: 336: 335: 318:(3): 1879–1909. 307: 294: 293: 281: 275: 274: 256: 111:consumer culture 667: 666: 662: 661: 660: 658: 657: 656: 637: 636: 635: 634: 610: 609: 602: 565:Democratization 562: 561: 557: 527: 526: 522: 507: 489:Crime and Media 484: 479: 478: 474: 464: 463: 459: 429: 428: 424: 393: 392: 381: 349: 344: 343: 339: 309: 308: 297: 283: 282: 278: 271: 258: 257: 253: 248: 243: 204:Positional good 144: 66:us against them 49: 47:Characteristics 17: 16:Type of culture 12: 11: 5: 665: 663: 655: 654: 652:Matthew effect 649: 639: 638: 633: 632: 600: 555: 536:(2): 241–261. 520: 505: 472: 457: 422: 403:(4): 480–501. 379: 337: 324:10.1086/427523 295: 276: 270:978-1853433023 269: 250: 249: 247: 244: 242: 241: 236: 231: 226: 221: 216: 214:Need for power 211: 206: 201: 196: 191: 186: 181: 179:Housing stress 176: 171: 166: 161: 156: 151: 145: 143: 140: 48: 45: 15: 13: 10: 9: 6: 4: 3: 2: 664: 653: 650: 648: 645: 644: 642: 627: 622: 618: 614: 607: 605: 601: 596: 592: 587: 582: 578: 574: 570: 566: 559: 556: 551: 547: 543: 539: 535: 531: 524: 521: 516: 512: 508: 506:9780367809195 502: 498: 494: 490: 483: 476: 473: 468: 461: 458: 453: 449: 445: 441: 437: 433: 426: 423: 418: 414: 410: 406: 402: 398: 390: 388: 386: 384: 380: 375: 371: 367: 363: 359: 355: 348: 341: 338: 333: 329: 325: 321: 317: 313: 306: 304: 302: 300: 296: 291: 287: 280: 277: 272: 266: 262: 255: 252: 245: 240: 237: 235: 232: 230: 227: 225: 222: 220: 217: 215: 212: 210: 207: 205: 202: 200: 199:One-upmanship 197: 195: 192: 190: 187: 185: 182: 180: 177: 175: 172: 170: 167: 165: 162: 160: 157: 155: 152: 150: 149:Asset poverty 147: 146: 141: 139: 136: 132: 127: 124: 120: 116: 112: 107: 103: 100: 99: 93: 90: 86: 81: 77: 74: 69: 67: 61: 58: 54: 51:Psychologist 46: 44: 42: 38: 34: 30: 26: 22: 617:First Monday 616: 568: 564: 558: 533: 529: 523: 488: 475: 466: 460: 435: 431: 425: 400: 396: 357: 353: 340: 315: 311: 289: 285: 279: 260: 254: 131:social media 128: 108: 104: 96: 94: 82: 78: 70: 62: 53:Oliver James 50: 20: 18: 647:Subcultures 586:10230/52781 491:: 324–334. 292:(125): 246. 286:Adolescence 219:Need theory 80:employees. 33:competition 641:Categories 469:: 288-295. 246:References 224:Self-image 159:Chauvinism 595:247070819 550:153624167 452:144412133 360:: 23–43. 332:144238087 189:Kyriarchy 154:Bagholder 515:18647843 417:24947943 374:16641210 142:See also 115:gambling 113:is that 119:lottery 41:failure 37:winners 29:society 25:culture 593:  548:  513:  503:  450:  415:  372:  330:  267:  591:S2CID 546:S2CID 511:S2CID 485:(PDF) 448:S2CID 370:S2CID 350:(PDF) 328:S2CID 31:as a 23:is a 501:ISBN 413:PMID 265:ISBN 87:for 621:doi 581:hdl 573:doi 538:doi 493:doi 440:doi 405:doi 362:doi 320:doi 643:: 619:. 615:. 603:^ 589:. 579:. 569:29 567:. 544:. 534:42 532:. 509:. 499:. 487:. 446:. 436:50 434:. 411:. 401:28 399:. 382:^ 368:. 358:42 356:. 352:. 326:. 316:30 314:. 298:^ 290:32 288:. 43:. 19:A 629:. 623:: 597:. 583:: 575:: 552:. 540:: 517:. 495:: 454:. 442:: 419:. 407:: 376:. 364:: 334:. 322:: 273:. 64:"

Index

culture
society
competition
winners
failure
Oliver James
distribution of wealth
us against them
alcohol advertising
video game culture
massively multiplayer online role-playing games
Sociological Review
consumer culture
gambling
lottery
personally identify
social media
Internet celebrities
Asset poverty
Bagholder
Chauvinism
Division of labor
Emotional security
Euthyphro dilemma
Housing stress
Identity performance
Kyriarchy
Might makes right
One-upmanship
Positional good

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