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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
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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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482:"Casino Culture: Media and Crime in a Winner–Loser Society (2001)"
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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
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35:where one class of people are successful
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133:platform depends on a small number of
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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
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397:Medical Anthropology Quarterly
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611:Petersen, Søren Mørk (2013).
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354:The RAND Journal of Economics
109:One advertising narrative in
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55:described in a 1995 book how
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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
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491:: 324–334.
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286:Adolescence
219:Need theory
80:employees.
33:competition
641:Categories
469:: 288-295.
246:References
224:Self-image
159:Chauvinism
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360:: 23–43.
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189:Kyriarchy
154:Bagholder
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