Brian McCauley

Assistant Professor
MMTC - Media, Management and Transformation Centre , Jönköping International Business School
Assistant Professor Business Administration
Business Administration , Jönköping International Business School
PhD in Business Administration

Article

McCauley, B., Berndt, A., Helmefalk, M., Hedlund, D. (2024). Innovation in the esports servicescape: a media business research agenda Journal of Media Business Studies. More information
Cestino-Castilla, J., Macey, J., McCauley, B. (2023). Legitimizing the game: how gamers' personal experiences shape the emergence of grassroots collective action in esports Internet Research, 33(7), 111-132. More information
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

Book chapter

Macey, J., McCauley, B. (2021). Mind games: Playtest as an allegory for liquid modernity. In: G. A. Duarte & J. M. Battin (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

Conference paper

Scholz, T., Hamari, J., Orme, S., McCauley, B. (2024). Introduction to the Minitrack on Digitalization of Work. 57th Annual Hawaii International Conference on System Sciences, HICSS 2024 Honolulu 3 January 2024 through 6 January 2024. More information
Scholz, T., Hamari, J., Orme, S., McCauley, B. (2023). Introduction to the Minitrack on Digitalization of Work. 56th Annual Hawaii International Conference on System Sciences Virtual, Online 3 January 2023 through 6 January 2023. More information
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. (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
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
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
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
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

Other publications

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