Updated on 2024/12/21

写真a

 
WONG, Donna
 
Affiliation
Faculty of Sport Sciences, School of Sport and Sciences
Job title
Associate Professor(tenure-track)
Degree
PhD in Physical Education, Sport and Leisure Studies ( 2009.03 University of Edinburgh )
MSc in Sport and Recreation Business Management ( 2005.07 University of Edinburgh )
MSc in Mass Communications ( 2001.05 Nanyang Technological University )
BA in Social Sciences ( 1996.05 National University of Singapore )
Mail Address
メールアドレス

Research Experience

  • 2020.04
    -
     

    Waseda University   Graduate School of Sport Sciences   Associate Professor

  • 2013.06
    -
    2020.03

    Coventry University   Faculty of Business and Law, Center for Business in Society   Assistant Professor

  • 2012.01
    -
    2013.06

    Leeds Metropolitan University   School of Events Tourism and Hospitality Management   Lecturer

  • 2009.03
    -
    2012.01

    University of Central Lancashire   International Research Institute for Sport Studies   Research Associate

Research Areas

  • Sociology of science, history of science and technology   Sport Business Management

Research Interests

  • Sport Management, Sport Media, Sports Mega Events, Esports

Awards

  • Best Paper

    2019.09   European Association for Sport Management Conference   Complexity and Dynamics in the Career Development of Esports Professionals

  • Counterfeit Football Merchandise

    2019.01   FIFA Research Scholarship  

  • Creating A Youth Olympic Legacy – A Case Study of Singapore 2010 Youth Olympic Games

    2010.03   International Olympic Committee Postgraduate Research Grant Programme  

Media Coverage

  • Radio interview on the pre-event preparation of 29th Summer Universiade

    TV or radio program

    Author: Myself  

    International Community Radio Taipei  

    2017.08

 

Papers

  • The emergent community of esports fans in Japan: an analysis of motivations and preferences

    Yue Meng-Lewis, Donna Wong, Chang Liu

    Managing Sport and Leisure     1 - 32  2024.07

    DOI

    Scopus

  • Esports: an exploration of the advancing esports landscape, actors and interorganisational relationships

    Donna Wong, Yue Meng-Lewis

    Sport in Society    2022.06  [Refereed]

    Authorship:Lead author, Corresponding author

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • Esports diplomacy – China’s soft power building in the digital era

    Donna Wong, Yue Meng-Lewis

    Managing Sport and Leisure     1 - 23  2022.03  [Refereed]  [Invited]

    Authorship:Lead author, Corresponding author

    DOI

    Scopus

    11
    Citation
    (Scopus)
  • Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China

    Donna Wong, Hongfei Liu, Yue Meng-Lewis, Yan Sun, Yun Zhang

    Information Technology & People   35 ( 1 ) 281 - 315  2022.01  [Refereed]

    Authorship:Lead author, Corresponding author

     View Summary

    Purpose

    This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology.

    Design/methodology/approach

    Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions.

    Findings

    The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention.

    Research limitations/implications

    The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation.

    Originality/value

    In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.

    DOI

  • Understanding complexity and dynamics in the career development of eSports athletes

    Yue Meng-Lewis, Donna Wong, Yupei Zhao, Gavin Lewis

    Sport Management Review   25 ( 1 ) 106 - 133  2022.01  [Refereed]

    DOI

    Scopus

    26
    Citation
    (Scopus)
  • Understanding consumers’ social media engagement behaviour: An examination of the moderation effect of social media context

    Cao, D., Meadows, M., Wong, D., Xia, S.

    Journal of Business Research   122  2021  [Refereed]

    DOI

    Scopus

    169
    Citation
    (Scopus)
  • Are grassroots sports events good for migrant cities' sustainable development? A case study of the Shenzhen 100 km Hikathon

    Wang, H., Ju, P., Xu, H., Wong, D.

    Sustainability (Switzerland)   11 ( 1 )  2019  [Refereed]

     View Summary

    Compared to official sports mega events, grassroots sports events are attractive to participants because of their universality, accessibility, and casual nature. Taking the Shenzhen 100 km Hikathon as an example, this study investigates the effect of grassroots sports events on sustainable development in migrant cities through residents' perceptions of such events, and how these affect support. We collected 59 questionnaires in a pre-survey and 612 surveys for formal analysis, and used SPSS and AMOS software to construct a structural equation model. The results indicate that the Hikathon's popularity, low media impact, small scale of investment and construction, and short duration had fewer negative effects and was beneficial to sustainable development for the migrant city. Residents perceived more positive benefits (improved city image and economic, environmental and cultural benefits) and less negative costs (environmental and traffic costs), which lead to broader support for such events. Among residents' sociodemographic characteristics, only age was found to moderate the relationship between perceived effects and support. The findings suggest that residents generally perceive grassroots sports events positively, especially in migrant cities, such as Shenzhen, where community events are considered to serve an important role in the construction of place identity.

    DOI

    Scopus

    6
    Citation
    (Scopus)
  • Development of professional football league in Singapore

    Donna Wong

    International Cases in the Business of Sport    2017  [Refereed]  [International journal]

  • Paya Lebar Swimming Complex

    Donna Wong

    Great Lengths     94 - 95  2017  [Refereed]  [International journal]

  • Risk and (in)security of FIFA football World Cups–outlook for Russia 2018

    Wong, D., Chadwick, S.

    Sport in Society   20 ( 5-6 ) 583 - 598  2017  [Refereed]

     View Summary

    Preparing and hosting a FIFA World Cup has often been perceived to bring tremendous opportunities to the host country. These include stimulating a sense of patriotism and fostering nation-building to help further modernize and fast-track infrastructural development within the country. Nevertheless, as with any sporting mega-events, hosting an event of such magnitude and international interest comes with exceptional risks. This essay presents an assessment of risks relating to previous FIFA football tournaments, namely - 2006 FIFA World Cup Germany; 2010 FIFA World Cup South Africa and the 2014 FIFA World Cup Brazil, to reflect upon a number of threats and challenges associated with the hosting of the 2018 FIFA World Cup Russia. With a lapse of eight years from the award to the tournament, the planning and operational decisions for Russia 2018 are undertaken under conditions of high ambiguity. The essay aims to identify the effects of uncertainties that may compromise the Russian World Cup through the assessment of potential and emerging threats that hold the potential to jeopardize the safety and security of the tournament.

    DOI

    Scopus

    15
    Citation
    (Scopus)
  • The EPL drama – Paving the way for more illegal streaming? Digital piracy of live sports broadcasts in Singapore

    Donna Wong

    Sport and Communication   4 ( 5 ) 534 - 548  2016  [Refereed]  [International journal]

     View Summary

    Along with the rise of digital media technologies, digitisation disrupted and reconfigured the established practices of previously discrete media markets. The erosion of conventional media divisions has resulted in wide-ranging ramifications for sports broadcasts as it shifts from the historically dominant platform of broadcast television to the digital environment of the Internet in the new mediascape. This paper considers how these emergent practices from the advent of media technology have represented significant challenges to the mediascape of sports broadcasts in Singapore. Given the popularity of mediated Western sports in Singapore, it comes as no surprise that the challenge of sports broadcasts piracy is acute in the country. Singapore has an exceedingly high degree of online infringement compared to other countries in the region. Data discloses that Singapore's per capita infringement ranks first in Asia and fifth highest globally. This paper seeks to review the phenomenon in Singapore, examining the drivers that created the unique market dynamics which shaped the piracy of sports broadcasts in the country. The paper goes on to discuss provisions in Singapore in terms of copyright law and enforcement that are in place for the deterrence of sports broadcasts piracy. It considers the adequacy of these current approaches and concludes with an observation of how Singapore will seek to adjust to the continual digital advancement in its battle against digital sports piracy. The outcome of this assessment helps provide an additional account for its comparison with existing discourse on the challenges of digitisation on sports broadcasts development in advanced capitalist Asian countries.

    DOI

    Scopus

    8
    Citation
    (Scopus)
  • Paya Lebar Pool

    Donna Wong

    50 Metres:    2015  [Refereed]  [International journal]

  • 2022 Qatar FIFA World Cup Information Report

    Donna Wong

       2014  [Refereed]  [International journal]

  • Sport, Media and Cultural Citizenship in Singapore

    Donna Wong

    Sports Events, Society and Culture     100 - 114  2014  [Refereed]  [International journal]

    DOI

    Scopus

    2
    Citation
    (Scopus)
  • Sport, broadcasting, and cultural citizenship in Japan

    Wong, D., Kuroda, I., Horne, J.

    Sport, Public Broadcasting, and Cultural Citizenship: Signal Lost?     243 - 262  2013  [Refereed]

    DOI

    Scopus

    3
    Citation
    (Scopus)
  • The Olympics: the basics

    Donna Wong

    LEISURE STUDIES   31 ( 3 ) 373 - 375  2012  [Refereed]

    DOI

  • 'No manual available'

    Donna Wong

    International Sport Events     55 - 68  2012  [Refereed]  [International journal]

  • Expect the unexpected? An evaluation of the Singapore 2010 Youth Olympic Games

    Wong, D.

    Journal of Policy Research in Tourism, Leisure and Events   4 ( 2 ) 138 - 154  2012  [Refereed]

     View Summary

    The Youth Olympic Games (YOG) was an initiative launched by the International Olympic Committee (IOC) in 2007 with adapted sports targeting young people between the ages of 14 and 18. Singapore was selected as the first host city for the Summer YOG in February 2008, with the inaugural event taking place from 14 to 26 August 2010. Through the YOG, the IOC aims to create an event for young people to participate in sport, to learn about Olympic education and to share experiences with their peers. To this end, a unique feature of the YOG is the inclusion of an extensive Culture and Education Programme (CEP) to introduce young people to Olympism and Olympic values of respect, excellence and friendship, alongside the sports element of the event. The decision to de-emphasise the competitive aspect of sport and to encompass a cultural- and educational-based component at the Games invited criticism from various corners of the Olympic Movement. This paper provides an overview of the YOG and its CEP. With the inaugural YOG brought to a close, the Games was declared a success 'beyond expectation' by the IOC President. This paper critically analyses the promises of the YOG CEP, focusing on the extent to which the CEP has met its intended goals. The evaluation offers possible implications for development of the CEP for future editions of the YOG. © 2012 Copyright Taylor and Francis Group, LLC.

    DOI

    Scopus

    20
    Citation
    (Scopus)
  • The Youth Olympic Games: Past, Present and Future

    Donna Wong

    The International Journal of the History of Sport   28 ( 13 ) 1831 - 1851  2011.09  [Refereed]

    Authorship:Lead author, Corresponding author

    DOI

    Scopus

    34
    Citation
    (Scopus)
  • A study on young people’s use of new media sport

    Donna Wong

    Reflecting on Children, Youth and Leisure   113  2011  [Refereed]  [International journal]

  • Prochain Arrêt … Nanjing 2014

    Donna Wong

       2011  [Refereed]  [International journal]

  • Creating A Youth Olympic Legacy – A Case Study of Singapore 2010 Youth Olympic Games

    Donna Wong

       2010  [Refereed]  [International journal]

  • Dezitaru jidai no yoroppa spotsu: kinnen no shinten ni kansuru jakkan no genkyu

    Donna Wong, John Horne

    Contemporary Sports Critique   22  2010  [Refereed]

  • Young people, sport and new media technology

    Donna Wong

    What Ever Happened to the Leisure Society?   95  2008  [Refereed]  [International journal]

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Syllabus

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Internal Special Research Projects

  • Soft Power through Popular Japanese Culture

    2023  

     View Summary

    “Japan’s cultural attraction—both for the distinctive elements of Japan’s ancient culture and modern culture—has been the most distinguishing part of its soft power” (Lee and Melissen, 2011: 19). The attraction of Japanese culture is often cited as a key factor for international visitors travelling to Japan. Many forms of Japanese culture such as arts (e.g., Ukiyo-e), clothing (e.g., kimono), sport (e.g., sumo), and popular culture (e.g., anime) have been appreciated and recognised as Japanese in many national contexts around the world. The popularity of Japanese culture internationally has enabled Japanese government to integrate its values and ideas in foreign domains. For instance, the “Cool Japan” campaign, is a public diplomacy initiative led by the Ministry of Foreign Affair (MOFA) since 2002. It is not only as a nation branding strategy but also a means for harnessing soft power and enhancing Japan’s tourism through leveraging on Japanese culture. As scholars (Iwabuchi, 2015; Valaskivi, 2013) suggest, Japan’s enticing traditional and popular cultures account for most of its soft power. Japan’s cultural policies and cultural diplomacy have played a significant role in enabling the country to enhance its soft power and national powers.

  • Multiculturalism in Japanese Sport

    2022   Wong Donna

     View Summary

    This research seeks to look at the issue of multiculturalism in sport in Japan. The Tokyo 2020 Olympic Games, through its vision of Diversity & Inclusion that strives for actions "towards a society where everyone is free to live as who they are", aimed to foster an inclusive environment and raise awareness of unity in diversity among citizens of the world. Due to the scale and the catalytic effects of hosting a sports mega-event such as the Olympic Games, it has often been used to bring about social-cultural changes in the host country. Referring to previous games, the 1992 Barcelona Olympic Games was an attempt to reduce their association with (predominantly) bull fighting, the 2000 Sydney Olympic Games focused on culture reconciliation with the Aboriginals in Australia. A sports mega-event like the Olympic Games can not only improve the economy and culture, but it can also be a starting point for social movements in the host country.Through the Games, the Tokyo 2020 Olympic Games Organising Committee sought to make Japan as diverse and inclusive as possible. The resulting outcome was that Japan's team was its biggest on record and most diverse, including nearly three dozen athletes of mixed parentage. It became clear that the Organiser had intended to showcase Japan's growing ethnic diversity and that Japan has become a global country. This reflects a gradual but profound change in a still largely homogeneous country. The Games featured the biracial NBA player Rui Hachimura and four-time Grand Slam tennis champion Naomi Osaka as the flagbearers in the Opening Ceremony. Yet negative comments emerged on social media, where some claimed that the honour of lighting the Olympic Cauldron (by Osaka) should have gone to a ‘pure’ Japanese. These served as a reminder of how far Japan, as one of the world’s most racially homogeneous countries, must go in embracing change and promoting wider acceptance of multiculturalism, in particular, multicultural athletes in Japan.

  • The State of Esports in Japan – Significance, Perception and Barriers of Development

    2021   Wong Donna

     View Summary

    TheState of Esports in Japan – Significance, Perception and Barriers ofDevelopmentThisresearch looks at esports development in Japan, in an attempt to understand itssignificance, perception and barriers of development. The rise of esports inJapan has been slowed, compared to its Asian compatriots like China and Korean.Despite the fact that Japan is the third largest gaming industry in the world,Japan’s share in the global esports industry is estimated at an almostnegligible 3% in 2021 (PwC, 2020). Although lawmakers and business enterprisesin Japan understand the huge potential from the contribution of esports to thegrowth of Japan’s economy, this study has identified few critical factors as challengesto the further development of esports in Japan. These key factors include thecurrent legal issues and law system, government support, social acceptance ofesports and language barriers. Data collected through survey questionnaire alsorevealed low awareness of esports and popularity of esports genres contributedto its slow rollout.