Zeitschriftenartikel zum Thema „Paid games“
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Der volle Inhalt der QuelleAguerri, Jesús C., and Aiala Tejada García De Garayo. "Where Do We Fall, Guys?" International Journal of Cyber Behavior, Psychology and Learning 15, no. 1 (2025): 1–18. https://doi.org/10.4018/ijcbpl.373711.
Der volle Inhalt der QuelleAlonso-Sanz, Ramón. "Spatial correlated games." Royal Society Open Science 4, no. 11 (2017): 171361. http://dx.doi.org/10.1098/rsos.171361.
Der volle Inhalt der QuelleKrause, Markus, and René Kizilcec. "To Play or Not to Play: Interactions between Response Quality and Task Complexity in Games and Paid Crowdsourcing." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 3 (September 23, 2015): 102–9. http://dx.doi.org/10.1609/hcomp.v3i1.13226.
Der volle Inhalt der QuelleMusa, Azlina. "Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications." Journal of Computational and Theoretical Nanoscience 17, no. 2 (2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.
Der volle Inhalt der QuelleTseng, Fan-Chen, and Ching-I. Teng. "An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games." International Journal of E-Business Research 7, no. 4 (2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.
Der volle Inhalt der QuelleKang, Inwon, and Jeong-Woo Lee. "The Effects of Use’s Addiction Level and Perceived Existence of Alternative on Acceptance Behavior of Paid Policy." Korea Association for International Commerce and Information 24, no. 4 (2022): 199–218. http://dx.doi.org/10.15798/kaici.2022.24.4.199.
Der volle Inhalt der QuelleLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Der volle Inhalt der QuelleSeytniyazova, Sarbinaz Bakhadirovna. "TEACHING ENGLISH THROUGH INTERACTIVE GAMES IN A HIGHER EDUCATIONAL ESTABLISHMENT." Eurasian Journal of Academic Research 1, no. 9 (2022): 584–88. https://doi.org/10.5281/zenodo.5813065.
Der volle Inhalt der QuelleMaharani, Leoni Oktavia, and Hanafi Hanafi. "PENGGUNAAN MEDIA SOSIAL APLIKASI LITA DALAM MEMBENTUK PERSONAL BRANDING SEBAGAI GAMERS WANITA." SOURCE : Jurnal Ilmu Komunikasi 8, no. 1 (2022): 57. http://dx.doi.org/10.35308/source.v8i1.4778.
Der volle Inhalt der QuelleSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Der volle Inhalt der QuelleSokolov, E.S. "Games that kill us: video games and violence in the russian printed media discourse." Sociology of Power, no. 3 (June 7, 2020): 165–88. https://doi.org/10.22394/2074-0492-2020-3-165-188.
Der volle Inhalt der QuellePutra, Harmanda Berima, Nungki Pradita, and Anwar Mansyur. "INTEGRATION MODEL TPB AND PERCEIVED RISK OF INTENTION OF USE APPLICATIONS AND GAMES ONLINE FREEMIUM PAID VERSION: INDONESIAN STUDENTS CONTEXT." Inovbiz: Jurnal Inovasi Bisnis 9, no. 2 (2022): 110. http://dx.doi.org/10.35314/inovbiz.v9i2.1999.
Der volle Inhalt der QuelleYu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.
Der volle Inhalt der QuelleHarizanov, Krasimir Harizanov. "Some Methodological Guidelines on the Creation of Educational Games on “Computer Modeling”." Mathematics and Informatics LXIV, no. 5 (2021): 476–82. http://dx.doi.org/10.53656/math2021-5-6-som.
Der volle Inhalt der QuelleKirichenko, Vladislav V. "Speedrunner as a Virtual Naturalist." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 223–43. http://dx.doi.org/10.46539/gmd.v4i4.299.
Der volle Inhalt der QuelleArnold-Stein, Róbert, and Ildikó Hortobágyi. "Translanguaging, Diglossia and Bidialectalism in the Video Gamer Argot." Papers in Arts and Humanities 1, no. 2 (2021): 47–67. http://dx.doi.org/10.52885/pah.v1i2.61.
Der volle Inhalt der QuelleBelyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.
Der volle Inhalt der QuelleMels, A. A., and Ye B. Duplyakin. "Personal characteristics of students at high risk of developing addiction to computer games." Eurasian Journal of Current Research in Psychology and Pedagogy, no. 1 (May 24, 2023): 24–32. http://dx.doi.org/10.46914/2959-3999-2023-1-1-24-32.
Der volle Inhalt der QuellePrilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.
Der volle Inhalt der QuelleIskierka, Iwona, and Sławomir Iskierka. "Prawnoautorska ochrona programów i gier komputerowych." Dydaktyka Informatyki 16 (2021): 28–40. http://dx.doi.org/10.15584/di.2021.16.4.
Der volle Inhalt der QuelleBrowne, Cameron, Matthew Stephenson, and Walter Crist. "Data Note: The Digital Ludeme Project Database." Open Research Europe 3 (September 28, 2023): 164. http://dx.doi.org/10.12688/openreseurope.16524.1.
Der volle Inhalt der QuelleGeorgieva-Tsaneva, Galya. "Creating Models of Serious Educational Games for the Purpose of Medical Training." Innovative STEM Education 3, no. 1 (2021): 157–63. http://dx.doi.org/10.55630/stem.2021.0319.
Der volle Inhalt der QuelleGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Der volle Inhalt der QuelleOrlova, Lyubov K. "Intensification of the process of a foreign language communicative competence formation with the help of computer games." Science and School, no. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.
Der volle Inhalt der QuelleXu, Qingbing. "Analysis of the Application of Basketball Games in College Basketball Teaching." Lifelong Education 9, no. 4 (2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.
Der volle Inhalt der QuelleKlimas, Patrycja. "Current Revenue (Monetisation) Models of Video Gamę Developers." Journal of Management and Financial Sciences, no. 28 (July 29, 2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.
Der volle Inhalt der QuelleYarovoj, A. "Don Cossack Ethnosport: From Cossack Traditional Games to Cossack Show." Ethnosport and Traditional Games, no. 2(2) (December 30, 2019): 48–62. http://dx.doi.org/10.34685/hi.2020.70.47.004.
Der volle Inhalt der QuelleGonçalves, Lukas Ruthes, and Bruna Werlang Paim. "How to integrate mechanical licences for video games in the United States, the United Kingdom and China." Journal of Gaming & Virtual Worlds 15, no. 2 (2023): 161–75. http://dx.doi.org/10.1386/jgvw_00078_1.
Der volle Inhalt der QuelleBeschastnov, Nikolay N., and Evgeny V. Fedorov. "The Role of Computer Games in Museum Communications: Analysis and Prospects of Use." Общество: философия, история, культура, no. 6 (June 18, 2025): 91–98. https://doi.org/10.24158/fik.2025.6.11.
Der volle Inhalt der QuelleIsmailova, Shamsia. "Use Of Game Technologies In The Process Of Professional Training." American Journal of Social Science and Education Innovations 03, no. 01 (2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.
Der volle Inhalt der QuelleBaboshina, A. V., and P. A. Kornilov. "About the system of games in teaching high school students algorithms and mathematical structures." Informatics in school 1, no. 8 (2021): 18–24. http://dx.doi.org/10.32517/2221-1993-2021-20-8-18-24.
Der volle Inhalt der QuelleO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Der volle Inhalt der QuelleYao, Xingyi. "Research on the Development Strategy of Mobile Game Honor of Kings Based on 4C Theory." Advances in Economics, Management and Political Sciences 34, no. 1 (2023): 154–59. http://dx.doi.org/10.54254/2754-1169/34/20231695.
Der volle Inhalt der QuelleAarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.
Der volle Inhalt der QuelleКолома, Хосе, Hose Koloma, Дебора Гарсия, and Debora Garsiya. "Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child." Primary Education 7, no. 3 (2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.
Der volle Inhalt der QuelleСоснина, Е., and E. Sosnina. "Formation of Skills of Self-Control by a Younger School Child (Target Setting)." Primary Education 7, no. 4 (2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.
Der volle Inhalt der QuelleVidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, and Tonatiuh Barrientos-Gutierrez. "Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013." Sexual Health 15, no. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.
Der volle Inhalt der QuelleSiegel, Ron. "Asymmetric Contests with Conditional Investments." American Economic Review 100, no. 5 (2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.
Der volle Inhalt der QuelleLubis, Sulaiman Hakim, and Tubagus Zufri. "Subliminal Paradigmatic on Designing Character in Games." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 23–26. http://dx.doi.org/10.21512/jggag.v5i1.7472.
Der volle Inhalt der QuelleFord, Dom. "Approaching FromSoftware's Souls Games as Myth." Transactions of the Digital Games Research Association 6, no. 3 (2024): 31–66. http://dx.doi.org/10.26503/todigra.v6i3.2175.
Der volle Inhalt der QuelleMadden, John R. "Economic and Fiscal Impacts of Mega Sporting Events: A General Equilibrium Assessment." Public Finance and Management 6, no. 3 (2006): 346–94. http://dx.doi.org/10.1177/152397210600600304.
Der volle Inhalt der QuelleGeorgieva-Tsaneva, Galya, and Elena Shatko. "Exploring the Processes of Interaction Between Creators of Serious Educational Games and Learners Using Them." Innovative STEM Education 3, no. 1 (2021): 131–37. http://dx.doi.org/10.55630/stem.2021.0315.
Der volle Inhalt der QuelleAyupova, Mukarram. "Development of Connected Speech of School Children Based on Plot-Roleplay Games." Journal of Social Sciences and Humanities Research Fundamentals 5, no. 5 (2025): 29–35. https://doi.org/10.55640/jsshrf-05-05-08.
Der volle Inhalt der QuelleHo, Jeffrey C. F., and Xinzhi Zhang. "Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games." Journal of Open Innovation: Technology, Market, and Complexity 6, no. 1 (2019): 1. http://dx.doi.org/10.3390/joitmc6010001.
Der volle Inhalt der QuelleChen, Sitong. "Analysis of User Acquisition, Brand Building, and Marketing Strategies for Love Mobile Games Based on Motivation Theory: A Case Study of "Love and Producer"." Highlights in Business, Economics and Management 46 (December 24, 2024): 143–49. https://doi.org/10.54097/h94wk296.
Der volle Inhalt der QuelleAizada, Urazova. "Game-Based Approaches to Learning Russian: How to Make Lessons Interesting and Effective." American Journal of Philological Sciences 5, no. 5 (2025): 211–13. https://doi.org/10.37547/ajps/volume05issue05-56.
Der volle Inhalt der QuelleBall, Sheryl B., and Charles A. Holt. "Classroom Games: Speculation and Bubbles in an Asset Market." Journal of Economic Perspectives 12, no. 1 (1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.
Der volle Inhalt der QuelleO'Keefe, Roger. "The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR." International and Comparative Law Quarterly 47, no. 4 (1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.
Der volle Inhalt der QuelleHilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (2016): 160310. http://dx.doi.org/10.1098/rsos.160310.
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