Academic literature on the topic 'Economic aspects of Video games'
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Journal articles on the topic "Economic aspects of Video games"
M Asiri, Nasser. "Investigating the Influence of Video Games on EFL Learners’ Motivation in the Saudi Context." Journal for the Study of English Linguistics 8, no. 1 (2019): 23. http://dx.doi.org/10.5296/jsel.v8i1.16022.
Full textBassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.
Full textСапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.
Full textČábelková, Inna, Wadim Strielkowski, Anna Rybakova, and Alla Molchanovа. "Does Playing Video Games Increase Emotional Creativity?" International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2177. http://dx.doi.org/10.3390/ijerph17072177.
Full textVasiu, Ioana, and Lucian Vasiu. "Criminal Enforcement of Copyright as an Important Safeguard for Economic and Security Interests." European Journal of Sustainable Development 8, no. 3 (2019): 228. http://dx.doi.org/10.14207/ejsd.2019.v8n3p228.
Full textHamari, Juho, and Max Sjöblom. "What is eSports and why do people watch it?" Internet Research 27, no. 2 (2017): 211–32. http://dx.doi.org/10.1108/intr-04-2016-0085.
Full textTichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.
Full textDe Groote, Patrick. "Economic & Tourism Aspects of the Olympic Games." Tourism Review 60, no. 3 (2005): 20–28. http://dx.doi.org/10.1108/eb058458.
Full textAditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.
Full textBogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.
Full textDissertations / Theses on the topic "Economic aspects of Video games"
Nichols, Randall James. "The games people play : a political economic analysis of video games and their production /." view abstract or download file of text, 2005. http://wwwlib.umi.com/cr/uoregon/fullcit?p3201695.
Full textWong, Chi-hang, and 王志恆. "The localization of Japanese video games in Taiwan." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.
Full textHamidi, Bijan Alexander. "An Analysis of Virtual Economics in Video Games." Thesis, California State University, Fullerton, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10808086.
Full textDupont, Florian. "Les marqueurs des univers fictifs populaires : outils stratégiques du marketing, de l’économie et de la consommation des fictions audiovisuelles de divertissement (1995-2015)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA099/document.
Full textPelurson, Gaspard. "Queer quests : journeying through manifestations of queerness in video games." Thesis, University of Sussex, 2017. http://sro.sussex.ac.uk/id/eprint/78270/.
Full textLi, King-lun, and 李景麟. "Nintendo revolution: what is happening in videogame industry and individuals." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44676670.
Full textMunir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.
Full textChambers, Christopher. "Addressing Cheating and Workload Characterization in Online Games." PDXScholar, 2006. https://pdxscholar.library.pdx.edu/open_access_etds/2669.
Full textKim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.
Full textChan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.
Full textBooks on the topic "Economic aspects of Video games"
Dyer-Witheford, Nick. Games of empire: Global capitalism and video games. University of Minnesota Press, 2009.
Find full textDyer-Witheford, Nick. Games of empire: Global capitalism and video games. University of Minnesota Press, 2009.
Find full textDeMaria, Rusel. Reset: Changing the way we look at video games. Berrett-Koehler Publishers, 2008.
Find full textDeMaria, Rusel. Reset: Changing the way we look at video games. Berrett-Koehler Publishers, 2007.
Find full textBlood, sweat, and pixels: The triumphant, turbulent stories behind how video games are made. HarperCollins Publishers, 2017.
Find full textChŏng-hyŏn, Wi, ред. Hanʼguk onlain geim sanŏp ŭi palchŏn kwajŏng kwa hyanghu kwaje. Sŏul Taehakkyo Chʻulpʻanbu, 2007.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. McGill-Queen's University Press, 2003.
Find full textBook chapters on the topic "Economic aspects of Video games"
Yu, Rita W. L., Wai Hung Yuen, Lu Peng, and Alan H. S. Chan. "Acceptance Level of Older Chinese People Towards Video Shooting Games." In Human Aspects of IT for the Aged Population. Healthy and Active Aging. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50249-2_50.
Full textSoldati, Marco, Carmen Zahn, Doruk Bildibay, et al. "Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline." In Human Aspects of IT for the Aged Population. Healthy and Active Aging. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50249-2_29.
Full textVial, Céline, and Eric Barget. "Comparing Landsmót 2016 with other equestrian events: the case of the Alltech FEI World Equestrian Games™ 2014 in Normandy." In Humans, horses and events management. CABI, 2021. http://dx.doi.org/10.1079/9781789242751.0184.
Full textTomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Advances in Human and Social Aspects of Technology. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-4047-2.ch005.
Full textCipolla-Ficarra, Francisco V., Jaqueline Alma, Miguel Cipolla-Ficarra, and Jim Carré. "Poiesis and Video Games for Adults." In Advances in Human and Social Aspects of Technology. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3437-2.ch009.
Full textKatsaridou, Maria, and Mattia Thibault. "Architextuality and Video Games." In Advances in Multimedia and Interactive Technologies. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch014.
Full textFox, Jesse, and Wai Yen Tang. "Sexism in Video Games and the Gaming Community." In New Perspectives on the Social Aspects of Digital Gaming. Routledge, 2017. http://dx.doi.org/10.4324/9781315629308-8.
Full textBorderie, Joceran, and Nicolas Michinov. "Identifying Social Forms of Flow in Multiuser Video Games." In New Perspectives on the Social Aspects of Digital Gaming. Routledge, 2017. http://dx.doi.org/10.4324/9781315629308-3.
Full textRockenberger, Annika. "Video Game Framings." In Advances in Human and Social Aspects of Technology. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6002-1.ch013.
Full textCurcio, Giuseppe, and Sara Peracchia. "Exposure to Video Games and Decision Making." In Encyclopedia of Information Science and Technology, Fourth Edition. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2255-3.ch287.
Full textConference papers on the topic "Economic aspects of Video games"
Morev, Kirill, Alina Kazanskaya, and Yana Nalesnaya. "Intelligent Video Monitoring System: Technical and Economic Aspects." In 2019 Ural Symposium on Biomedical Engineering, Radioelectronics and Information Technology (USBEREIT). IEEE, 2019. http://dx.doi.org/10.1109/usbereit.2019.8736675.
Full textTziralis, G., A. Tolis, I. Tatsiopoulos, and K. G. Aravossis. "Economic aspects and the sustainability impact of the Athens 2004 Olympic Games." In ENVIRONMENTAL ECONOMICS AND INVESTMENT ASSESSMENT 2006. WIT Press, 2006. http://dx.doi.org/10.2495/eeia060031.
Full textHorsfall, Matthew, and Andreas Oikonomou. "A study of how different game play aspects can affect the popularity of role-playing video games." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000361.
Full textFontoura, Mariana Michels, and Marília A. Amaral. "FEMININITY IN VIDEO GAMES: AN ANALYSIS OF GENDER IN TERMS OF VISUAL ASPECTS, NARRATIVE AND SOCIABILITY." In International Conference on Game and Entertainment Technologies 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/g2019_201906l023.
Full textNavigli, Roberto. "(Digital) Goodies from the ERC Wishing Well: BabelNet, Babelfy, Video Games with a Purpose and the Wikipedia Bitaxonomy." In Proceedings of the 4th Workshop on Cognitive Aspects of the Lexicon (CogALex). Association for Computational Linguistics and Dublin City University, 2014. http://dx.doi.org/10.3115/v1/w14-4711.
Full textRibeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.
Full textCabrillos, Edbert Jay M., and Rowena S. Cabrillos. "Pagdihon: The Art and Language of Pottery Making in Bari, Sibalom, Antique." In GLOCAL Conference on Asian Linguistic Anthropology 2020. The GLOCAL Unit, SOAS University of London, 2020. http://dx.doi.org/10.47298/cala2020.8-1.
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