Dissertations / Theses on the topic 'Economic aspects of Video games'
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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 textYakobi, Maxine J. "The Economic and Behavioral Success of Riot Games In an Undifferentiated Video Game Market." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/349.
Full textSutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.
Full textZhu, Jun Chao. "The evolution of official media reports on video games :a case study of the People's Daily." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.
Full textHayes, James A. "Fiscal impacts of the Olympic Games : a comparative analysis of 1984 Los Angeles and 1996 Atlanta." Thesis, Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/24113.
Full textRăzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Full textYu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.
Full textKidd, Stan. "Investigation of the use of video games to detect alcohol-impaired performance." Thesis, Virginia Tech, 1985. http://hdl.handle.net/10919/41549.
Full textSandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.
Full textSoares, Richard Queirós. "OTT TV services: technical and economic aspects." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/12846.
Full textClearwater, David A. "Full spectrum propaganda : the U.S. military, video games, and the genre of the military-themed shooter." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100338.
Full textBehrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.
Full textCheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textTran, Chris. "What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc10976/.
Full textBurnett, William Dayl. "An Exploration of Salient Performance Aspects of Three Selected Works for Solo Trombone by William Goldstein, Nino Rota and Richard Peaslee." Scholarly Repository, 2010. http://scholarlyrepository.miami.edu/oa_dissertations/388.
Full textAcarsoy, Sara Nil. "Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19844.
Full textWang, Jing Jing. "The effect of a health videogame with story immersion for childhood obesity prevention among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/177.
Full textDean, Mary Therese. "Leveling the playing field reassessing gender and socio-economic disparities in online spaces /." Thesis, Click to view the E-thesis via HKUTO, 2006. http://sunzi.lib.hku.hk/hkuto/record/B38728333.
Full text白先陸 and Xianlu Bai. "Hosting mega-events: how the olympic games work as a catalyst in Beijing and London's urban development." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B4293039X.
Full textMenuez, Paolo Xavier Machado. "The Downward Spiral: Postmodern Consciousness as Buddhist Metaphysics in the Dark Souls Video Game Series." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4161.
Full textBailie, Brian Jacob-Paul. "Everquest, reality, and postmodern theories of community." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3254.
Full textDapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.
Full textMcMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.
Full textRathburn, Evie Amanda. "Evolution of Interactive Entertainment: An Economic History and Analysis of the Videogames Industry in the United States." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1403.
Full textLiang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.
Full textJin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Full textAsk, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.
Full text陸艷媚 and Yim-mei Kiano Luk. "Sport tourism and public health: the implications of the 4th East Asian Games for Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B39559075.
Full textRăzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.
Full textSandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.
Full textGregory, Clairellyn Rose. "Who Gender-Bends and Why? A Qualitative Study of World of Warcraft." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/421.
Full textBilir, Tanla E. "Real economics in virtual worlds a massively multiplayer online game case study: Runescape /." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31657.
Full textWang, Wen-Kai. "Application of stochastic differential games and real option theory in environmental economics." Thesis, University of St Andrews, 2009. http://hdl.handle.net/10023/893.
Full textCosta, Poliana Chiemi Yamagute 1982. "Aspectos motores da Paralisia Cerebral Espástica diparética = o Nintendo WII 'MARCA REGISTRADA' como atividade motora complementar = Motor aspects of Spastic Cerebral Palsy : the Nintendo WII 'TRADEMARK' as a supplementary motor activity." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275089.
Full textLeite, Patrícia da Silva. "Elementos de jogos digitais inclusivos para gameplay no contexto das pessoas com deficiência sob a perspectiva da interação corporificada." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2892.
Full textMantovani, Marco. "Essays in forward looking behavior in strategic interactions." Doctoral thesis, Universite Libre de Bruxelles, 2013. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209492.
Full textModin, Erik, and Hanna Nordin. "Våld, sexism & rasism : En litteraturstudie om normer i data- och TV-spel och deras påverkan." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-162096.
Full textCalcraft, Peter James. "Two-pore channels and NAADP-dependent calcium signalling." Thesis, St Andrews, 2010. http://hdl.handle.net/10023/888.
Full textGangadharbatla, Harshavardhan. "Alternative media strategies: measuring product placement effectiveness in videogames." Thesis, 2006. http://hdl.handle.net/2152/2691.
Full textManingat, Josephine I. "Video games and human performance." 1985. http://hdl.handle.net/2097/27489.
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