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Dissertations / Theses on the topic 'Entertainment and gaming'

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1

Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One
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2

Conduto, Ana Filipa Seno. "Market analysis of a new business opportunity in mobile-casual gaming: partnership between Nmusic and Rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11833.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics<br>Taking in consideration its entrepreneurial culture and the huge growth of mobile gaming and digital music, Nmusic1 identified a window of opportunity for the development, in partnership with Rovio Entertainment Ltd.2, of a new game product, combining Angry Birds games with music contents. In view of that, it was necessary to perform the market analysis of this new game and, after a detailed study, it was concluded that the current environmen
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3

Correia, Ana Claúdia Moreira. "Strategy definition of a new business opportunity in mobile-casual gaming: partnership between nmusic and rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11861.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics<br>The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global market a groundbreaking mobile casual game that revolves around music. Thus, this product will revolutionize
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4

Witt, Anelise Vieira dos Santos. "GAMEARTE: SUBVERSÃO E DIVERSÃO NA ARTE CONTEMPORÂNEA." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/5215.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>The target of this research is to help the thinking about contemporary art through a new approach from the Idea of play to gaming. We try to comprehend the overthrow and entertainment concepts in the games developed and in the art and gaming field. This observation doesn‟t lay down just on the games created in this research, but also include a few aspects of art and technology in contemporary art. Between practice and theory the methodology was built, and together they tangled the proposed thought. To elucidade the thought tha we c
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5

Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.

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The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gamb
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6

Rožek, Jan. "Marketing of the gambling industry." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-74078.

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This thesis is studying the current global as well as Czech gambling industry with the focus on internet gambling activities. The work begins with the description of various gambling activities. The focus is taken on the internet gambling activities with description of the specifics and the current European as well as US legal frame. Next part is dedicated to the psychology of gambling together with the pathological gambling addiction. In next part the thesis studies the current situation on the Czech market - history, main official legal providers as well as main grey market providers. Second
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7

Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Comput
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8

Santos, Mariana Espanha Mil-Homens. "Business concept design of an innovative product: partnership between Nmusic and Rovio Entertainment Ltd." Master's thesis, 2014. http://hdl.handle.net/10362/14960.

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Field Lab in Entrepreneurial Innovative Ventures<br>Nmusic and Rovio Entertainment Ltd. identified a business opportunity that will merge the digital music and games industries. The growth of digital consumption, enabled by a wide access to technological devices, supports the market potential of this new product. This Work Project focuses on the new product design and development processes, mainly supported by a) gaming literature that explores critical features and players’ motivations, and b) market research that allows complementing the existent literature and identifying customer needs and
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9

Ruei, Jhang Shiuan, and 張軒睿. "Using business model and system dynamics model to study the development of the gaming industry-A case of Blizzard Entertainment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ab67be.

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碩士<br>明新科技大學<br>工業工程與管理系碩士班<br>104<br>This research first studies the supply chain of game industry. The collection of related papers is used to analyze the development of game industry. Business model is also applied in this research. Business model has nine build blocks to express business concept as a static point of view. Each element can be linked with factors form the casual feedback loop diagram. In this research, the results of study are shown as following: first, the sales team sell product on internet is fast and convenient, on top of that, can effect of publicize. Second, the large
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10

(8237862), Steven Pace. "The development of a hypermedia document about can and filtration." Thesis, 1996. https://figshare.com/articles/thesis/The_development_of_a_hypermedia_document_about_can_and_filtration/20341395.

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<p> This thesis presents the results of an investigation into the process of converting existing paper -based publications into computer -based hypermedia documents. The study was conducted in cooperation with the Sugar Research Institute (SRI) on a part-time basis between March 1992 and September 1995.</p> <p> An SRI publication on the subject of cane mud filtration was converted to hypermedia form using iterative design methods which involved testing prototypes early in the course of development and making refinements based on feedback from SRI staff, information technology professionals and
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11

Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.

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This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producin
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12

Huang, Chiung-I., and 黃瓊儀. "A study of senior leisure intention – taking gambling entertainment as example." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/61357709668851133806.

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碩士<br>義守大學<br>管理碩博士班<br>103<br>The increasing of aging population is the trend of most developed countries. Nowadays, the seniors groups have a higher level of education, stable income, more leisure time, and healthier. They also are more willing to engage in recreational activities. As a result, gambling also becomes one of the leisure alternatives. However, many elderly people still hold the traditional notions that gambling is always coupled with debt, usury, bankruptcy, and social issues. Gambling or casino researches in Taiwan usually focus on the positive and negative effects that an int
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13

Chen, Hsian-Hsin, and 陳向鑫. "The Analysis on Feasibility of Kinmen’s Development of Gambling and Entertainment Industry." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/63014061752480196056.

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碩士<br>國立金門技術學院<br>中國大陸研究所<br>97<br>Began in 2009, gambling was official legalized in Taiwan, and Kinmen is one of the city eligible for the development of the of gambling and entertainment industry. As a people of Kinmen, the main purpose of this study would like to explore and analysis the feasibility of Kinmen `s development of gambling and entertainment industry. In this paper, Kinmen、China mainland and the international consortium will be the three main dimensions of the study which use the documentation methods. Firstly, the success or failure experience of the international casino would
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14

Balmahoon, Shireena. "Spending patterns of patrons at the Sun Coast Casino and entertainment world with special reference to responsible gambling." Thesis, 2005. http://hdl.handle.net/10530/243.

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A dissertation submitted to the Faculty of Arts in partial fulfilment of the requirements degree of Masters of Recreation and Tourism in the Centre for Recreation and Tourism, at the University of Zululand, 2005.<br>Recreation is an emotional experience within an individual, resulting in a very personal reaction and attitude from the recreationist. The recreation activity is intended to deliver to the recreationist a sense of pleasure and personal worth. One such recreation activity is gambling. Gambling, according to Magi (2002), is the intentional act of betting with the sole purpose of winn
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15

Mayerová, Kateřina. "Počítačové hry v kontextu sociokulturního prostředí rodiny a genderu." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-324116.

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Main purpose of this thesis is to pursue the question whether it is possible to find differences (and if so, which) in attitudes towards computer (or rather digital) games resulting from various family socio-cultural backgrounds and gender. In order to explore this, the thesis analyzes selected gaming behaviors along with the socio-cultural environment and gender stereotypes shaping the gamers. The research study focuses mainly on gamers' preference in choosing the game type, reflection of their approach and ways of dealing with this phenomenon exhibited by their parents. This thesis does not
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16

"Workshopband der Mensch & Computer 2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-70301.

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Die seit 2001 stattfindende Konferenz Mensch &amp; Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch &amp; Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch &amp; Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Men
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17

Cameron, Samuel. "Handbook on the economics of leisure." 2011. http://hdl.handle.net/10454/5822.

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