Journal articles on the topic 'Entertainment and gaming'
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Heubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.
Full textSiu Lam, Carlos, and Lynn Jamieson. "MACAO’S NONGAMING ENTERTAINMENT, CULTURE AND CITY BRANDING." ENLIGHTENING TOURISM. A PATHMAKING JOURNAL 12, no. 1 (2022): 304–36. http://dx.doi.org/10.33776/et.v12i1.5432.
Full textDr., Sameer O.A Baniyassen. "Exploring the Intersection of 3D Cinema, Virtual Reality, and Video Gaming: A Look at the Future of Immersive Entertainment." Journal of Asian American Studies 27, no. 3 (2025): 520–30. https://doi.org/10.5281/zenodo.15074491.
Full textCHRISTIANSEN, E. "Gaming and entertainment An imperfect union?" Cornell Hotel and Restaurant Administration Quarterly 36, no. 2 (1995): 6. http://dx.doi.org/10.1016/0010-8804(95)93848-o.
Full textElbanna, Mariam, Muthoifin, Andri Nirwana, and Mahmudulhassan. "Analysing the Role of Conti Entertain as a Gateway to Digital Gambling Among Teenagers Sharia Perspective: Challenges and Solutions." Demak Universal Journal of Islam and Sharia 3, no. 01 (2024): 1–12. https://doi.org/10.61455/deujis.v3i01.215.
Full textShandilya, Gaurav Kumar. "Exploring the Impact and Concerns of Online Gaming: A Survey-Based Study of Dhanbad, India." International Journal for Research in Applied Science and Engineering Technology 11, no. 7 (2023): 574–81. http://dx.doi.org/10.22214/ijraset.2023.54712.
Full textImataka, George, Shu Izumi, Yuji Miyamoto, and Akira Maehashi. "Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention." Journal of Clinical Medicine 13, no. 17 (2024): 5122. http://dx.doi.org/10.3390/jcm13175122.
Full textWang, Qianjin, Honghong Ren, Jiang Long, Yueheng Liu, and Tieqiao Liu. "Research progress and debates on gaming disorder." General Psychiatry 32, no. 3 (2019): e100071. http://dx.doi.org/10.1136/gpsych-2019-100071.
Full textLiu, Peinan. "Valuation Analysis of Chinese Game Enterprises Based on Improved DEVA Model: Taking Panax Notoginseng Mutual Entertainment as an Example." Advances in Economics, Management and Political Sciences 68, no. 1 (2024): 206–13. http://dx.doi.org/10.54254/2754-1169/68/20241426.
Full textBottino, Rosa Maria, Michela Ott, and Mauro Tavella. "Serious Gaming at School." International Journal of Game-Based Learning 4, no. 1 (2014): 21–36. http://dx.doi.org/10.4018/ijgbl.2014010102.
Full textSpence, Charles. "Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming." i-Perception 12, no. 4 (2021): 204166952110345. http://dx.doi.org/10.1177/20416695211034538.
Full textDeepak, R., and N. Nazini. "Online Gaming Addiction and Its Impact on the Mental Health of Primary School Students." Shodh Sari-An International Multidisciplinary Journal 03, no. 02 (2024): 348–57. http://dx.doi.org/10.59231/sari7709.
Full textAustrin, Terry, and Jackie West. "Skills and surveillance in casino gaming." Work, Employment and Society 19, no. 2 (2005): 305–26. http://dx.doi.org/10.1177/0950017005053175.
Full textM, Mrs Raju, Syed Mohamed Ibrahim Badhusha J, and Harini M. "Re-shaping the Gaming Industry after 5G." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 418–22. http://dx.doi.org/10.22214/ijraset.2022.42142.
Full textWhitaker, Tom. "How to Gamify Safety and Incorporate It Into Your Business." CoatingsPro 22, no. 4 (2022): 26–29. https://doi.org/10.5006/cp2022_22_4-26.
Full textStamatakis, Dimitrios, Dimitrios G. Kogias, Pericles Papadopoulos, Panagiotis A. Karkazis, and Helen C. Leligou. "Blockchain-Powered Gaming: Bridging Entertainment with Serious Game Objectives." Computers 13, no. 1 (2024): 14. http://dx.doi.org/10.3390/computers13010014.
Full textJalihal, Shreyas. "Importance of Cyber Security in Gaming Industry: A Review." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34116.
Full textXie, Jianze. "An Analysis of the Risks and Rewards of Merger and Acquisition Strategies in the Gaming Industry." Advances in Economics, Management and Political Sciences 116, no. 1 (2024): 178–84. http://dx.doi.org/10.54254/2754-1169/116/20242515.
Full textGomez-Alvarez, Dariana, Michel Lopez-Franco, David Bonilla Carranza, Carlos Lopez-Franco, and Lilibet Lopez-Franco. "The Future of Gaming: How Artificial Intelligence is Revolutionizing the Industry." ReCIBE, Revista electrónica de Computación, Informática, Biomédica y Electrónica 13, no. 3 (2025): E6–10. https://doi.org/10.32870/recibe.v13i3.373.
Full textDeshmukh, Omkar Ramchandra. "Virtual Reality Next-gen Gaming Experience." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (2022): 3442–43. http://dx.doi.org/10.22214/ijraset.2022.44662.
Full textValaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.
Full textValaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.
Full textSiu, Ricardo Chi Sen. "Is casino gaming a productive sector? A conceptual and cross-jurisdiction analysis." Journal of Gambling Business and Economics 1, no. 2 (2013): 129–46. http://dx.doi.org/10.5750/jgbe.v1i2.514.
Full textEvianti, Sri Ayu, and Dien Vidia Rosa. "Beyond Risk: How the Z Generation Resist the Temptation of Online Games." SOSHUM : Jurnal Sosial dan Humaniora 14, no. 1 (2024): 35–43. http://dx.doi.org/10.31940/soshum.v14i1.35-43.
Full textBaikar, Atharva, and Prof Rajeshwari Dandage. "Survey Paper on Virtual Reality in Gaming." International Journal for Research in Applied Science and Engineering Technology 12, no. 11 (2024): 927–30. http://dx.doi.org/10.22214/ijraset.2024.65230.
Full textHu, Haoran, and Xinya Ji. "An analysis of Gaming Disorder's Cause, Impact and Therapy." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1770–75. http://dx.doi.org/10.54097/ehss.v8i.4581.
Full textGao, Yuqing, Myo Min Khan, and Xinyue Zhang. "Redefining Entertainment Horizons: Epic Games and Netflix’s Quest for Future Dominance." Highlights in Business, Economics and Management 41 (October 15, 2024): 472–79. http://dx.doi.org/10.54097/f3t3b966.
Full textWu, Jiang. "On Situated Cognition-Based Approaches to Flash Educational Gaming Design." Advanced Materials Research 694-697 (May 2013): 2331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2331.
Full textBelinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.
Full textKamini. "Rising Concern: Gaming Addiction among Kids." Revista Review Index Journal of Multidisciplinary 3, no. 3 (2023): 14–17. http://dx.doi.org/10.31305/rrijm2023.v03.n03.003.
Full textInshakov, A. A., and V. G. Egorov. "SONY’S GAMING DEVELOPMENT STRATEGY." Post–Soviet Continent, no. 1 (March 6, 2024): 62–84. http://dx.doi.org/10.48137/23116412_2024_1_62.
Full textZhang, Haonan. "Flutter Entertainment's Competitive Analysis." Frontiers in Business, Economics and Management 18, no. 3 (2025): 47–51. https://doi.org/10.54097/vv9rv667.
Full textRubtsova, N. V., and M. N. Bobkova. "Changing Demand for Gaming Content among Young People under the Influence of Sanctions Restrictions." World of Economics and Management 23, no. 3 (2023): 144–54. http://dx.doi.org/10.25205/2542-0429-2023-23-3-144-154.
Full textBogaczewicz, Anna, and Jarosław Bogaczewicz. "Gaming disorder: a narrative review." Psychiatria i Psychologia Kliniczna 24, no. 4 (2025): 306–13. https://doi.org/10.15557/pipk.2024.0038.
Full textNi, Shiwei. "The Role of Intellectual Property in Building IP for Gaming Equipment Companies." Economic Society and Humanities 1, no. 10 (2024): 38–43. https://doi.org/10.62381/e244a06.
Full textAziz, Naila, Ghulam Safdar, and Shameem Salis. "Impact of Video Games on Players’ Decision-Making Power: A Study of Rawalpindi, Pakistan." Journal of Social Sciences Review 5, no. 1 (2025): 163–79. https://doi.org/10.62843/jssr.v5i1.451.
Full textSONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.
Full textChandran, Dr Hemachandran. "The Impact of Online Games on Childrens Emotional Intelligence: An Observational Study." International Journal for Research in Applied Science and Engineering Technology 13, no. 3 (2025): 3121–25. https://doi.org/10.22214/ijraset.2025.68020.
Full textRaquel, Georgia Mae, Keana Vivien Soriano, Hannah Camille Abundo, and Teresita Rungduin. "What Keeps Me Gaming: A Narrative Exploration on Online Gaming Motivators among Filipino Millennials." Psychology and Education: A Multidisciplinary Journal 30, no. 8 (2025): 1251–67. https://doi.org/10.5281/zenodo.14637097.
Full textLytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.
Full textLenkova, T. ""Applied" Gamification in Creolized Media Text as One of the Ways of Producing and Perceiving Information Content." Scientific Research and Development. Modern Communication Studies 13, no. 5 (2024): 51–55. http://dx.doi.org/10.12737/2587-9103-2024-13-5-51-55.
Full textMarlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.
Full textMcNeil, Levi. "Implementing digital game-enhanced pedagogy: Supportive and impeding language awareness and discourse participation phenomena." ReCALL 32, no. 1 (2019): 106–24. http://dx.doi.org/10.1017/s095834401900017x.
Full textHe, Shirui. "Analyzing Nintendo's Marketing Strategy and Competing Situation." Advances in Economics, Management and Political Sciences 81, no. 1 (2024): 207–13. http://dx.doi.org/10.54254/2754-1169/81/20241571.
Full textSchmidt, Steffen Christian Ekkehard, Stefan Sell, and Alexander Woll. "The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study." Interactive Journal of Medical Research 11, no. 2 (2022): e25886. http://dx.doi.org/10.2196/25886.
Full textPotolia, Zoi. "Deceptive advertising and its connection to unregulated gambling in the gaming industry." Interactive Entertainment Law Review 4, no. 2 (2021): 112–21. http://dx.doi.org/10.4337/ielr.2021.02.03.
Full textMcKenzie, Andrew, and Jeffrey Punske. "Gaming as pedagogy in the linguistics classroom." Proceedings of the Linguistic Society of America 4, no. 1 (2019): 39. http://dx.doi.org/10.3765/plsa.v4i1.4547.
Full textLi, Xinyang. "Understanding Game Addiction Mechanism." Communications in Humanities Research 68, no. 1 (2025): 84–89. https://doi.org/10.54254/2753-7064/2024.23313.
Full textPitnava, Lasha. "State Supervision of Gambling Business in Foreign Countries." Works of Georgian Technical University, no. 2(532) (June 10, 2024): 63–68. http://dx.doi.org/10.36073/1512-0996-2024-2-63-68.
Full textKrstić, Nataša. "Digital playground: Friend or foe to the children?" European Journal of Applied Economics 18, no. 2 (2021): 49–61. http://dx.doi.org/10.5937/ejae18-29481.
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