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Journal articles on the topic 'Entertainment and gaming'

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1

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.

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Siu 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.

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Although entertainment can be a pull-factor to attract tourists in their trips, it can be easily duplicated in other jurisdictions. Focused on the non-gaming entertainment by the gaming concessionaires in Macao, this paper examines the entertainment development, and explores how these concessionaires identify the right entertainment for patrons and the challenges associated with such entertainment offerings. Despite Macao’s wealth of East-West culture, this study analyzes the use of such culture in Macao’s entertainment, and the creation of its unique branding. The integration of culture into
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3

Dr., 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.

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This study explores the intersection of 3D cinema, virtual realityand video gaming, and their potential to create immersive entertainmentexperiences. Through interviews with experts in the field, as well as areview of existing literature, this study examines the current state ofimmersive entertainment and its potential to shape the future ofentertainment. The findings suggest that 3D cinema, virtual reality andvideo gaming are converging to create a new form of entertainment that ismore immersive and engaging than ever before. The implications of thisconvergence are far-reaching, as it has the
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CHRISTIANSEN, 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.

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Elbanna, 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.

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Objective: This study aims to analyze the role of Conti Entertain, a digital entertainment platform, as a gateway to gambling behavior among adolescents, focusing on the challenges and potential solutions. With the rapid growth of digital technology, platforms like Conti Entertain, which integrate gaming and entertainment with monetary incentives, have increasingly attracted young audiences. Theoretical framework: Theoretical underpinnings of this research draw from theories of adolescent cognitive development, social influence, and digital consumer protection. Literature Review: A literature
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Shandilya, 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.

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Abstract: This research paper explores the impact and concerns of online gaming, focusing on a survey based study conducted in Dhanbad, India. Online gaming has become a global phenomenon, captivating a diverse range of players and revolutionizing the entertainment industry. However, with its widespread popularity, various concerns have emerged regarding economic risks, online bullying, health issues, and ethical implications. The study conducted in Dhanbad provides insights into the involvement and addiction of the youth population in online gaming, along with the gender division within these
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Imataka, 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.

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The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result of excessive gaming. Both organizations emphasize the similarities to behavioral addictions such as gambling. We examined the appropriate usage of video games from the perspectives of health and management in this study. For the general population, video games provide positive impacts such as stress alleviation
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Wang, 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.

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Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
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Liu, 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.

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With the rapid development of the Chinese gaming market, valuation analysis of gaming companies has become a focus of attention for investors and the industry. This study takes Seven Seas Interactive Entertainment as an example and conducts valuation analysis of Chinese gaming companies based on the improved DEVA model. First, the research background and objectives are introduced, emphasizing the importance and innovation of the study. Secondly, the basic principles and limitations of the DEVA model are briefly introduced, and a method for constructing the improved DEVA model is proposed. Then
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Bottino, 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.

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The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2
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Spence, 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.

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There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people’s immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative revi
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Deepak, 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.

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Gaming has long been a beloved source of entertainment, and today’s titles like Fortnite, Valorant, Rainbow 6 Siege, Apex Legends, and League of Legends have become a daily ritual for many. These games transcend age barriers, captivating players of all generations. Gaming has become a ubiquitous form of entertainment in the modern digital era, with online games attracting players of all ages, including primary school students. However, concerns about online gaming addiction and its detrimental effects on mental health have escalated. This paper investigates the prevalence of online gaming addi
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Austrin, 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.

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With gambling now part of mainstream entertainment and popular leisure, casinos have become sites of legal work, combining the technical expertise and craft skills of the croupier (dealer) in table games with increasingly deskilled machine-minding in simulated video games.There are parallels with other service work, but the significance of casino gaming lies in the manipulation of things, such as cards and money, rather than in interpersonal relations and self-embodiment. Moreover, surveillance is more specifically related to the particular conditions governing legalization of a formerly ‘pari
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M, 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.

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Abstract: The fifth generation of wireless communications (5G) is a revolutionary technology that plays a key role in the development of all sectors, including multimedia and entertainment. These systems have become an existential part of our society, industry, science, and more. On the other hand, intensive research is underway in many aspects of the 5th generation wireless communication network. This network has features with a higher mobile data volume, typical user data rate, number of connected devices, and lower end-to-end latency. There is a growing demand for the development and design
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Whitaker, 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.

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Stamatakis, 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.

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The advancement and acceptance of new technologies often hinges on the level of understanding and trust among potential users. Blockchain technology, despite its broad applications across diverse sectors, is often met with skepticism due to a general lack of understanding and incidents of illicit activities in the cryptocurrency domain. This study aims to demystify blockchain technology by providing an in-depth examination of its application in a novel blockchain-based card game, centered around renewable energy and sustainable resource management. This paper introduces a serious game that use
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Jalihal, 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.

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The Gaming industry, which was once a small industry, has now become one of the fastest-growing industries in the world. With the development of internet technology, online gaming has become a way of entertainment and connecting among the young generation of the modern era. This review paper speaks about the cyber security required in gaming to protect players and gaming companies from potential losses from cyber attacks. By exploring different situations, this paper explores various and effective security measures for the gaming industry. This paper also discusses existing cyber security tech
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18

Xie, 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.

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Abstract: In the dynamic landscape of the gaming industry, companies strive for growth and competitiveness through strategic means, including mergers and acquisitions (M&A) for diversification. This paper examines the risks and rewards inherent in such strategies, focusing on their implementation within the gaming sector. Through case studies like Microsoft's acquisition of Mojang and Activision Blizzard's purchase of King Digital Entertainment, it explores the complexities of M&A diversification and its impact on long-term gains. Drawing from literature on M&A theories and diversi
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Gomez-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.

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Artificial Intelligence (AI) is not just a tool for improving video games; it is revolutionizing the entire industry. This opinion paper explores how AI is transforming gaming experiences, enhancing player engagement, and reshaping game design. We argue that AI’s role in gaming is not just beneficial but essential for the future of interactive entertainment. Through an examination of current trends and future possibilities, we provide our perspective on the profound impacts of AI on the gaming world.
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20

Deshmukh, 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.

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Abstract: Today world Video games became one of the most important forms of entertainment in the twentieth century. In the 21st century, the effect was greatly improved. With the advance of mobile phones and laptops, the gaming industry changed dramatically in these new market platforms. In twentieth century video games are most important form of entertainment. The mobile phone and laptop an console the gaming. Industry are increase an there new market platform are taking shapes. Virtual Reality (VR) last few Year are increase there growth rapidly increase. The famous company are like itech ar
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21

Valaei, 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.

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PurposeEven though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).Design/methodology/approachA total of 600 valid responses from gamers was used to tes
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Valaei, 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.

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PurposeEven though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).Design/methodology/approachA total of 600 valid responses from gamers was used to tes
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23

Siu, 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.

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Casino gaming has been one of the world’s fastest growing service sectors since the 1970s. Different from the traditional service sectors which are theoretically extensions of physical goods production in an economy, casino gaming is a form of entertainment service intending to satisfy a specific form of human desire – to pay for a chance to win. Despite the practical difficulties in measuring the economic output and input of casino gaming, data released by the industry suggest that this is a very productive sector. In principle, while social costs associated with the provision of casino gamin
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Evianti, 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.

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The increasing prevalence of online gaming has raised concerns about potential challenges facing students, particularly regarding mental health, financial stability, and economic implications. For Generation Z, online games have become a significant avenue for engaging in the informal economy, with gambling emerging as a prominent aspect facilitated by technological advancements. This study investigates how Generation Z navigates the allure of online gaming, resists temptations, and manages associated risks. Drawing upon Ulrich Beck's Risk Society theory and employing ethnographic methods, the
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Baikar, 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.

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Abstract: This paper examines the integration of virtual reality (VR) technology within gaming, focusing on the development of immersive virtual environments that enhance user interaction, presence, and satisfaction. With advancements in VR hardware and software, gaming experiences are becoming more lifelike and socially engaging. The VR-based metaverse concept explored in this research aims to provide interconnected virtual worlds with dynamic, persistent interactions. This paper discusses the benefits and challenges of VR in gaming, including technical limitations, high costs, and potential
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Hu, 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.

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With the development of the Internet, online games, as one of the most common and popular entertainment, have become something that most people become addicted to, then a mental illness called gaming disorder appears. In this paper, the authors summarize the causes, impacts, and therapies of gaming disorder by reading and analyzing relevant materials. The causes of gaming disorder include game design, psychological aspect, and social aspect. Gaming disorder can have negative impacts on people’s health, including physical health and mental health. Although gaming disorder can have many negative
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Gao, 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.

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In the rapidly evolving and ever-changing media and entertainment landscape, Epic Games, Inc. And Netflix, Inc. are seen as innovators in the industry. This paper analyzes the strategic layout of Epic Games and Netflix in the market competition, focusing on how they compete for dominance in digital entertainment. Built on its Unreal Engine and extensive gaming ecosystem, Epic Games is committed to pushing the frontiers of gaming technology and expanding into virtual and augmented reality. Netflix, by contrast, has strengthened its global leadership in streaming through continued innovation and
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Wu, 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.

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Based on the Situated Cognition, the article makes an attempt to propose four principles for Flash educational gaming designs. It is pointed out that these designs are supposed to apply instruction assistance-oriented, reasonable instructional design, motivation inspiration-targeted, and natural integration of education and entertainment principles. Moreover, on the basis of the theory, the mutual relations and connotations of the relevant five designing elements of situations, rules, tasks, roles, and emotions are to be analyzed respectively. With the purpose to balance education and entertai
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Belinda, 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.

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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pur
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Kamini. "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.

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In recent years, the widespread popularity of video games has brought about a surge in concern surrounding gaming addiction, particularly among children. This paper explores the growing problem of gaming addiction among kids shedding light on the factors contributing to its rise and the potential consequences it bears. In an era where technology and entertainment are deeply integrated into daily life, understanding and addressing gaming addiction among kids has become a pressing public health matter, demanding collaborative efforts from healthcare professionals, educators, parents, and policym
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Inshakov, 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.

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This scientific article is devoted to the research and analysis of the development of the gaming industry at Sony. The study attempts an in-depth analysis of the multifaceted aspects of the development and evolution of the gaming business within this company, starting from its first steps in the gaming market, and up to the current situation in the entertainment industry.The article includes a historical overview of the development of Sony’s gaming department, from the release of the company’s first game console and the development of franchises, to the release of the latest game consoles and
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Zhang, Haonan. "Flutter Entertainment's Competitive Analysis." Frontiers in Business, Economics and Management 18, no. 3 (2025): 47–51. https://doi.org/10.54097/vv9rv667.

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This report provides a comprehensive competitive analysis of Flutter Entertainment plc, an international sports betting company headquartered in Ireland. Flutter Entertainment operates in over 100 countries worldwide, boasting well-known brands such as Sisal, FanDuel, Betfair, and Paddy Power. The report is structured into four main parts. Firstly, it outlines the company profile and status of Flutter Entertainment, highlighting its strong financial position and significant global presence. Secondly, it conducts a contextual analysis, examining internal strengths such as its portfolio of recog
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Rubtsova, 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.

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At present, information technologies are an integral part of many spheres of life of a modern person, and the market for digital products is rapidly developing. An important segment of the digital market is gaming content. However, the sanctions policy against the Russian Federation, which intensified in the third decade of the 21st century, has imposed serious restrictions on the possibility of consuming foreign-made game content for domestic consumers. The purpose of the article is to identify changes in the demand for gaming content among Russian gamers in the face of increased sanctions pr
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Bogaczewicz, 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.

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Video games, including online ones, constitute very popular interactive entertainment, enjoyed non-problematically by many individuals worldwide. However, uncontrolled gaming and the occurrence of its negative consequences require appropriate diagnosis. Gaming disorder manifests as uncontrolled, persistent, or recurrent behaviour with gaming taking priority, despite its negative impact on personal functioning. Excessive use of the Internet unrelated to gaming, such as excessive use of social media, viewing pornography online, and internet gambling games, is excluded from the concept of disorde
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Ni, 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.

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In the rapidly evolving digital age, the gaming industry has witnessed explosive growth. This paper examines the role of intellectual property in building IP for gaming equipment companies. It discusses the main forms of intellectual property rights, including patents, trademarks, copyrights, and trade secrets, and their applications in the gaming equipment industry. Case studies of SONY Interactive Entertainment, Microsoft, Nintendo, and Razer are provided to illustrate the importance of intellectual property. The paper also discusses strategies for gaming equipment companies to build IP usin
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Aziz, 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.

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In the modern era where video games emerge in the modern technologies, the problem is that many people think that video games have only negative impact on players but the fact is that video gaming has increased the cognitive abilities of the players. The aim of the study is to prove whether video games can really enhance the cognitive abilities or decision-making power of the players. This study is based on quantitative research (survey) designed to examine the impact of video games on player’s decision-making power. For this study selected youngsters from the general public age (16-30). The r
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SONG, 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.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting th
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Chandran, 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.

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This research study, focusing on emotional regulation, empathy, social connections, and behavioural patterns, examines how online gaming affects children's emotional intelligence (EI). Particularly among children, the emotional and psychological effects of online gaming have been more under scrutiny and discussion as digital entertainment becomes more popular. This study, using an observational approach, tracked 52 student participants through a 30-day pre- and post-assessment along with a 50-person supporting parental survey. The results show that although online games might help with teamwor
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Raquel, 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.

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The swift evolution of modern technologies brought rapid advancements that led to the development of diverse forms of media that define the contemporary world. Among these, online games emerge as an influential trend that is leading the way in today's entertainment and interaction. This qualitative research aimed to determine the online gaming motivations of Filipino millennials, along with its connection to their gaming preferences and gaming continuance. The participants of the study were twelve (12) Filipino millennials who play online games, are currently employed, and residing in the Nati
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Lytvynenko, 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.

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The article is devoted to a comprehensive study of the current issues of copyright protection of game content in the context of the rapid development of the video game industry. The study examines the peculiarities of legal protection of various elements of video games, including software code, audiovisual components, storylines and characters. It analyses the main challenges faced by developers and publishers in protecting their intellectual property rights, including unauthorised copying, piracy and unlicensed modifications. The author analyses the terminology of the industry, in particular,
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Lenkova, 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.

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The article considers gamification as a variant of infotainment in line with the trends of visualization and multimedia of modern media. The relevance of the proposed work lies in the fact that the author draws attention to the applied nature of gaming technologies, as well as their educational and training functions. Due to the evolutionary transition of gaming in the media from entertainment to information and training, the contingent to which games can be addressed is changing. Gaming technologies are diverse, from epistolary forms and comics that are leaving us to immersive games, stimulat
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Marlowe, 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.

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PurposeThe purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.Design/methodology/approachThis study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.FindingsFindings indicate that while there was a slight drop in gaming revenue an
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McNeil, 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.

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AbstractThis descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks. Conceptualizing games as social practices and drawing from the bridging activities framework (Thorne & Reinhardt, 2008), instructional tasks were designed to enhance language awareness and to present possibilities for socialization into gaming d
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He, 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.

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With the development of computer technology and the Internet, the game industry has become a huge, diversified and evolving global industry. Nintendo was a famous Japanese gaming and entertainment company founded in 1889. Nintendo has been a major player in the gaming industry for several decades, creating many iconic games and consoles. However, Nintendo faces challenges from competition, technological change, game content, global markets, and web services. Nintendo's total management decline in recent years, in Nintendo's main business, host accounted for a large part of revenue, host games
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Schmidt, 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.

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Background With the increasing digitalization of daily life, internet-based entertainment such as gaming and streaming has advanced to one of the megatrends of the 21st century. Besides offering a multitude of controversially discussed opportunities for entertainment and social interaction, there is reasonable concern about health issues caused by the absence of physical activity among activities linked to gaming and streaming. Objective The aim of this study is to compare the water balance of recreational gamers with and those without compression stockings during a gaming event. Methods We me
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Potolia, 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.

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Streaming and on-demand entertainment content on new media platforms exposes viewers to gambling as influencers leverage audience’s trust within an insufficiently regulated industry. This article covers instances of influencers directing undisclosed endorsements for gamer gambling services to their audience, highlighting the presence of both inherent risk and of the need to regulate. On regulation, this article provides an evaluation of the regulatory framework already in place and whether consumers are sufficiently protected against deceptive advertising. It establishes a connection between u
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McKenzie, 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.

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We explore how content-driven games may be utilized to enhance linguistics pedagogy in the classroom. We explore three games created by the authors for in-class play. The games involve semantics: Eventuality (about aspect/Aktionsart), f(x) (lambda-calculus); and syntax: Parameters. We discuss the major skills developed by the games and the best practices for designing games for in-class use. We focus on four elements in the talk: player interaction, randomization, process training, and entertainment.
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Li, Xinyang. "Understanding Game Addiction Mechanism." Communications in Humanities Research 68, no. 1 (2025): 84–89. https://doi.org/10.54254/2753-7064/2024.23313.

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The widespread popularity of online games has raised concerns about addiction, which can affect physical and mental health. This paper explores the problem of online game addiction from physiological and psychological perspectives, with special emphasis on changes in brain activity and cognitive patterns. From a physiological perspective, online games stimulate the brain's reward system, and addictive behaviors are associated with alterations in the dopamine pathway as well as changes in brain regions such as the prefrontal cortex and ventral striatum. From a psychological perspective, gaming
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Pitnava, 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.

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The development of gaming business in the world as a form of entertainment and leisure service, on the one hand, led to the transformation of the principles, norms and rules of gambling supervision and management, and on the other hand, determined the change in the demand for gambling services and the behavior of consumers. The positive and negative aspects arising from the development of this business affect the socio-economic development of the country. Therefore, in order to implement the correct supervisory policy in the mentioned field, specialized bodies are created and operate to ensure
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Krstić, 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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For the central entertainment industry of the 21 st century-online gaming, children are undoubtedly the key consumer group. Although research on the impact of the gaming industry on children mainly deals with adverse effects such as addiction, violent content, inappropriate conduct and monetisation of personal data, there are also many positive effects-family fun, virtual socialising, improving cognitive skills and using games as a teaching tool. Therefore, all participants' task in the gaming industry value chain is to maximise the positive and minimise the negative impacts on children. A sur
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