Contents
Academic literature on the topic 'Game platforms'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Game platforms.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Game platforms"
Galehantomo P.S, Geraldus. "Platform Comparison Between Games Console, Mobile Games And PC Games." SISFORMA 2, no. 1 (2015): 23. http://dx.doi.org/10.24167/sisforma.v2i1.407.
Full textKim, JaeWon, JeongA Wi, SooJin Jang, and YoungBin Kim. "Sequential Recommendations on Board-Game Platforms." Symmetry 12, no. 2 (2020): 210. http://dx.doi.org/10.3390/sym12020210.
Full textNurmagandi, Boby. "Penggunaan Platform Game Education dalam Pendidikan Keperawatan: Kajian Literatur." ARTERI : Jurnal Ilmu Kesehatan 1, no. 1 (2019): 8–13. http://dx.doi.org/10.37148/arteri.v1i1.3.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textTokzhigitova, A., and M. Tokzhigitova. "Analysis of gamified software tools and platforms." Bulletin of the Karaganda University. Pedagogy series 102, no. 2 (2021): 98–104. http://dx.doi.org/10.31489/2021ped2/98-104.
Full textZanescu, Andrei, Marc Lajeunesse, and Martin French. "Speculating on Steam: Consumption in the gamblified platform ecosystem." Journal of Consumer Culture 21, no. 1 (2021): 34–51. http://dx.doi.org/10.1177/1469540521993928.
Full textWillson, Michele. "Social Games as Partial Platforms for Identity Co-Creation." Media International Australia 154, no. 1 (2015): 15–24. http://dx.doi.org/10.1177/1329878x1515400104.
Full textWang, Zhi, Victor Chang, and Gergely Horvath. "Explaining and Predicting Helpfulness and Funniness of Online Reviews on the Steam Platform." Journal of Global Information Management 29, no. 6 (2021): 1–23. http://dx.doi.org/10.4018/jgim.20211101.oa16.
Full textThorhauge, Anne Mette, and Rune K. L. Nielsen. "Epic, Steam, and the role of skin-betting in game (platform) economies." Journal of Consumer Culture 21, no. 1 (2021): 52–67. http://dx.doi.org/10.1177/1469540521993929.
Full textSamborskii, Ivan, Aleksandr Farseev, Andrey Filchenkov, and Tat-Seng Chua. "A Whole New Ball Game: Harvesting Game Data for Player Profiling." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 10025–26. http://dx.doi.org/10.1609/aaai.v33i01.330110025.
Full text