To see the other types of publications on this topic, follow the link: Game studio business models.

Journal articles on the topic 'Game studio business models'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Game studio business models.'

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.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Su, Yanhui, Per Backlund, and Henrik Engström. "Data-driven method for mobile game publishing revenue forecast." Service Oriented Computing and Applications 16, no. 1 (2021): 67–76. http://dx.doi.org/10.1007/s11761-021-00332-2.

Full text
Abstract:
AbstractGames as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marketing budget, controlling the development cost, and setting up benchmarks for evaluating game publishing performance. How to make the revenue forecast and integrate it with the game publishing process is hard for small and medium-sized independent (indie) game developers. This includes all steps of the process, from forecasting to decision-m
APA, Harvard, Vancouver, ISO, and other styles
2

Kholodylo, Marta, and Christine Strauss. "Independent Game Developers and Their Expectations Towards Recommender Systems." Journal of Data Intelligence 1, no. 3 (2020): 301–18. http://dx.doi.org/10.26421/jdi1.3-1.

Full text
Abstract:
Electronic recommender systems and digital distribution as such have transformed many industries. Digital games is one of those industries where the transformation is particularly evident, as more and more games are appearing on the market, and most of the titles are published by independent game developers. Due to electronic recommender systems developers can now self-publish their content without the mediation of third parties and additional costs for their services. This change has significantly decreased the costs of game production, distribution, and marketing, allowing more studios to en
APA, Harvard, Vancouver, ISO, and other styles
3

Loeis, Minaldi, Musa Hubeis, Arif Imam Suroso, and Sukiswo Dirdjosuparto. "A strategy for reducing skills gap for the game development sector of the Indonesian creative industries." Decision Science Letters 12, no. 1 (2023): 97–106. http://dx.doi.org/10.5267/j.dsl.2022.10.003.

Full text
Abstract:
The Indonesian creative economy has been on the rise since 2015 when it has started being measured and prioritized by the government. Its contribution towards the Indonesian GDP has risen significantly as well. A small part of that creative sector is the video game industry and market. The video game global market will be worth USD 200 Billion in 2023. Indonesia currently is ranked 16th in terms of market size. Although having an enormous market opportunity, local video game producers only contribute 1%. Growth opportunities exist, however local game studios are facing the difficulty of recrui
APA, Harvard, Vancouver, ISO, and other styles
4

SHARMA, DR MONIKA. "A CASE STUDY ON GLOBAL BUSINESS OF SPORTS LEAGUE." International Journal Of Multidisciplinary Research And Studies 05, no. 04 (2022): 01–16. http://dx.doi.org/10.33826/ijmras/v05i04.3.

Full text
Abstract:
Huge investments have been carried out in sports teams and professional sports leagues all over the world. There are different sports that are popular in different parts of the world. In the United States, it's American Football, in Europe and UK it is Football (soccer); in the Indian sub-continent and Australia, it is Cricket that attracts the largest crowd. The research analyses this business of investments in sports leagues around the world. The paper looks at the potential interest in investing in clubs and team franchises of sports leagues. The aim of this paper was to find out the attrac
APA, Harvard, Vancouver, ISO, and other styles
5

SHARMA, DR MONIKA. "A CASE STUDY ON GLOBAL BUSINESS OF SPORTS LEAGUE." International Journal Of Multidisciplinary Research And Studies 05, no. 04 (2022): 01–16. http://dx.doi.org/10.33826/ijmras/v05i04.3.

Full text
Abstract:
Huge investments have been carried out in sports teams and professional sports leagues all over the world. There are different sports that are popular in different parts of the world. In the United States, it's American Football, in Europe and UK it is Football (soccer); in the Indian sub-continent and Australia, it is Cricket that attracts the largest crowd. The research analyses this business of investments in sports leagues around the world. The paper looks at the potential interest in investing in clubs and team franchises of sports leagues. The aim of this paper was to find out the attrac
APA, Harvard, Vancouver, ISO, and other styles
6

Ильин, А. Б., Ю. С. Сизова, Ю. Д. Пономарева, and С. Д. Сизов. "Monetization and Commercialization of e-Sports Business Core." Экономика и предпринимательство, no. 8(133) (November 16, 2021): 778–86. http://dx.doi.org/10.34925/eip.2021.133.8.145.

Full text
Abstract:
Статья фокусируется на киберспорте как тренде современной экономики. Его значительный рост произошел в период карантина 2020 года, связанного с пандемией. Однако и до данного периода объем рынка в России составлял 10-12 млн человек. Киберспорт многие рассматривают как принципиально новую интеллектуальную спортивную дисциплину. Новое явление образует вокруг себя и новых участников рыночных отношений, таких как бродкаст-студии, разработчики игр и паблишеры, киберспортивные арены, стриминговые платформы, киберспортивные медиа. Перечисленные стейкхолдеры способствуют монетизации и коммерциализации
APA, Harvard, Vancouver, ISO, and other styles
7

Santosa, Daniel, Erdhi Widyarto, and Ridwan Sanjaya. "Product and Business Development of Another Path Game in Myhand Studio." Journal of Business and Technology 3, no. 3 (2023): 97–106. http://dx.doi.org/10.24167/jbt.v3i3.5365.

Full text
Abstract:
Game can be used for entertainment purpose and can also be used for educational purpose, in the world of game development there are many positions or roles in a team commonly referred to as a developer, the roles in a developer team are, programmer, artist, product manager, game marketing, market research etc, each position or role has its own responsibility for the success of a game that is in the development process, the market research position is one of the roles that is quite important for the success of a game product on the market, it does not mean other role do not play an important ro
APA, Harvard, Vancouver, ISO, and other styles
8

Yuliarto, Hari, Pasca Tri Kaloka, Putri Prastiwi Wulandari, and Hideaki Tanimoto. "The impact of nonlinear pedagogy on communication and skill acquisition." Fizjoterapia Polska 24, no. 1 (2024): 192–98. http://dx.doi.org/10.56984/8zg2ef8np0.

Full text
Abstract:
Study Purpose. The current investigation assessed the impact of hybrid nonlinear pedagogical models on skill acquisition and communication in physical education. Methods. The intervention group was instructed in physical education applying hybrid pedagogical models for a duration of 12 weeks. Conversely, the control groups adhered to the physical education curricula of their respective schools. Scales for skill acquisition and communication, which had been previously developed for use with students, were implemented both prior to and subsequent to the program. Comparing the two groups required
APA, Harvard, Vancouver, ISO, and other styles
9

Vitkauskaitė, Ieva. "Types of Film Production Business Models and Their Interrelationship." Informacijos mokslai 89 (June 5, 2020): 43–54. http://dx.doi.org/10.15388/im.2020.89.39.

Full text
Abstract:
Types of film production business models are not a widely studied area in the scientific literature, and more attention is paid to the production of individual films, specifics. In this article, ten types of business models of film production companies were analysed and systematized, and the relationships between them were established. The analysis of the models identified two main, major business models: the studio model and the Business model 2.0, which becomes part of all other business models. The studio model directly includes the vertical integration model. It also consists of a “Market-
APA, Harvard, Vancouver, ISO, and other styles
10

Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.

Full text
Abstract:
This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of Star Wars: Battlefront II (2017). This analysis aims to provide video game de
APA, Harvard, Vancouver, ISO, and other styles
11

Abualkishik, Abedallah Z., and Rasha Almajed. "Evaluating the Role of Artificial Intelligence in Operational Decision-Making." American Journal of Business and Operations Research 08, no. 1 (2022): 60–70. http://dx.doi.org/10.54216/ajbor.080106.

Full text
Abstract:
In today’s paced and data centric world the integration of Artificial Intelligence (AI) technologies has become a game changer, in industries. However effectively utilizing AI to make informed decisions is still a task due to the complexities of datasets and the need for predictive models. This study aims to explore and evaluate Machine Learning (ML) classifiers such as Gradient Boosting, Light Gradient Boosting Machine (LightGBM) Extreme Gradient Boosting (XGBoost) and stacking classifiers within decision making scenarios. The objective is to assess their effectiveness in handling datasets an
APA, Harvard, Vancouver, ISO, and other styles
12

Zhang, Beining. "James Cameron Avatar: Different Business Models of Films and Their Interrelationship." SHS Web of Conferences 193 (2024): 01016. http://dx.doi.org/10.1051/shsconf/202419301016.

Full text
Abstract:
However, film production is a facet of study that has prevailed over the years but has yet to be thoroughly investigated in the scholarly field. It is essential to have the film production in the scientific literature. This paper will focus on various business film approach organizations, focusing on James Cameron’s famous movie Avatar. Movies business can be categorized into two models: business and studio models. For instance, Avatar is a new 3D movie that has prevailed in business and studio models. Still, the movie offers an excellent perspective of the studio model and the utilization of
APA, Harvard, Vancouver, ISO, and other styles
13

Klimas, Patrycja. "Key Resources in Game Developers’ Business Models." Journal of Management and Financial Sciences, no. 31 (July 29, 2019): 135–49. http://dx.doi.org/10.33119/jmfs.2018.31.11.

Full text
Abstract:
This paper presents the results of the research on key resources exploited under business models of video game developers. The main attention is paid to the identification and hierarchizing of key resources, as well as their specific types. It should be noticed that the reported study takes into account diversification of video game developers in terms of monetization models exploited, i.e. premium, freemium, or hybrid, which seems to be novel.In general, the findings locate people together with their tacit, experience-based knowledge at the top of the key resources hierarchy. Nevertheless, th
APA, Harvard, Vancouver, ISO, and other styles
14

Villacis, Marcelo Y., Oswaldo T. Merlo, Diego P. Rivero, and S. K. Towfek. "Optimizing Sustainable Inventory Management using An Improved Big Data Analytics Approach." Journal of Intelligent Systems and Internet of Things 11, no. 1 (2024): 55–64. http://dx.doi.org/10.54216/jisiot.110106.

Full text
Abstract:
This study delves into optimizing sustainable inventory management practices through the integration of advanced data analytics methodologies. In response to the complex dynamics of modern supply chains, where inventory control significantly impacts sustainability goals, this research aims to address the intricate interplay between decentralized decision-making, government policies, and strategic choices within supply chain networks. Employing models such as Game Theory and Gated Recurrent Unit (GRU), alongside statistical analyses, our investigation explores the transformative potential of in
APA, Harvard, Vancouver, ISO, and other styles
15

Dubois, Louis-Etienne. "Killing ‘em softly: terminating projects in a video game studio." CASE Journal 14, no. 4 (2018): 496–512. http://dx.doi.org/10.1108/tcj-10-2017-0095.

Full text
Abstract:
Synopsis Killing ‘em softly: terminating projects within a video game studio is a case study on human resource management (HRM) and project management in a creative setting. This disguised case is based on a real situation that was documented through individual and group interviews at a major video game studio. Several HRM and project management concepts can be discussed through this case including employee retention, planning and staffing and intracompany communication. It seeks to help students develop a multi-level, interdisciplinary and critical analysis of a common HRM situation in projec
APA, Harvard, Vancouver, ISO, and other styles
16

Manshoven, Saskia, and Jeroen Gillabel. "Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation." Sustainability 13, no. 23 (2021): 13277. http://dx.doi.org/10.3390/su132313277.

Full text
Abstract:
Despite the increasing attention on circular economy at the policy level, the implementation of circular business models in companies is still limited. Many companies are put off by the apparent complexity to translate the general concepts of a circular economy into their business practice. This paper presents the development and testing of a simulation board game that aimed to address this gap between theory and business practice. The board game, Risk&RACE, was developed with the purpose of enabling students and business executives to experiment with circular economy business models. The
APA, Harvard, Vancouver, ISO, and other styles
17

Betzwieser, Benedikt, Philipp Landler, Borys Levkovksyi, Matthias Utesch, and Helmut Krcmar. "Designing a Business Game to Teach the Relationship Between Business Models and Business Processes." Communications of the Association for Information Systems 54, no. 1 (2024): 448–90. http://dx.doi.org/10.17705/1cais.05417.

Full text
Abstract:
Business models (BMs) and business processes (BPs) both represent key concepts for research and practice, especially for information systems (IS) education. Understanding how these concepts are related is crucial as they directly affect each other. However, no teaching concept focusing on this relationship can be found in the literature. Using a business game (BG) could be a suitable solution given its characteristics. Therefore, our goal is to design a BG to teach IS students the relationship between BMs and BPs. Toward this challenge, we follow a design science research approach to construct
APA, Harvard, Vancouver, ISO, and other styles
18

Shahvaroughi Farahani, Milad, and Ghazal Ghasemi. "How AI Changes the Game in Finance Business Models." International Journal of Innovation in Management, Economics and Social Sciences 4, no. 1 (2024): 35–46. http://dx.doi.org/10.59615/ijimes.4.1.35.

Full text
Abstract:
Purpose: This paper aims to examine the impact of AI on finance, including banking, risk management, and business models, while introducing AI-based tools. By exploring these applications, one can gain insights into the benefits of artificial intelligence in enhancing efficiency, productivity, and fostering innovation within financial sectors. Methodology: The research methodology employed in this study is a literature review. Various sources have been explored, studied, and analyzed within the financial domain to highlight the utilization of artificial intelligence. This includes risk managem
APA, Harvard, Vancouver, ISO, and other styles
19

Hurt, Stephanie, and Marcus J. Hurt. "Business Models and Financial Structures: A Strategy Mystery Game and A Brief on “Business Models and Financial Structures: A Strategy Mystery Game”." CASE Journal 3, no. 2 (2007): 220–28. http://dx.doi.org/10.1108/tcj-03-2007-b007.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Tai, Zixue, and Fengbin Hu. "Play between love and labor: The practice of gold farming in China." New Media & Society 20, no. 7 (2017): 2370–90. http://dx.doi.org/10.1177/1461444817717326.

Full text
Abstract:
This article scrutinizes the widespread practice of gold farming in China through two-plus years of field research conducted in 13 gold farming studios across five cities involving 64 participants. Informed by current research and theoretical deliberations on digital labor and co-creative production, the analysis offers insight on the rationales, motivations, and perceptions of gold farming through the practitioners’ perspectives of studio owners, managers, and players. It also explores the role of gold farm studios in the business cycle. Our discussion contextualizes gold farming as a special
APA, Harvard, Vancouver, ISO, and other styles
21

Xu, Yuecheng. "Application of Game Theory to Business Decision-making." SHS Web of Conferences 188 (2024): 03008. http://dx.doi.org/10.1051/shsconf/202418803008.

Full text
Abstract:
How to make correct business decisions has become a hot issue that entrepreneurs are concerned about. Some researchers have found that game theory greatly impacts business decisions. However, there is still a lack of a unified explanation of the formation mechanism behind using game theory to make correct business decisions. Therefore, this article explores the use of game theory to make correct business decisions by collecting data on business competition, organizing the data into a benefit matrix, and comparing to conclude, through which the benefits of business cooperation and business comp
APA, Harvard, Vancouver, ISO, and other styles
22

Seto, Yuet Yin Charlotte. "Game Theory in Strategic Management: Enhancing Decision-Making in Competitive Business Ecosystems." Advances in Economics and Management Research 14, no. 1 (2025): 731. https://doi.org/10.56028/aemr.14.1.731.2025.

Full text
Abstract:
This paper studies the application of game theory in enhancing management practices and strategic decision-making within competitive business environments. Traditional management approaches, often rigid and hierarchical, fail to account for dynamic market interactions, necessitating a shift toward game-theoretical frameworks that model strategic interdependence among firms. By analyzing key concepts within game theory, this study demonstrates how game theory optimizes decision-making in pricing, market entry, and collaborative strategies. However, practical challenges persist, including unreal
APA, Harvard, Vancouver, ISO, and other styles
23

Dr., Suman Jain. "Game Theory and Its Influence on Economic and Business Strategies." Journal of Advances in Developmental Research 6, no. 2 (2015): 1–8. https://doi.org/10.5281/zenodo.15261353.

Full text
Abstract:
This paper explores the applications of Game Theory in shaping economic and business strategies within the Indian context, focusing on how strategic decision-making influences competitive behaviour, pricing, and market outcomes in various sectors. The study examines several key areas, including telecom pricing, auction design, corporate negotiations, and market entry deterrence. By analysing secondary data and applying game-theoretic models, this research highlights the strategic use of concepts such as Nash equilibrium, Bertrand competition, and limit pricing in shaping business strategies in
APA, Harvard, Vancouver, ISO, and other styles
24

Fontanella, Sabrina, Luca Fraccascia, Fabio Nonino, and Alessandra Scarnicchia. "Sustainable Business Model in Practice: A Digital Business Game Training for High School Students." Journal of Systemics, Cybernetics and Informatics 22, no. 2 (2024): 18–26. http://dx.doi.org/10.54808/jsci.22.02.18.

Full text
Abstract:
This paper explores the nexus between sustainable business models, education and technology, addressing pressing challenges in economic, social, and environmental spheres. On one hand, education is identified as a key tool for fostering sustainability principles and essential skills for future managers; on the other, businesses, particularly through sustainable business models (SBMs) and evolving digital platforms, play a pivotal role in advancing sustainability goals. The research answer to the need for sustainable development examining the potential of educational business games, blending en
APA, Harvard, Vancouver, ISO, and other styles
25

David, Kuhlen, and Speck Andreas. "Efficient Key Performance Indicator Calculation." International Journal of Software Engineering & Applications (IJSEA) 8, no. 5 (2021): 1–15. https://doi.org/10.5281/zenodo.5266501.

Full text
Abstract:
In order to investigate the economic performance of business processes, simulations are performed. These simulations determine values of key performance indicators (KPIs ). We sought a valid solution to integrate KPIs in our Process Analysis Studio (PAS). Our investigation aims for a concept which describes a valid approach to deal with KPIs in multiple business process models.
APA, Harvard, Vancouver, ISO, and other styles
26

Sarvepalli, Ashwini, and Joy Godin. "Business Process Management in the Classroom." Journal of Cases on Information Technology 19, no. 2 (2017): 17–28. http://dx.doi.org/10.4018/jcit.2017040102.

Full text
Abstract:
Organizations are increasingly adopting Business Process Management (BPM) approaches growing the need for BPM expertise in the industry (Bandara et al., 2010). This has resulted in growing demand for college graduates who have a thorough knowledge of business processes (Lee, 2008). Hadidi (2014) pointed out that development of courses and programs in BPM area has received huge consideration in academia during recent times. This paper presents a classroom activities for teaching Business Process Management using a paper-based simulation game conducted as part of an undergraduate IS course. The
APA, Harvard, Vancouver, ISO, and other styles
27

Ning, Siqi, Heyang Shen, and Debin Zhou. "Business Factors Influencing Contemporary Gamer Spending." Highlights in Business, Economics and Management 39 (August 8, 2024): 476–81. http://dx.doi.org/10.54097/cehr1t72.

Full text
Abstract:
In recent years, the game market has seen rapid growth influenced by technological advancements, lifestyle changes like increased home time due to events such as the COVID-19 pandemic, and various socio-economic factors. This paper utilizes a literature analysis method to explore the factors affecting contemporary players' consumption behavior, focusing on game marketing, pricing strategies, and the economic environment. Through a comprehensive review of existing literature, this study uncovers the complex dynamics shaping players' consumption habits. It examines how effective marketing strate
APA, Harvard, Vancouver, ISO, and other styles
28

Komorowski, Marlen, and Simon Delaere. "Online Media Business Models: Lessons from the Video Game Sector." Westminster Papers in Communication and Culture 11, no. 1 (2016): 103–23. http://dx.doi.org/10.16997/wpcc.220.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Winter, Michael, Rüdiger Pryss, Thomas Probst, and Manfred Reichert. "Learning to Read by Learning to Write: Evaluation of a Serious Game to Foster Business Process Model Comprehension." JMIR Serious Games 8, no. 1 (2020): e15374. http://dx.doi.org/10.2196/15374.

Full text
Abstract:
Background The management and comprehension of business process models are of utmost importance for almost any enterprise. To foster the comprehension of such models, this paper has incorporated the idea of a serious game called Tales of Knightly Process. Objective This study aimed to investigate whether the serious game has a positive, immediate, and follow-up impact on process model comprehension. Methods A total of two studies with 81 and 64 participants each were conducted. Within the two studies, participants were assigned to a game group and a control group (ie, study 1), and a follow-up
APA, Harvard, Vancouver, ISO, and other styles
30

Classe, Tadeu Moreira de, Renata Mendes De Araujo, Geraldo Bonorino Xexéo, and Sean Siqueira. "The Play Your Process Method for Business Process-Based Digital Game Design." International Journal of Serious Games 6, no. 1 (2019): 27–48. http://dx.doi.org/10.17083/ijsg.v6i1.269.

Full text
Abstract:
Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital games can bring together players (process actors) to better understand and learn organizational business processes. This paper presents a game design method for the development of serious games which aims to provide business process understanding to players, as well as to allow them to reflect on process challenges and difficulties. The design of serious business pro
APA, Harvard, Vancouver, ISO, and other styles
31

Sedbrook, Tod A. "Modeling the REA Enterprise Ontology with a Domain Specific Language." Journal of Emerging Technologies in Accounting 9, no. 1 (2012): 47–70. http://dx.doi.org/10.2308/jeta-50406.

Full text
Abstract:
ABSTRACT Developing a domain specific language (DSL) to express business policies requires modeling tools for eliciting, applying, and maintaining the knowledge of business experts. This study defines a DSL meta-model and prototype to create visual business models that conform to the Resource, Event, Agent-Enterprise Ontology (REA-EO). The meta-model specifies REA-EO modeling components, and the prototype provides a visual interface to design operational and policy-level models. Code-generation templates then transform design models into executable code that supports business applications. The
APA, Harvard, Vancouver, ISO, and other styles
32

Tham, Aaron, and Danny Huang. "Game on! A new integrated resort business model." Tourism Review 74, no. 6 (2019): 1153–66. http://dx.doi.org/10.1108/tr-03-2017-0036.

Full text
Abstract:
Purpose This paper aims to present the case for a new integrated resort business model. It does so by integrating the notion of a smart tourism ecosystem into the concept of dynamic capabilities so as to guide integrated resort theory and practice in an evolving landscape. Design/methodology/approach The theoretical model is derived from synthesising the gaps surrounding literature that contextualises business models and the relatively scarce body of knowledge related to integrated resort business models. Findings Integrated resorts are characterised by strategies using a follower mentality. D
APA, Harvard, Vancouver, ISO, and other styles
33

Lombardi, Sara, Sara Sassetti, and Rosmeri Matturro. "Uno studio esplorativo sull'esperienza gamificata di successo: la prospettiva dei provider." STUDI ORGANIZZATIVI, no. 1 (June 2023): 9–32. http://dx.doi.org/10.3280/so2023-001001.

Full text
Abstract:
L'adozione di esperienze gamificate nelle aziende sta assumendo rilevanza crescente, trovando applicazione in ambiti diversificati quali la sanità, il marke-ting, il turismo, il reclutamento del personale. La sua diffusione è confermata da dati recenti secondo cui, nel 2019, il mercato globale della gamification ha registrato un business di 7,98 miliardi di dollari, con una previsione di crescita del 25% nel 2020-2025. Definita come l'uso di elementi di game design in contesti non di gioco, la gamification diventa quindi un supporto di grande valore per il benessere e la performance delle orga
APA, Harvard, Vancouver, ISO, and other styles
34

Kim, Song-Kyoo (Amang). "Versatile Stochastic Two-Sided Platform Models." Mathematics 11, no. 1 (2022): 131. http://dx.doi.org/10.3390/math11010131.

Full text
Abstract:
This paper deals with the alternative mathematical modeling of the two-side platform. Two-sided platforms are specific multi-sided platforms that bring together two distinct groups of a model. The stochastic modeling by adapting various innovative mathematical methods including the first exceed theory and the stochastic pseudo-game theory has been applied for describing a two-sided platform more properly. A stochastic pseudo-game model is newly introduced to solve the two-sided platform more effectively. Analytically tractable results for operation thresholds for maximizing profits are provide
APA, Harvard, Vancouver, ISO, and other styles
35

Guryanova, Lidiya S., Oleksiy S. Yevsyeyev, Oksana V. Panasenko, and Oleksandr O. Laptiev. "Business Decision-Making in the Video Game Market: Machine Learning Methods." Business Inform 12, no. 563 (2024): 147–53. https://doi.org/10.32983/2222-4459-2024-12-147-153.

Full text
Abstract:
The article demonstrates that the product IT business, in particular the video game market, is characterized by high rates of development, which attracts an increasing number of companies to this segment and at the same time leads to increased competition that is global in its nature. This necessitates developing relevant decision-making models. The carried out analysis showed that at present considerable attention is paid to the use of machine learning methods in various circuits of managing the marketing activities of product IT companies, in particular gaming IT: strategic, tactical, operat
APA, Harvard, Vancouver, ISO, and other styles
36

Lu, Jiaxuan. "Exploration on the Application of Game Theory in Business Competition Strategies." International Journal of Global Economics and Management 5, no. 1 (2024): 20–26. http://dx.doi.org/10.62051/ijgem.v5n1.03.

Full text
Abstract:
This study delves into the application of game theory in business competition strategies, constructing game models to analyze the competition and cooperation among enterprises, encompassing market entry and exit, price competition, and advertising promotion strategies. Game theory aids enterprises in gaining a deeper understanding of their competitors’ strategies and formulating rational strategies. In the context of e-commerce price wars, an analysis of the “618” competition between Tmall and JD.com through a duopoly game model reveals that while price wars stimulate demand in the short term,
APA, Harvard, Vancouver, ISO, and other styles
37

MacInnes, Ian, and Lili Hu. "Business models and operational issues in the Chinese online game industry." Telematics and Informatics 24, no. 2 (2007): 130–44. http://dx.doi.org/10.1016/j.tele.2006.04.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Concetta, Boniello Carmine Cuozzo. "Game Theory and Their Applicative Importance in the Economic-business Reality: A Valid Tool for ensure the Success of Business Decisions." International Journal of Advanced Engineering and Management Research 09, no. 03 (2024): 18–30. http://dx.doi.org/10.51505/ijaemr.2024.9302.

Full text
Abstract:
Game theory is a discipline that studies mathematical models of strategic interaction between rational agents. Game theory was developed in the 1950s by many scholars. It was explicitly applied to natural evolution in the 1970s, although similar developments date back to at least the 1930s. It has applications in various fields of the social sciences, as well as in logic, systems theory, and computer science. In light of this, the work was born with the intention of highlighting some types of games by paying attention to their applicative importance in the economic-company reality.
APA, Harvard, Vancouver, ISO, and other styles
39

Liu, Bulong, and Junjie Lu. "Optimized Scheme for the Combination of Shared Energy Storage Business Models." IC-ITECHS 5, no. 1 (2024): 139–49. https://doi.org/10.32664/ic-itechs.v5i1.1559.

Full text
Abstract:
The Stackelberg game model between shared energy storage stations and renewable energy generators optimizes pricing strategies to maximize both parties' profits. The energy storage station, acting as the leader, sets pricing strategies for capacity leasing, peak-valley arbitrage, and frequency regulation services, while the renewable energy generator, as the follower, selects the optimal service package based on the station's pricing schemes. This paper employs a Genetic Algorithm (GA) to optimize the energy storage station’s profits and applies NSGA-II to assist the generators in finding the
APA, Harvard, Vancouver, ISO, and other styles
40

Rajala, Risto, Matti Rossi,, Virpi Tuunainen, and Janne Vihinen. "Revenue Logics of Mobile Entertainment Software – Observations from Companies Producing Mobile Games." Journal of Theoretical and Applied Electronic Commerce Research 2, no. 2 (2007): 34–47. http://dx.doi.org/10.3390/jtaer2020012.

Full text
Abstract:
While growing at a fast phase, mobile gaming industry is facing a transformation both in terms of technical infrastructures as well as business models. At the users’ end, formerly preferred specific game consoles are increasingly being replaced by mobile phone platforms. From the game developers’ perspective, the new possibilities to distribute games over mobile phone networks as well as over the Internet, affect both the viable partner relationships and possible revenue stream options. In this paper we introduce analytical tools to evaluate business models of software companies producing mobi
APA, Harvard, Vancouver, ISO, and other styles
41

Gelei, Andrea, and Imre Dobos. "Evolving trust in business relationships – A behavioural experiment." Acta Oeconomica 72, no. 2 (2022): 231–47. http://dx.doi.org/10.1556/032.2022.00013.

Full text
Abstract:
Abstract Using situation-specific and dyadic data, we analyse how trust in inter-organisational relationships evolve over time. Based on a multidisciplinary approach, we define four trust-related concepts, which include both behavioural and perceptual aspects of this multifaceted phenomenon. We also develop the hypothesis that the behavioural consistency of the trustee affects the level of his/her trustworthiness as perceived by the trustor. To test this hypothesis, the paper specifies a finite Dynamic Trust Game that, in a unique way, models longer-term relationships characterised by interdep
APA, Harvard, Vancouver, ISO, and other styles
42

Borissov, Borislav. "THE OPPORTUNITIES OF GAMIFICATION IN BUSINESS PLANNING TRAINING." Knowledge International Journal 28, no. 1 (2018): 285–90. http://dx.doi.org/10.35120/kij2801285b.

Full text
Abstract:
The attitude of society towards education change due to changes in the needs for education, shifts of young people's attitudes and preferences, the dynamism of life, the demand for “ad hoc” learning that saves time and practical applicability of the acquired knowledge, and the pursuit of quick professional realization. This means that the conventional training methods should either be modified or replaced with new methods that would meet these requirements. Such a new method is the gamification – an educational approach to learning by using video game design and game elements. Its goal is to m
APA, Harvard, Vancouver, ISO, and other styles
43

Pushkar, Oleksandr, Yuliia Tataryntseva, Anastasiia Makarenko, and Oleksandr Pastushenko. "MODEL OF FINANCING AN INNOVATIVE PROJECT IN HIGH-TECH BUSINESS (ON THE EXAMPLE OF GAME INDUSTRY)." INNOVATIVE ECONOMY, no. 5-6 (2021): 117–22. http://dx.doi.org/10.37332/2309-1533.2021.5-6.17.

Full text
Abstract:
Purpose. The aim of the article is to develop the methodical recommendations on formation of model of financing of the innovative project in high-tech business (on an example of the game industry). Methodology of research. The following methods of scientific research were used in the process of writing this article: comparison - to determine the differences and common features of the phenomena under study; grouping - to determine the project of financing methods, crowd funding models; synthesis and analysis - to detail the object of study, by breaking it down into parts. Findings. The article
APA, Harvard, Vancouver, ISO, and other styles
44

Deepak, Kumar. "SAP CAPM Tools and Capabilities - Part 1." European Journal of Advances in Engineering and Technology 11, no. 3 (2024): 136–42. https://doi.org/10.5281/zenodo.13623004.

Full text
Abstract:
The SAP Cloud Application Programming Model (CAPM) is a comprehensive framework for building sophisticated, cloud-native applications within the SAP ecosystem. Grounded in domain-driven design (DDD), CAP empowers developers to model complex business domains using Core Data Services (CDS). CDS' unified, declarative syntax streamlines development by defining entities, relationships, and business logic in one place. This approach aligns applications closely with business needs, enabling rapid iteration and adaptation. CAP fosters modular, independently deployable services that seamlessly interact
APA, Harvard, Vancouver, ISO, and other styles
45

Deepak, Kumar. "SAP CAPM Tools and Capabilities - Part 2." European Journal of Advances in Engineering and Technology 11, no. 4 (2024): 159–64. https://doi.org/10.5281/zenodo.13623013.

Full text
Abstract:
The SAP Cloud Application Programming Model (CAPM) is a comprehensive framework for building sophisticated, cloud-native applications within the SAP ecosystem. Grounded in domain-driven design (DDD), CAP empowers developers to model complex business domains using Core Data Services (CDS). CDS' unified, declarative syntax streamlines development by defining entities, relationships, and business logic in one place. This approach aligns applications closely with business needs, enabling rapid iteration and adaptation. CAP fosters modular, independently deployable services that seamlessly interact
APA, Harvard, Vancouver, ISO, and other styles
46

Deepak, Kumar. "SAP CAPM Tools and Capabilities - Part3." European Journal of Advances in Engineering and Technology 11, no. 5 (2024): 127–32. https://doi.org/10.5281/zenodo.13623018.

Full text
Abstract:
The SAP Cloud Application Programming Model (CAPM) is a comprehensive framework for building sophisticated, cloud-native applications within the SAP ecosystem. Grounded in domain-driven design (DDD), CAP empowers developers to model complex business domains using Core Data Services (CDS). CDS' unified, declarative syntax streamlines development by defining entities, relationships, and business logic in one place. This approach aligns applications closely with business needs, enabling rapid iteration and adaptation. CAP fosters modular, independently deployable services that seamlessly interact
APA, Harvard, Vancouver, ISO, and other styles
47

Iskandar, Bermawi P., H. Husniah, and N. A. Andriana. "Game theoretic models in fleet performance-based maintenance contracts." International Journal of Business and Globalisation 26, no. 1/2 (2020): 41. http://dx.doi.org/10.1504/ijbg.2020.10032239.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Husniah, H., N. A. Andriana, and Bermawi P. Iskandar. "Game theoretic models in fleet performance-based maintenance contracts." International Journal of Business and Globalisation 26, no. 1/2 (2020): 41. http://dx.doi.org/10.1504/ijbg.2020.109830.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Hurnyak, Ihor, and Aleksandra Kordonska. "Analysis of Institutions Interaction in Ukrainian Economy by Using Game Theory Models." Przegląd Wschodnioeuropejski 10, no. 1 (2019): 139–51. http://dx.doi.org/10.31648/pw.4510.

Full text
Abstract:
This article is an attempt to analyse the functioning of the institutional environment through the prism of institutional interaction and cooperation between actors in the shadow and official economy. The authors suggest somewhat unusual mechanisms for understanding the most problematic current issues of interinstitutional cooperation in Ukraine. The investigation is based on current game theory, in particular an approach to interactions in the context of such models as “loyal business – opposition business”, “IMF – Ukraine”, “Ukrainian society – oligarchic groups”, which allow the sources, ca
APA, Harvard, Vancouver, ISO, and other styles
50

Shevchenko, K. "ORGANIZATION OF ARCHITECTURAL SPACES IN GAME DESIGN ON THE EXAMPLE OF THE GAME "STAR WARS JEDI: FALLEN ORDER"." Municipal economy of cities 3, no. 170 (2022): 122–27. http://dx.doi.org/10.33042/2522-1809-2022-3-170-122-127.

Full text
Abstract:
Creating modern computer games is a complex process that consists of many components. Along with work on game mechanics or character design, an important aspect is the organization of the game space for its further use in the game process. The creation of such spaces is largely based on the experience of planning real buildings, spaces or even cities. The issues of such an organization are decided by the relevant departments in the studio that develops the game, but in addition to purely technical issues, an important visual and cultural aspect. The study of the possibilities of using historic
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!