Academic literature on the topic 'Gaming competitivo'
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Journal articles on the topic "Gaming competitivo"
Freeman, Guo, Karen Wu, Nicholas Nower, and Donghee Yvette Wohn. "Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game Purchases." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–24. http://dx.doi.org/10.1145/3549510.
Full textZhang, Zinan, and Yubo Kou. "Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of Legends." Proceedings of the ACM on Human-Computer Interaction 8, CSCW2 (2024): 1–28. http://dx.doi.org/10.1145/3686992.
Full textRaspor, Andrej, and Darko Lacmanović. "THE BUSINESS PERFORMANCE OF SLOVENIAN GAMING FROM 1985 TO 2023 IN THE CONTEXT OF THE NATIONAL ECONOMY." Perfectus AC 2023, no. 2 (2024): 28–45. https://doi.org/10.5281/zenodo.11243965.
Full textLi, Longxing, Chu-Ren Huang, and Vincent Xian Wang. "Lexical Competition and Change: A Corpus-Assisted Investigation of Gambling and Gaming in the Past Centuries." SAGE Open 10, no. 3 (2020): 215824402095127. http://dx.doi.org/10.1177/2158244020951272.
Full textTurner, Nigel E. "Report from the Global Gaming Expo, Las Vegas, November 17-19, 2009." Journal of Gambling Issues, no. 25 (June 1, 2011): 130. http://dx.doi.org/10.4309/jgi.2011.25.10.
Full textVanegas Farfano, Minerva Thalía, Luis Tomás Ródenas Cuenca, and Samantha Medina Villanueva. "Impacto del COVID-19 en las motivaciones de uso en video jugadores mexicanos: comparación de dos estudios transversales (Impact of COVID-19 on usage motivations in Mexican video gamers: comparison of two cross-sectional studies)." Retos 46 (September 28, 2022): 209–17. http://dx.doi.org/10.47197/retos.v46.91869.
Full textZhang, Erxuan. "The Lure of Virtual World: What Causes Video Games to Become So Attractive." Communications in Humanities Research 70, no. 1 (2025): 162–68. https://doi.org/10.54254/2753-7064/2024.23637.
Full textCalvosa, Paolo. "The Impact of the Structural Characteristics of Poker on Market Evolution and Competitive Dynamics in the Internet Poker Industry in Italy." International Journal of Business and Management 14, no. 10 (2019): 155. http://dx.doi.org/10.5539/ijbm.v14n10p155.
Full textLange-Nawka, Dominik, Burkhard Wünsche, and Samuel E. R. Thompson. "That's the way I (dis-)like it! - Effect of Gamer Types and Competitiveness in VR Exergaming." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–23. http://dx.doi.org/10.1145/3677105.
Full textFaust, Kyle, Joseph Meyer, and Mark D. Griffiths. "Competitive and Professional Gaming." International Journal of Cyber Behavior, Psychology and Learning 3, no. 1 (2013): 67–77. http://dx.doi.org/10.4018/ijcbpl.2013010106.
Full textDissertations / Theses on the topic "Gaming competitivo"
HÄHLE, GUSTAV. "SUSTAINABLE COMPETITIVE ADVANTAGES IN THE INDUSTRY OF MOBILE GAMBLING." Thesis, KTH, Nationalekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199209.
Full textWang, Judith Yau Tai. "Strategic gaming analysis of competitive transportation services /." View abstract or full-text, 2004. http://library.ust.hk/cgi/db/thesis.pl?CHEM%202004%20WANG.
Full textMinuzzo, Eleonora <1995>. "Cloud Gaming e dinamiche competitive nelle network industries." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18428.
Full textFerm, Alexander, and Galle Simon. "Testing e-sport athletes : A study on competitive gaming." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-3332.
Full textThiborg, Jesper. "Att göra (e)sport : om datorspel och sportifiering." Doctoral thesis, Örebro universitet, Hälsoakademin, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-20187.
Full textLaws, Dannielle Kaye. "Gaming in Conversation: The Impact of Video Games in Second Language Communication." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1461800075.
Full textTrotter, Michael G. "Health and psychological factors associated with in-game rank, and positive youth development in esports." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228841/1/Michael_Trotter_Thesis.pdf.
Full textTran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.
Full textRomo, Flores Azul. "What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218.
Full textGunnarsson, Tomas, and Alfred Lindén. "The Swedish Gambling Monopoly : Impacts from Internet competition on Svenska Spel’s prices and advertising expenses." Thesis, Jönköping University, JIBS, Economics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-1200.
Full textBooks on the topic "Gaming competitivo"
Nigel, Pope, Kuhn Kerri-Ann L, and Forster John 1946-, eds. Digital sport for performance enhancement and competitive evolution: Intelligent gaming technologies. Information Science Reference, 2009.
Find full textCalifornia. Office of Planning and Research., ed. California and Nevada: Subsidy, monopoly, and competitive effects of legalized gambling. The Office, 1992.
Find full textChiping, Yuan, ed. Bo cai ye shi du gui mo yu chan ye jie gou duo yuan hua yan jiu: Yi Aomen wei li = A study on the moderate scale of gambling industry and the diversification of industrial structure : a case study of Macau. She hui ke xue wen xian chu ban she, 2017.
Find full textFlorida. Legislature. Senate. Committee on Regulated Industries. Legalized gambling in Florida, the competition in the marketplace. Florida Senate, 2004.
Find full textNew, Jersey Legislature Senate Wagering Tourism and Historic Preservation Committee. Committee meeting of Senate Wagering, Tourism and Historic Preservation Committee: Testimony on the potential impact on Atlantic City of emergent competition from slot machines in New York and Pennsylvania, and how Atlantic City has responded and will respond to this competitive challenge [August 2, 2004, Atlantic City, New Jersey]. The Unit, 2004.
Find full textAnthony, Parish, ed. Case studies in coaching: Dilemmas and ethics in competitive school sports. Holcomb Hathaway Publishers, 2010.
Find full textWolff, Rick. Good sports: A concerned parent's guide to Little League and other competitive youth sports. Dell Pub., 1993.
Find full textBook chapters on the topic "Gaming competitivo"
Zhouxiang, Lu. "Competitive Gaming." In Routledge Handbook of Sport History. Routledge, 2021. http://dx.doi.org/10.4324/9780429318306-30.
Full textSik Lanyi, Cecilia, and Veronika Szucs. "Motivating Rehabilitation Through Competitive Gaming." In Modern Stroke Rehabilitation through e-Health-based Entertainment. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-21293-7_5.
Full textZhouxiang, Lu. "From PvC to PvP." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-4.
Full textZhouxiang, Lu. "The Esports Age." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-5.
Full textZhouxiang, Lu. "Introduction." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-1.
Full textZhouxiang, Lu. "The Early Years." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-2.
Full textZhouxiang, Lu. "Obstacles and Challenges." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-6.
Full textZhouxiang, Lu. "The Golden Age." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-3.
Full textKowalik, Adam. "The Perception of Business Wargaming Practices Among Strategic and Competitive Intelligence Professionals." In Simulation Gaming Through Times and Disciplines. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_19.
Full textHara, Yoshinori. "Japanese Creative Service and Its Competitive Value Co-creation Processes." In Simulation and Gaming in the Network Society. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_13.
Full textConference papers on the topic "Gaming competitivo"
Pelekas, Lazaros, and Euripides Hatzikraniotis. "YOUNG GAMERS’ VIEWS TOWARDS COMPETITIVE GAMING." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.1271.
Full textKamal, Aleena, Minahil Kamal, Faisal Amin, Muhammad Falak Anjum, and Hamza Ghazanfar Toor. "Detecting Stress from Competitive Gaming using Machine Learning-Based ECG Classification." In 2024 Horizons of Information Technology and Engineering (HITE). IEEE, 2024. https://doi.org/10.1109/hite63532.2024.10777106.
Full textIsidori, Emanuele, Francesca Vicentini, Angela Magnanini, Alessandra Fazio, Rita Mura, and Beatrice Fratangeli. "THE PSYCHOPEDAGOGY OF ESPORTS: LEARNING, MOTIVATION, AND COGNITIVE DEVELOPMENT IN COMPETITIVE GAMING." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.1324.
Full textŠimović, Vladimir, Petar Spalević, Dragan Soleša, and Dobrivoje Dubljanin. "From Ratings to Balance: A Review of Glicko’s Role in Competitive Gaming Analytics." In 2025 24th International Symposium INFOTEH-JAHORINA (INFOTEH). IEEE, 2025. https://doi.org/10.1109/infoteh64129.2025.10959302.
Full textMourão, André, and João Magalhães. "Competitive affective gaming." In the 21st ACM international conference. ACM Press, 2013. http://dx.doi.org/10.1145/2502081.2502115.
Full textJung, Sungchul, Yuanjie Wu, Stephan Lukosch, Heide Lukosch, Ryan Douglas Mckee, and Robert W. Lindeman. "Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience." In VRST 2023: 29th ACM Symposium on Virtual Reality Software and Technology. ACM, 2023. http://dx.doi.org/10.1145/3611659.3615698.
Full textHsu, Hao-Che, Po-Hsun Peng, Pei-Chu Peng, Ting-Yu Hsu, and Chun-Hsiang Chuang. "Cooperative and Competitive-related Inter-Brain Synchrony during Gaming." In 2021 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2021. http://dx.doi.org/10.1109/smc52423.2021.9658676.
Full textLembke, James A. "Competition and Gaming in a Computer Science Curriculum." In SIGCSE 2023: The 54th ACM Technical Symposium on Computer Science Education. ACM, 2022. http://dx.doi.org/10.1145/3545947.3573339.
Full textNovikov, Vsevolod, Maxim Lobanov, and Valeriy Shokurov. "Analysis of the mobile games market." In II All-Russian Scientific and Practical Conference of students, teachers, practitioners "Education-Science-Practice". Autonomous Non-Profit Educational Organization of Higher Education "Kuban Institute of Vocational Education", 2025. https://doi.org/10.64007/conferencearticle_683d99f01215a0.90686798.
Full textSingh, Uday Pratap, Bersha Kumari, Dinesh Goyal, and Mohd Afrid. "Exploring Novel Machine Learning Approaches for Cheat Detection in Competitive Gaming." In ICIMMI 2023: International Conference on Information Management & Machine Intelligence. ACM, 2023. http://dx.doi.org/10.1145/3647444.3652434.
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