Academic literature on the topic 'Gaming competitivo'

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Journal articles on the topic "Gaming competitivo"

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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.

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The advent of various in-game purchasing systems has led to several ethical concerns in contemporary gaming ecosystems, including the monetary dark patterns in game design and the potential harms on gamer welling by introducing cheating, gambling, and addictive mechanisms. These concerns have resulted in the rise of tensions regarding the impacts of in-game purchases on players who pay versus those who do not pay, such as their perceptions of "fairness" in highly competitive gaming contexts when spending is involved. Using 2,685 Reddit posts from five subreddits of popular online sports and ca
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Zhang, 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.

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Competitive gaming, a long-standing study context for CSCW, has recently faced criticism due to its design emphasis on competition and achievement, which is associated with adverse phenomena such as player toxicity and anxiety. Recognizing this limit, game designers have proactively made design attempts to ameliorate these unintended consequences of competitive gaming. A notable example is the All Random All Mid (ARAM) mode in League of Legends (LoL), designed to introduce casualness into competitive gaming. To understand how players experience both casualness and competitiveness, a seemingly
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Raspor, 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.

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<strong>Abstract: </strong>The article examines the current state and challenges of the Slovenian economy, specifically analyzing the development of the gaming tourism industry in Slovenia from 1985 to 2023. Over the past twenty years, the Slovenian economy has faced adverse impacts from economic fluctuations, international competition, and the COVID-19 pandemic. Despite these challenges, the potential of the gaming industry is recognized, but it necessitates proper restructuring. The current models and tax policies for gaming are insufficient to ensure long-term success. Although the gaming s
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Li, 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.

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This article investigates the interplay of lexical competition and socio-historical events through a close examination of the use of gambling and gaming based on large-scale synchronic and diachronic corpora. We first set the background for comparison through a synchronic study of the collocational patterns and grammatical relations of the two words using Sketch Engine. We show that gambling tends to be associated with negatively perceived activities and strong disapproval, whereas gaming tends to collocate with recreational activities, business, and technology. Using Google Books Ngram Viewer
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Turner, 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.

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This paper is a review of the Global Gaming Expo, November 17 to 19, 2009. A number of new innovations in gambling equipment are described, including multi-game slots, multi-player electronic games (e.g., competitive bonus rounds), advances in card-based bonusing systems, and the explosive growth of new electronic table games. In addition, the conference included 3 panel sessions hosted by the National Center for Responsible Gaming.
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Vanegas 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.

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La pandemia por COVID-19 ha provocado cambios en la interacción social en diversos momentos y países, así como en las actividades realizadas en tiempo de ocio. En el caso de los videojuegos se reportan cambios en cuanto a su uso; con poca información sobre sus diferencias con tiempos anteriores a la pandemia. Este estudio comparó las motivaciones de uso y su relación con las conductas prosociales de dos estudios transversales, uno realizado antes de la pandemia por COVID-19 y otro encuestado durante el aislamiento en México. Y pone a prueba una hipótesis sobre la conducta prosocial como motivo
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Zhang, 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.

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This study investigates the motivations behind video game play, focusing on how different age groups engage with various game genres. Through a comprehensive survey, it examines the psychological and behavioral impacts of gaming, aiming to provide an understanding of players' motivations and the potential effects of video game engagement. The results highlight distinct motivational patterns across demographics, revealing key facts such as competition, relaxation, social interaction, and cognitive challenge. By analyzing these findings, the paper offers valuable insights for policymakers and ed
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Calvosa, 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.

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The aim of this study is to analyze the impact that the specific nature and characteristics of the game of poker have had on the development of the Internet poker industry in Italy and on the competitive strategies of on line gambling operators. It facilitates the overall understanding of the different effects that the legalization of Internet gambling in Italy has had on the evolution of the poker industry, in respect to other gambling sectors. Based of existing literature, the study has shown that two distinctive features define the game of Internet poker. The first is connected to the natur
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Lange-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.

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In response to growing global concerns surrounding sedentary lifestyles among adults, the imperative to motivate physical activity has driven the exploration of Virtual Reality (VR) exergames as a promising solution. Personality traits, particularly competitiveness, can play a pivotal role in influencing individuals' motivation to engage in either competitive or non-competitive versions of the same exergame. While existing studies have primarily focused on sports-related competitive orientations, they have overlooked the potential gain in information from gaming-related personality traits. Thi
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Faust, 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.

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Competitive and professional gaming, in which video game players participate in tournaments, offers numerous opportunities for much-needed research and enhanced knowledge about digital technology. To date, competitive gaming has received scant scientific attention, even though it may foster the development of adaptive skills or, in other instances, carry adverse consequences. Examining the lifestyles and successes of competitive gamers can increase our knowledge of gaming and yield useful information about extreme or excessive involvement in digital technology. Studying the most successful com
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Dissertations / Theses on the topic "Gaming competitivo"

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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.

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This study investigates how firms in the mobile gambling industry can develop long-term competitive advantages through utilizing firm specific resources and capabilities. The aim of this research is to connect classical theoretical knowledge with the challenges the modern industry of mobile gambling is facing. Earlier research within the subject are limited, however previously findings indicates that fast response time, logic site mapping and security are important factors when consumer are choosing supplier for mobile gambling. Data is collected through a consumer survey and interviews with t
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Wang, 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.

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Thesis (Ph. D.)--Hong Kong University of Science and Technology, 2004.<br>Includes bibliographical references (leaves 194-198). Also available in electronic version. Access restricted to campus users.
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Minuzzo, Eleonora <1995&gt. "Cloud Gaming e dinamiche competitive nelle network industries." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/18428.

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Questa proposta di tesi trova giustificazione nella previsione dell’evoluzione dell’industria dei videogames, in particolare, attraverso lo studio combinato di avvenimenti passati e tecnologie presenti si vuole provare a cogliere i trend che potrebbero affermarsi nei prossimi anni. L’intento è quello di applicare le conoscenze teoriche apprese nel corso New Product Development e calarle in un contesto reale e pratico quale l’industria videoludica e le sue innovazioni tecnologiche, presenti e passate, provando così ad analizzare quali saranno quelle emergenti. Lo scopo della ricerca sarà quella
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Ferm, 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.

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Aim The main purpose of this study was to compose and test the validity of a cognitive test battery to determine e-sport athletes’ strengths and weaknesses. The second purpose was to investigate their physical fitness. Hypothesis 1: The elite players will perform better in a number of cognitive and fine motor tasks compared to recreational gamers. Hypothesis 2: The elite players’ aerobic capacity cannot be very low (&lt;2,5 VO2 L/min for 20-29 year olds) according to Andersson since that would affect their e-sport performance negatively. Hypothesis 3: A great number of the elite players will n
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Thiborg, 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.

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Competitive computer gaming, under the name e-sport, have become a popular activity inSweden and worldwide. Within the e-sport community the question about the relationbetween the e-sport and sport has been discussed. Despite of this, very few sport scientistshave studied e-sport. The aim of this licentiate thesis is to create an understanding of thephenomenon e-sport. As a theoretical framework the concept of sportification was used. Inthree articles aspects of sportification in e-sport was studied. E-sport as a concept evolvedin the late 1990 and is used by many people and organizations. The
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Laws, 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.

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Trotter, 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.

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This thesis sought to identify the health and psychological factors associated with in-game rank and positive youth development in esports. The Ph.D. programme included three studies conducted between 2018 and 2021, and included participants from more than 65 countries. Methods included quantitative self-report measures, and both cross-sectional and longitudinal research designs. Key findings included; a positive relationship between health behaviours, psychological factors (e.g., physical activity & self-regulation) and in-game rank. Furthermore, the third research project found that particip
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Tran, 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.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mec
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Romo, 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.

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Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (playe
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Gunnarsson, 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.

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<p>With the fast progress of the Internet the Swedish gambling monopoly is no longer able to control the market. Gambling companies licensed in foreign countries can compete with Svenska Spel via the Internet offering lower prices. The authors investigated whether the competition has lead Svenska Spel to lower their prices. Focus has been put on the years 2000-2006 and on Svenska Spel’s sports betting section Oddset since competition here is high. To help analysing Svenska Spel’s pricing behaviour the dynamic limit pricing model of optimal pricing when faced with entry was used.</p><p>The effe
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Books on the topic "Gaming competitivo"

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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.

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California. Office of Planning and Research., ed. California and Nevada: Subsidy, monopoly, and competitive effects of legalized gambling. The Office, 1992.

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Chiping, 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.

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Florida. Legislature. Senate. Committee on Regulated Industries. Legalized gambling in Florida, the competition in the marketplace. Florida Senate, 2004.

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New, 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.

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Anthony, Parish, ed. Case studies in coaching: Dilemmas and ethics in competitive school sports. Holcomb Hathaway Publishers, 2010.

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Wolff, Rick. Good sports: A concerned parent's guide to Little League and other competitive youth sports. Dell Pub., 1993.

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Jamee. AJ's Gaming Competition. Black Lyfe Publications, 2022.

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Zhouxiang, Lu. History of Competitive Gaming. Taylor & Francis Group, 2022.

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History of Competitive Gaming. Taylor & Francis Group, 2022.

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Book chapters on the topic "Gaming competitivo"

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Zhouxiang, Lu. "Competitive Gaming." In Routledge Handbook of Sport History. Routledge, 2021. http://dx.doi.org/10.4324/9780429318306-30.

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Sik 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.

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Zhouxiang, Lu. "From PvC to PvP." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-4.

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Zhouxiang, Lu. "The Esports Age." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-5.

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Zhouxiang, Lu. "Introduction." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-1.

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Zhouxiang, Lu. "The Early Years." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-2.

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Zhouxiang, Lu. "Obstacles and Challenges." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-6.

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Zhouxiang, Lu. "The Golden Age." In A History of Competitive Gaming. Routledge, 2022. http://dx.doi.org/10.4324/9781003095859-3.

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Kowalik, 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.

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Hara, 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.

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Conference papers on the topic "Gaming competitivo"

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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.

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Kamal, 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.

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Isidori, 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.

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Šimović, 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.

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Mourão, André, and João Magalhães. "Competitive affective gaming." In the 21st ACM international conference. ACM Press, 2013. http://dx.doi.org/10.1145/2502081.2502115.

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Jung, 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.

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Hsu, 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.

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Lembke, 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.

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Novikov, 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.

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The work is devoted to the topical topic of mobile gaming, which is currently one of the most dynamically developing segments of the gaming industry. The growing popularity of mobile games is due to the widespread use of smartphones and the improvement of the technical characteristics of the devices. With the active adoption of 5G and cloud technologies, mobile games are becoming more complex and competitive, gradually approaching the level of console and PC games. In this regard, an analysis of the mobile games market has been carried out, allowing us to explore this topic more deeply and det
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Singh, 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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