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.
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 textKemp, Chadley, Paula Pienaar, and Dale Rae. "Brace yourselves: esports is coming." South African Journal of Sports Medicine 32, no. 1 (2020): 1–2. http://dx.doi.org/10.17159/2078-516x/2020/v32i1a7596.
Full textRao, Yichen. "E-sports vs. Exams." Social Analysis 66, no. 4 (2022): 69–90. http://dx.doi.org/10.3167/sa.2022.660404.
Full textKeskinkilic, Enes, Tansu Alan, Selen Demirtaş Zorbaz, Çiğdem Akın Arıkan, and Asiye Şengül. "Predictors of Gaming Disorder Among University Students." Proceedings of The International Conference on Social Sciences, Humanities and Education 1, no. 1 (2024): 11–20. http://dx.doi.org/10.33422/icshe.v1i1.242.
Full textOlweny, Tobias. "The Nexus Between Gambling Tax and the Gross Domestic Product in Kenya." Journal of Accounting, Business and Finance Research 15, no. 2 (2022): 41–65. http://dx.doi.org/10.55217/102.v15i2.551.
Full textTembhare, Vaibhav, Babul Thool, Gangadhar Aher, and Akash Gurnule. "The Evolution of Esports and Its Cultural Impact." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (2025): 1–9. https://doi.org/10.55041/ijsrem43958.
Full textKulkarni, Dr Sandeep, Dr Minhaj Khan, Dr S. Bulomine Regi, Dipans Verma, and Tejas Tagad. "Anti-Cheat and Cybersecurity in eSports and Gaming: A Case Study." International Journal of Inventive Engineering and Sciences 12, no. 6 (2025): 1–7. https://doi.org/10.35940/ijies.e4652.12060625.
Full textEsiri, Sidney. "A Digital Innovation Model for Enhancing Competitive Gaming Engagement and User Experience." International Journal of Multidisciplinary Research and Growth Evaluation 3, no. 1 (2022): 752–60. https://doi.org/10.54660/.ijmrge.2022.3.1.752-760.
Full textYing, Yuxin. "The Impact of the Microsoft and Activision-Blizzard Merger on the Gaming Industry: A Theoretical and Analytical Examination." Advances in Economics, Management and Political Sciences 19, no. 1 (2023): 372–77. http://dx.doi.org/10.54254/2754-1169/19/20230162.
Full textAdachi, Paul J. C., and Teena Willoughby. "Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression." Journal of Youth and Adolescence 42, no. 7 (2013): 1090–104. http://dx.doi.org/10.1007/s10964-013-9952-2.
Full textHrabec, Ondřej. "Categorizing Play Styles in Competitive Gaming." International Journal of Gaming and Computer-Mediated Simulations 9, no. 4 (2017): 62–88. http://dx.doi.org/10.4018/ijgcms.2017100104.
Full textSoeiro, Filipe Castro, and Ana Filipa Conduto. "Regional Innovation Systems and Revolutionized Sectors: The Mobile Gaming and Digital Music." Journal of Corporate Governance, Insurance, and Risk Management 1, no. 2 (2014): 261–89. http://dx.doi.org/10.56578/jcgirm010216.
Full textFitrianto, Rizal Akbar, Arda Surya Editya, Arinda Putri Husaini, Wirahandy Ekavanda, and Moch Arief Ferdyansyah. "Membangun Solidaritas melalui Turnamen Esports Mobile Legends di Komunitas Gaming Pedesaan." Nusantara Community Empowerment Review 2, no. 2 (2024): 68–72. http://dx.doi.org/10.55732/ncer.v2i2.1328.
Full textZhuang, Wei, Keyi Yin, Yahua Zi, and Yu Liu. "Non-Invasive Brain Stimulation: Augmenting the Training and Performance Potential in Esports Players." Brain Sciences 10, no. 7 (2020): 454. http://dx.doi.org/10.3390/brainsci10070454.
Full textAndrews, Sharon, Robert E. Bradbury, and Caroline M. Crawford. "Fiero and Flow in Online Competitive Gaming." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (2020): 28–42. http://dx.doi.org/10.4018/ijgcms.2020010102.
Full textMarlowe, 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.
Full textPutra, Dimas Indrayanto, Raka Bayu Naweswara, and Willy Gunadi Willy. "Can’t Stop, Won’t Stop Online In-Game Purchase on Mobile Phone: The Role of Flow Experience and Gaming Addiction (2024)." European Journal of Business and Management Research 9, no. 5 (2024): 45–50. http://dx.doi.org/10.24018/ejbmr.2024.9.5.2401.
Full textLai, Colin, Hung-Lian Tang, J. Michael Tarn, and Sock Chung. "The Compliance of IT Control and Governance." International Journal of Information Security and Privacy 10, no. 1 (2016): 28–44. http://dx.doi.org/10.4018/ijisp.2016010102.
Full textTaylor, Nicholas T. "Who cares about esports?" Eludamos: Journal for Computer Game Culture 15, no. 1 (2024): 151–61. https://doi.org/10.7557/23.7959.
Full textAkpe, Oyinomomo-emi Emmanuel, Jeffrey Chidera Ogeawuchi, Abraham Ayodeji Abayomi, and Oluwademilade Aderemi Agboola. "A Conceptual Model for Analyzing Web3 Technology Adoption in Competitive Gaming Ecosystems." International Journal of Multidisciplinary Research and Growth Evaluation 4, no. 2 (2023): 695–702. https://doi.org/10.54660/.ijmrge.2023.4.2.695-702.
Full textLegierse, Tom, and Maria Ruotsalainen. "Deconstructing esports." Eludamos: Journal for Computer Game Culture 15, no. 1 (2024): 163–81. https://doi.org/10.7557/23.7704.
Full textYang, Shengjie. "Research on the Development Strategy of Chinese Second-Dimensional Mobile Games - A Case Study Based on Genshin Impact." Advances in Economics, Management and Political Sciences 84, no. 1 (2024): 120–25. http://dx.doi.org/10.54254/2754-1169/84/20240798.
Full textBrock, Tom, and Mark Johnson. "The Gamblification of Digital Games." Journal of Consumer Culture 21, no. 1 (2021): 3–13. https://doi.org/10.1177/14695405219939.
Full textYALÇIN, Çağrı, Emre KAVUT, Elif ÖZDOĞLAR, and Turgut KALAY. "THE HISTORICAL DEVELOPMENTAL PROCESS OF GAME TABLES AND PLAYER SEATS." EUROASIA JOURNAL OF SOCIAL SCIENCES & HUMANITIES 10, no. 30 (2023): 55–71. https://doi.org/10.5281/zenodo.7757453.
Full textZhao, Tinghui. "Valve Corporation's Evolution from a Game Developer to the Gaming Titan." Transactions on Social Science, Education and Humanities Research 11 (August 20, 2024): 502–8. http://dx.doi.org/10.62051/jpwjba36.
Full textLiu, Haoran. "A Financial Analysis and Valuation of Alphabet." Highlights in Business, Economics and Management 50 (March 13, 2025): 269–74. https://doi.org/10.54097/qjy69s09.
Full textJonnalagadda, Aditya, Iuri Frosio, Seth Schneider, Morgan McGuire, and Joohwan Kim. "Robust Vision-Based Cheat Detection in Competitive Gaming." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 1 (2021): 1–18. http://dx.doi.org/10.1145/3451259.
Full textDiFrancisco-Donoghue, Joanne, Bernat De las Heras, Orville Li, Jake Middleton, and Min-Kyung Jung. "Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health." International Journal of Environmental Research and Public Health 20, no. 19 (2023): 6855. http://dx.doi.org/10.3390/ijerph20196855.
Full textZhang, Haonan. "Flutter Entertainment's Competitive Analysis." Frontiers in Business, Economics and Management 18, no. 3 (2025): 47–51. https://doi.org/10.54097/vv9rv667.
Full textVaganova, Olga I., Marina R. Zheltukhina, Anna I. Sinina, Julia M. Tsarapkina, and Olga P. Kokoulina. "Electronic gaming technologies in professional education." Revista Amazonia Investiga 10, no. 47 (2021): 19–26. http://dx.doi.org/10.34069/ai/2021.47.11.2.
Full textNovak, Elena, and Tristan E. Johnson. "Design and Development of a Simulation for Testing the Effects of Instructional Gaming Characteristics on Learning of Basic Statistical Skills." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 38–57. http://dx.doi.org/10.4018/ijgcms.2015010103.
Full textKim, Daeun, Woohyun Kim, and Kyoung Shin Park. "Effects of Exercise Type and Gameplay Mode on Physical Activity in Exergame." Electronics 11, no. 19 (2022): 3086. http://dx.doi.org/10.3390/electronics11193086.
Full textNi, 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.
Full textMin, Ji Hye, Harold Lee, and Shane C. Blum. "Spillover Impact of Non-Gaming Amenities on Gaming Volumes." Cornell Hospitality Quarterly 60, no. 3 (2018): 262–69. http://dx.doi.org/10.1177/1938965518787453.
Full textKetter, Wolfgang, Markus Peters, John Collins, and Alok Gupta. "A Multiagent Competitive Gaming Platform to Address Societal Challenges." MIS Quarterly 40, no. 2 (2016): 447–60. http://dx.doi.org/10.25300/misq/2016/40.2.09.
Full textBeres, Nicole A., Madison Klarkowski, and Regan L. Mandryk. "Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 558–87. http://dx.doi.org/10.1145/3611041.
Full textAdams, Megan Glover. "Engaging 21st-Century Adolescents: Video Games in the Reading Classroom." English Journal 98, no. 6 (2009): 56–59. http://dx.doi.org/10.58680/ej20097220.
Full textHemphill, Thomas A. "Generic drug competition: The pharmaceutical industry “gaming” controversy." Business and Society Review 124, no. 4 (2019): 467–77. http://dx.doi.org/10.1111/basr.12186.
Full textMiller, Jeff F. "Gaming the competition in microbial cell–cell interactions." EMBO Journal 32, no. 6 (2013): 778–80. http://dx.doi.org/10.1038/emboj.2013.45.
Full textGhantasala, Naga Lakshmi Subha Pavan Kumar. "Enhancing Player Retention in Mobile Gaming through Predictive Customer Lifetime Value Modeling using BG/NBD." AI Matters 10, no. 2 (2024): 9–11. https://doi.org/10.1145/3694712.3695754.
Full textBelinda, 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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