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1

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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Kemp, 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.

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&#x0D; &#x0D; &#x0D; &#x0D; Background: Competitive gaming (or esports) is an emerging phenomenon with a field of over 454 million fans globally. Despite its tremendous popularity and commercial support, esports is not widely understood. It is also disregarded as a reputable or credible form of competition. The International Olympic Committee (IOC) contends that esports may be considered a sporting activity, but this is limited to the basis of its sedentary nature and poor governance.&#x0D; Discussion: These authors present evidence to inform and clarify misconceptions surrounding esports amon
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Rao, Yichen. "E-sports vs. Exams." Social Analysis 66, no. 4 (2022): 69–90. http://dx.doi.org/10.3167/sa.2022.660404.

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Abstract Many Chinese students dislike hyper-competitive public school exams but find competing in e-sports games enjoyable. Some students are perceived to game ‘too much’ by their parents, who, anxious about gaming's impact on their grades, send their children to treatment camps for ‘Internet addiction’. This article documents parents’ and student-gamers’ experiences of competition in China's formal education system, online gaming, and professional e-sports. As student-gamers move between these competitive arenas, they develop counter-hegemonic understandings of what competition does and reco
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Keskinkilic, 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.

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The number of individuals playing online competitive games is increasing day by day. Although these games are sometimes played for purposes such as socializing or having fun, they can sometimes lead to negative consequences such as gaming disorder. Playing online games is common among university students. Therefore, the aim of this study is to reveal the variables that lead to gaming disorder in university students who play online games. For this purpose, data were collected from 1014 university students who actively play online games. 64.5% of the students were male, 35% were female and 0.5%
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Olweny, 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.

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This study seeks to assess the relationship between the tax rates imposed on each sub-sector, i.e. betting tax, lottery tax, gaming tax and prize competition tax, and the gross domestic product. The target population for this study include all licenced gambling operators in Kenya. Secondary data was obtained via request from the relevant authorities in Kenya. Regression analysis was performed on the data to model the relationship between the variables. It was found that an increase in the monetary amount of gambling taxes levied from winning punters and gamers would likely lead to a decrease i
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Tembhare, 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.

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Esports, or electronic sports, have evolved from niche arcade competitions in the 1970s to a global, multi-billion-dollar industry by 2025, reshaping entertainment, social dynamics, and cultural norms. This paper traces the historical development of esports and examines its cultural impacts on identity formation, community building, education, and societal perceptions of competition. Drawing on empirical data from Vijayatheepan’s (2023) study of Sri Lankan students and a synthesis of global literature, it highlights esports’ dual nature—fostering inclusion and skills while posing risks like ad
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Kulkarni, 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.

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The esports and gaming industry is growing rapidly, which is drawing the attention of cybersecurity threats and cheating that compromise competitive integrity. This case study examines the implementation of anti-cheat technology and cybersecurity in the gaming ecosystem, focusing on its effectiveness and limitations. It highlights various types of cheating methods, such as aimbots, wallhacks, and account hijacking. It examines how game developers and tournament organisers can tackle these threats through technical and policybased solutions. This case study will analyse the impact of cheating o
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17

Esiri, 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.

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The rapid growth of competitive gaming, driven by eSports and online multiplayer platforms, has created a demand for innovative solutions that enhance user engagement and experience. This paper proposes a Digital Innovation Model designed to improve competitive gaming through the integration of emerging technologies such as artificial intelligence (AI), virtual reality (VR), blockchain, and cloud computing. The model emphasizes key areas, including AI-driven game personalization, intelligent matchmaking, immersive gameplay experiences, real-time analytics, and decentralized reward systems. A c
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18

Ying, 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.

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Both Activision and Blizzard are regarded as two of the most successful and influential game development companies in the world. Due to the vast number of businesses that are contending for a share of the market, the commercial sector is characterized by a high degree of competitiveness. This is the case because of the presence of so many businesses. Mergers and acquisitions are common practices among gaming industry companies as they strive to fulfill their aims. The purpose of this study is to investigate the impact of the recent merger between Microsoft and Activision-Blizzard on the gaming
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19

Adachi, 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.

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20

Hrabec, 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.

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This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to
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21

Soeiro, 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.

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Mobile gaming and digital music industries’ dynamics and growth show high potential of value network and induce new ways of designing and developing competitive value propositions throughout disruptive innovation processes. These innovative processes have the potential to lead to design and development of new products and services, by combining games with music contents and revolutionizing the current media entertainment sector. In view of that, mobile gaming sector and market analysis were conducted throughout competitive analysis frameworks, analysis of regional innovation systems and online
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Fitrianto, 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.

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Turnamen Esports Mobile Legends di komunitas pedesaan menunjukkan potensi besar dalam membangun solidaritas dan semangat kompetitif. Penelitian ini bertujuan untuk mengeksplorasi dampak turnamen terhadap komunitas gaming pedesaan. Peserta terbatas dari kalangan pelajar SD-SMP, kompetisi ini menyoroti kolaborasi antargenerasi, potensi esports dalam mempersatukan komunitas, serta kebutuhan akan pengembangan yang lebih luas untuk mencapai dampak yang lebih besar. Penelitian ini bertujuan untuk mengeksplorasi dampak turnamen terhadap komunitas gaming pedesaan. Metode penelitian melibatkan observas
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Zhuang, 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.

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During the last two decades, esports, a highly competitive sporting activity, has gained increasing popularity. Both performance and competition in esports require players to have fine motor skills and physical and cognitive abilities in controlling and manipulating digital activities in a virtual environment. While strategies for building and improving skills and abilities are crucial for successful gaming performance, few effective training approaches exist in the fast-growing area of competitive esports. In this paper, we describe a non-invasive brain stimulation (NIBS) approach and highlig
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Andrews, 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.

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This paper explores the concept of fiero as it relates to online competitive gaming, resulting in a framework focused upon levels of fiero and flow, labeled as the gaming engagement framework. More specifically, the paper describes this framework and its supporting methods as can be applied to measure perceived intensity and engagement levels leading to fiero, and concentration and collaboration levels leading to flow, giving an overall prediction of the level of fiero and flow that a game is capable of eliciting. The use of both quantitative and qualitative data in support of the framework of
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Marlowe, 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.

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PurposeThe purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.Design/methodology/approachThis study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.FindingsFindings indicate that while there was a slight drop in gaming revenue an
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Putra, 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.

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This study investigates factors influencing compulsive in-game purchases among Indonesian internet users, particularly Generation Z, and their societal impacts. It explores competitive behavior and flow experience in online gaming addiction, compulsive in-game purchases, and the link between them. Using quota sampling, 206 participants completed tailored questionnaires assessing online game addiction, flow, compulsive buying, and competitiveness. Structural equation modeling (PLS-SEM) was employed to analyze relationships between these constructs, revealing significant links between gaming add
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Lai, 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.

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This study used a multiple-case study methodology in exploring the status of IT control in the casino gaming industry. The observations of this research should very much represent the overall status of the concerned issues regarding the casino gaming industry of Macao. Having attained a more complete level of IT control not only helps the company in satisfying the concerned regulatory compliance requirements, but also makes IT works more effectively for the companies in helping them to gain the competitive advantage in the fierce competitive environment in the gaming industry. The findings of
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Taylor, 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.

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Meant as both a provocation and a prompt, ‘who cares about esports?’ opens the topic up to critical scrutiny at a time when the esports industry is in the midst of a(nother) serious contraction, even as there is a sizeable jump in the breadth and amount of esports research. As the introduction to this special section on Sustaining Equitable Competitive Gaming, this article considers the interplay of these two transformations, while also opening up a third, vital line of inquiry: ‘who cares for competitive gaming?’ This question is meant, on the one hand, to underscore the difference—and the re
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Akpe, 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.

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This paper presents a conceptual model for analyzing the adoption of Web3 technologies within competitive gaming ecosystems. Web3, encompassing decentralization, blockchain, NFTs, and smart contracts, offers transformative opportunities for both game developers and players by enabling true digital ownership, new economic incentives, and decentralized governance structures. However, the adoption of Web3 in gaming raises various challenges, including technological readiness, user trust, economic incentives, and the potential for social and ethical concerns. The proposed model integrates these fa
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Legierse, 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.

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Branding competitive gaming as esports, part of a process known as sportification, has contributed greatly to the wider acceptance of competitive gaming as legitimate leisure and professional activity. However, the social effects of sportification remain largely overlooked in current research. In this paper we argue that in order to understand the normative and formative social effects of sportification of competitive gaming, we need to forefront the bodies in esports. Building on scholarship that highlights inequities in (competitive) gaming and esports, we identify four ways in which bodies
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Yang, 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.

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With the rapid development of technology and the continuous growth of people's entertainment needs, second-dimensional mobile games have become an undeniable force in the global gaming market, with limitless prospects and business opportunities. However, to stand out in this fiercely competitive market, it is still necessary to carefully explore the development strategies and make judgments and decisions that fit the times. This paper takes the development of Genshin Impact, a leading Chinese second-dimensional game, as a specific case, and uses the SWOT analysis method to explore its advantag
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Brock, 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.

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The consumption of digital games has become increasingly "gamblified" (Gainsbury <em>et al</em>, 2015; Zanescu <em>et al</em>, 2020) in recent years. Due to the changes in media landscape such as the development of new forms of gambling via the Internet and mobile phones, consumers can now play games and gamble in real-time and from almost any location (Newall <em>et al</em>, 2019; King <em>et al</em>, 2010; Griffiths &amp; Parke, 2010). The growing intersections between digital games, gambling, and consumption practices afforded by these technological changes take many forms (Albarr&aacute;n-
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YALÇIN, 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.

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The purpose of this research is to analyze the historical development process of game tables, player seating elements and furniture sets designed for multiplayer board games, which have an important place among the social needs of human beings for centuries, and to examine their usage forms. In the study, using qualitative methods, a review and literature study was carried out on examples within the scope of document analysis. The selected samples were preferred by the easily available sampling method. In addition, wall paintings, images on pottery, paintings, games, game tables, player seatin
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Zhao, 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.

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This research paper delves into Valve Corporation's multifaceted competitive strategy within the digital gaming industry, exploring its evolution from a pioneering game developer to an influential entity in digital distribution, e-sports, and hardware innovation. This study starts from study the history of Valve and how it changes from video game developer to digital distributor. Central to the analysis of this paper is Steam, Valve's digital distribution platform, which has redefined game sales and community engagement. Author further examines Valve's strategic involvement in e-sports, throug
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Liu, 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.

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Alphabet, the parent company of Google, stands as a global leader in technology, excelling in search engines and artificial intelligence. Despite its achievements, its market value has experienced fluctuations since 2022 due to dynamic external factors. In 2024, Alphabet initiated key financial decisions, including its first dividend announcement and a share repurchase plan, which influenced its stock performance. Financial indicators reflect strong liquidity and debt management, alongside competitive profitability, albeit with room for improvement. The company faces challenges from intense co
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Jonnalagadda, 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.

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Game publishers and anti-cheat companies have been unsuccessful in blocking cheating in online gaming. We propose a novel, vision-based approach that captures the frame buffer's final state and detects illicit overlays. To this aim, we train and evaluate a DNN detector on a new dataset, collected using two first-person shooter games and three cheating software. We study the advantages and disadvantages of different DNN architectures operating on a local or global scale. We use output confidence analysis to avoid unreliable detections and inform when network retraining is required. In an ablati
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DiFrancisco-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.

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The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two
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Zhang, Haonan. "Flutter Entertainment's Competitive Analysis." Frontiers in Business, Economics and Management 18, no. 3 (2025): 47–51. https://doi.org/10.54097/vv9rv667.

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This report provides a comprehensive competitive analysis of Flutter Entertainment plc, an international sports betting company headquartered in Ireland. Flutter Entertainment operates in over 100 countries worldwide, boasting well-known brands such as Sisal, FanDuel, Betfair, and Paddy Power. The report is structured into four main parts. Firstly, it outlines the company profile and status of Flutter Entertainment, highlighting its strong financial position and significant global presence. Secondly, it conducts a contextual analysis, examining internal strengths such as its portfolio of recog
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Vaganova, 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.

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Purpose of the article: analysis of the experience of implementing electronic gaming technologies in professional education. Methodology: an increase in the use of innovative electronic tools (in percentage) over a five-year period was revealed, a survey was conducted, which made it possible to establish the influence of electronic gaming technologies on the formation of digital and professional competencies of students of higher educational institutions. Results: electronic gaming technologies and digital tools used in the process of vocational training expand the opportunities for training c
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Novak, 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.

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Considerable resources have been invested in examining the game design principles that best foster learning. One way to understand what constitutes a well-designed instructional game is to examine the relationship between gaming characteristics and actual learning. This report discusses the lessons learned from the design and development process of instructional simulations that are enhanced by competition and storyline gaming characteristics and developed as instructional interventions for a study on the effects of gaming characteristics on learning effectiveness and engagement. The goal of t
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Kim, 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.

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Exercise games (exergames) that combine both exercise and video gaming train people in a fun and competitive manner to lead a healthy lifestyle. Exergames promote more physical exertion and help users exercise more easily and independently in any place. Many studies have been conducted to evaluate the positive effects of exergames. However, in most studies, heart rate was mainly used to measure the effect of exercise. In this study, we evaluate the effects of exercise according to the exercise type (rest, walking, tennis, and running) and gameplay mode (single, competition, and cooperation) of
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Ni, 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.

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In the rapidly evolving digital age, the gaming industry has witnessed explosive growth. This paper examines the role of intellectual property in building IP for gaming equipment companies. It discusses the main forms of intellectual property rights, including patents, trademarks, copyrights, and trade secrets, and their applications in the gaming equipment industry. Case studies of SONY Interactive Entertainment, Microsoft, Nintendo, and Razer are provided to illustrate the importance of intellectual property. The paper also discusses strategies for gaming equipment companies to build IP usin
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Min, 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.

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Considering the popularity of integrated resorts, this study aimed to investigate different types of non-gaming amenities as indirect casino revenue-generating centers. With fierce competition in the casino industry, non-gaming amenities, such as casino-operated restaurants, showrooms, hotel rooms, and retail outlets, are used as a tool to attract customers and generate more casino sales. In this regard, non-gaming amenities need to be evaluated not only by the revenue they generate but also by the indirect revenue they contribute to other amenities such as gaming. By examining casino performa
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Ketter, 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.

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Beres, 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.

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The massive growth of esports has vitalized the need to study human performance in competitive video gaming. The pressure of competitive play elicits a range of emotional experiences, which can affect players during and beyond a gaming session. In this work, we review the state of the literature concerning the role emotions play in esports performance as well as highlight coping strategies players use to regulate emotions during competitive play. We review the findings of N=32 peer-reviewed articles pertaining to emotions and esports, finding that the emotional experiences elicited by competit
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Adams, 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.

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Hemphill, 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.

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Miller, 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.

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Ghantasala, 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.

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In the competitive mobile gaming industry, retaining players and maximizing engagement are critical for sustained success. This study employs the Beta-Geometric/Negative Binomial Distribution (BG/NBD) model to predict customer lifetime value (CLTV) and identify players at risk of churning. By targeting these high-risk players with tailored marketing strategies, gaming companies can significantly improve retention rates and overall player engagement.
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Belinda, 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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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pur
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