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Dissertations / Theses on the topic 'Gaming Industry in India'

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1

Wingo, Rebecca Shirley. "Indian Gaming the Montana stalemate /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/wingo/WingoR0509.pdf.

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2

Chhina, Gagun S. "Video gaming parlours : the emergence of video gaming in India." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/video-gaming-parlours-the-emergence-of-video-gaming-in-india(75217f0f-c060-4c68-b708-ed496b3988e1).html.

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This thesis critically interrogates the role of local context in the adoption and interpretation of video technology and gaming practices in the little studied locale of India. Video gaming is a recent phenomenon in India which has been rapidly increasing in popularity, yet it has gained little academic attention in digital gaming research. The project seeks to understand the emergence of practices of consumption of video games in India from the point of view of Indians themselves through the exploration of how Indian video gamers situate, interpret and negotiate the practice of video game pla
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3

Jiang, Hua. "Money laundering control in Macau gaming industry." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2147560.

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4

Hyder, Mo T. "Wireless handheld solution for the gaming industry." [Denver, Colo.] : Regis University, 2008. http://165.236.235.140/lib/MHyder2008.pdf.

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5

Larsen, Christer-Andre. "Financial Aspects of the Online Gaming Service Industry." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13492.

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The goal of this thesis is to identify and analyze the dominant revenue models in the OGS industry, as well as the logic behind the choice of a specific model. Identification of the prevalent models and their characteristics would in conjunction with results from previous research in the field provide a complete overview of the financial aspects of OGS operation.The goals of this thesis was reached through an analysis of the business model of Microsoft’s Xbox LIVE (XBL) service, one of the leading console platform OGSs, in conjunction with a similar case study of Blizzard Entertainment’s Battl
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6

Ershov, Igor. "Blockchain gaming: An analysis of the use of blockchain technology in the video gaming industry." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20533/.

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Gaming is increasingly becoming a popular use-case for blockchain technologies. Video game development has often pushed technology to its limits, discovering optimal solutions to common problems. This study aims to determine what limitations does this application have and what are the benefits of blockchain integration, ascertaining whether gaming dApps are a topic of consequence. In this context, dApps are applications without a centralized server that are based on a blockchain. An analysis was made on the most exciting projects, identifying the advantages and limitations that come from
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7

Simpson, Victoria Louise. "Social change within the gaming industry : a sociological investigation." Thesis, Manchester Metropolitan University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.399854.

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8

Relvas, António Miguel da Silva Reis de Miranda. "The impact of cloud gaming in the videogame industry." Master's thesis, Instituto Superior de Economia e Gestão, 2021. http://hdl.handle.net/10400.5/23447.

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Mestrado Bolonha em Gestão de Sistemas de Informação<br>Cloud gaming is a concept that is becoming more and more common within the videogame industry. Through the use of cloud technology, players can enjoy their videogames through internet streaming of data from datacenters around the world without the need of owning a piece of very powerful hardware like in previous times. Not only this, but the price of entry is considerable smaller when comparing to the previous paradigm within the world of gaming. Despite these advantages, this concept has struggled to gain traction over the past few years
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9

Ancikevics, Zigmunds, and Nelly Chemutai Lagat. "Talent attraction in Swedish Gaming Industry : An exploratory study." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-388634.

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Researchers and practitioners have both acknowledged the importance of attracting the right employees. The study aims to explore and analyze how Swedish gaming start-ups attract talent. The authors investigated eight gaming companies based in Sweden, conducting semi-structured interviews with founding team or management team that were responsible for talent attraction in their respective companies. Study draws on theory of employer brand and examines how game development start-ups overcome their challenges in employee attraction context. Results of the research show that most gaming companies
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10

Lin, Guan Yn. "Globalization strategies of India pharmaceutical industry." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676654.

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11

Mahamud, Abdirahman, Abdimajid Khayre, and Paula Bergholm. "Management of project failures in the gaming industry : The normalization approach." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44190.

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In creative industries such as the gaming industry, the failure rate is typically higher in relation to many other industries. This is usually due to the constant need of innovation and the extreme competition in the industry of gaming. Firms in this industry take on multiple innovation projects, which inherently have a high rate of failure. Literature has previously stressed and focused on the importance of failure and how it can enhance learning that can be a crucial asset for any organization. However, failure brings along negative emotions that can slow down or block the learning process o
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12

Nasr, Maroun. "Gendered Game: Gender and gender imbalance in the gaming industry : How is the gender imbalance created and explained the Swedish Gaming firms?" Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279613.

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The low levels of gender diversity is an characteristic that is directly associated with the gaming industry. The gaming industry is multi-dollar business with huge influence on technological advancement and possesses a great power and influence over its users. It is in a position to shape how users view the world and how they interact with it. Studies within the field of gaming have previously showed that gaming can have a significant impact on children and adolescents’ behavior. Therefore, it becomes of great interest to examine how gender imbalance is created and how it is explained by the
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13

Cheng, Ho In. "An evaluation of the competitiveness of Macao's gaming industry within East Asia." Thesis, University of Macau, 2004. http://umaclib3.umac.mo/record=b1636700.

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14

De, Young Mikaela, William Lehmus, and Viktor Sundqvist. "Physical Distribution in a Digital World : A study of the gaming industry." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-19012.

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Purpose: The aim of this thesis is to explore the impact that increased availability of digital distribution has on physical distribution. The focus is on the effects that digital distribution has on the value creating processes of game developers with regard to distribution alternatives, strategic networks and consumer interaction. Additionally we examine if there is a future for physical distribution of games in an increasingly digital market. Background: It is estimated that only the online gaming market alone will turn over more than $13 billion in 2013. In terms of market potential this m
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15

Laha, Sidhartha Sankar. "A Study of India`s intra-industry trade." Thesis, University of North Bengal, 2007. http://hdl.handle.net/123456789/554.

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16

Mulkova, Karolina, and Melanie Meyer. "Customer Information in New Service Development : Case Study in the Swedish Gaming Industry." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326569.

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The power of digital technology serves developers of new services as an access funnel to the vast amount of customer behavioural information. The utilization of this information is forecasted to differentiate the winners from the losers in the market and benefit the new service development process. This study explores the phenomenon of customer information in new service development empirically by looking at the industry at the forefront, the gaming industry. By conducting three case studies with leading Swedish game developers, it challenges the previous research assumptions that acquired and
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17

Eriksson, Martin, and Tobias Ohlsson. "The Cargo Tray Industry in India – A Market Research." Thesis, Mälardalen University, School of Sustainable Development of Society and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-9939.

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<p><strong>Title:</strong> The Cargo Tray Industry in India – A Market Research</p><p><strong>Authors:</strong> Martin Eriksson and Tobias Ohlsson</p><p><strong>Supervisor:</strong> Cecilia Lindh</p><p><strong>University:</strong> University of MälardalenDepartment: School of Sustainable Development of Society and TechnologyCourse: Bachelor thesis in Business Administration, 15 credits</p><p><strong>Research question:</strong> Is the Indian cargo tray industry a promising place for Autoform to make futureinvestments?</p><p><strong>Target group:</strong> The primary target is Autoform. The seco
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18

Kumar, Vishal S. M. Massachusetts Institute of Technology. "Software industry in India : product and intellectual property focus." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/67561.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2011.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 103-105).<br>India has established itself well as a powerhouse of talent in Information Technology (IT)/Software services, indicated by its exports of USD 54.33 Billion in 2010. Established in 1980s by the late Mr. Rajiv Gandhi, Prime Minister of India at that time, the focus on education and IT has paid rich dividends for the next generation. While a lot
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19

Chi, Chen Lai. "The value chain in the Asian online gaming industry : a case study of Taiwan." Thesis, University of Westminster, 2009. https://westminsterresearch.westminster.ac.uk/item/90w54/the-value-chain-in-the-asian-online-gaming-industry-a-case-study-of-taiwan.

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This research examines the changing nature of the Asian online gaming industry and the position of Taiwan in the regional market. The evidence used was gathered through fieldwork conducted in Taiwan, Beijing and Shanghai from January to October in 2007. Firstly, it explores the situation from the perspective of political economy in order to understand the process of commodification, including production, marketing and distribution. The research establishes that the game industry operates within a highly competitive market requiring substantial investments. Since game production requires comple
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20

Maher, Mario, and Rahand Kader. "Using Online Communities and User-Generated Content for Innovative ProductDevelopment in the Gaming Industry." Thesis, KTH, Maskinkonstruktion (Avd.), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-256003.

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Information from users on the internet come in different forms and shapes, e.g. videos, content on social media, reviews and other interactive platforms where information can be shared. The information on these platforms have the potential of helping developers gain a deeper understanding about users’ behavior, problems and needs for the purpose of capturing value and implementing it to increase the chance of successful product development. This paper aims to explore the role of User-Generated Content in New Product Development and how User-Generated Content can be used from idea to prototype.
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21

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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22

Rosén, Jimmy. "Hyperdistribution and the future of copyright economics : A study of the contemporary Nordic Gaming industry." Thesis, Linköping University, Culture, Society and Media Production, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18648.

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<p>This interdisciplinary study shows that because of the changing demands from consumer caused by the growing influence of the internet and file-sharing the Nordic Gaming industry is going through an economic evolution. This result was derived by using qualitative questionnaires directed towards Gaming industry decision makers in the Nordic region combined with critical discourse analysis based on the methodology of Norman Fairclough, using theories of different characters to understand the field.</p><p>In this thesis the case of the Nordic Gaming industry is used to assert that because of ch
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23

Chio, Si Nga. "The effects of the booming gaming industry on Macao's public finance and future economic development." Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b2120002.

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24

Gandhi, Sunita. "The brick industry in India : energy use, tradition and development." Thesis, University of Cambridge, 1987. https://www.repository.cam.ac.uk/handle/1810/250896.

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25

Hoyt, Timothy D. "Military industry and regional defense policy : India, Iraq, and Israel /." London [u.a.] : Routledge, 2007. http://www.loc.gov/catdir/toc/ecip067/2006002171.html.

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26

Shelat, Uday H. (Uday Hiralal). "Industry, environment and people--formulating a resettlement policy in India." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/77327.

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27

Joshi, Abhir Anil. "Impacts of Leadership on TQM in Food Industry in India." TopSCHOLAR®, 2018. https://digitalcommons.wku.edu/theses/2072.

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To improve an organizations competitive edge, leadership has adopted a conventional and organized approach known as TQM to improve the quality of its products and services. Implementation of TQM varies from one organization to another. This study determined the various impacts of leadership on TQM in the food industry in India. The continuous decrement of India's economy has led organizations to hire nonskilled people who lack the basic knowledge of the process and thus do not work efficiently and thus ensuring failure of TQM. Another problem faced was the lack of a healthy management which en
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28

Brinker, Adam Parcell Joseph L. "Estimating India's soy protein consumption and exporting soy products to India." Diss., Columbia, Mo. : University of Missouri--Columbia, 2007. http://hdl.handle.net/10355/5084.

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The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Title from PDF of title page (University of Missouri--Columbia, viewed on September 10, 2009). Thesis advisor: Joseph Parcell. Includes bibliographical references.
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29

Kaushik, Bhaumik. "The emergence of the Bombay film industry : 1913-1936." Thesis, University of Oxford, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391049.

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30

Mikael, Svärd. "The Subscription Payment Model In The Games Industry." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292741.

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This thesis aims to examine the current state of business models among game developers and how subscription licensing between platforms and developers currently works. With this foundation the potential future impacts are discussed. The thesis accomplishes this by interviewing developers and using literature data from interviews, articles, and market research. The findings are that the business models of the gaming industry are diverse but that they are tied to the type of game they are implemented in, certain models work better on certain types of games and certain platforms. The agreements s
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31

Chagas, José Bernardo Fonseca Pólvora Trindade. "University student gambling consumption." Master's thesis, Instituto Superior de Economia e Gestão, 2007. http://hdl.handle.net/10400.5/12142.

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Mestrado em Marketing<br>The present research analysed gambling activity of college students from a consumer behaviour perspective in order assess their gambling behaviour. A questionnaire was administered to 216 college students from several courses in different universities in the city of Lisbon (Portugal). No significant differences were found between men and women in gambling activity , both for players and non-players in all the types of games analysed (lottery, bingo and casino). Even tough most students were infrequent gamblers, lottery playing was found to the most played form of gambl
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Sen, Samita. "Women and labour in late colonial India : the Bengal jute industry /." Cambridge : Cambridge university press, 1999. http://catalogue.bnf.fr/ark:/12148/cb37097970j.

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33

Nayak, Rahul P. "A study of outsourcing of premedia services to India by US companies /." Online version of thesis, 2009. http://hdl.handle.net/1850/9748.

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34

Venugopal, Sajith Petroleum Engineering Faculty of Engineering UNSW. "The economics of petroleum exploration and development in India." Awarded by:University of New South Wales. School of Petroleum Engineering, 2005. http://handle.unsw.edu.au/1959.4/23410.

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This thesis provides the background to and an analysis of the economics of exploring for and developing oil and gas discoveries in India. It is aimed at helping the oil and gas industry assess the financial attractiveness of investment in that country. The thesis describes the geography, climate, infrastructure, and energy market with an emphasis on how these affect upstream oil and gas industry investment. A detailed description and analysis is given of the petroleum production sharing contract (&quotPSC&quot) terms embodied in India's New Exploration Licensing Policy (&quotNELP&quot), and de
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35

Emiroglu, Ali Ulas. "A Comparative Analysis Of Software Industry Development Strategies: India, Ireland And Turkey." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12608668/index.pdf.

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This thesis emphasizes the importance of software industry within global perspective, in addition, aims to study the economic, social and structural dimensions of Indian, Irish and Turkish software industries. Because of coming from developing countries scale and attaining to significant software export achievements in global software industry, India and Ireland will be in center of this study. In this context, the determination of India and Ireland&rsquo<br>s industrial and national software strategies and the results and achievement evaluations in application case are accomplished. In conseq
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36

Srinivas, S. "Urban development and the information technology industry : a study of Bangalore, India." Thesis, University College London (University of London), 1997. http://discovery.ucl.ac.uk/1339570/.

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The focus of the study is the city of Bangalore, in India, which has over the years become a centre for high technology industries, and in the mid-i 990s was home to the largest number of Information Technology (IT) firms in India. This has earned it the title of the 'Silicon Valley of India'. The city's comparative advantage in the IT industry in India emanates from various factors, of which favourable government policy, high quality work force, and the availability of research laboratories are some of its crucial determinants. This research aims to understand the reasons for Bangalore's succ
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Nowak, Florence. "Regional music goes digital : challenges of the Garhwali music industry (North India)." Paris, EHESS, 2015. http://www.theses.fr/2015EHES0668.

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Ma thèse porte sur l'industrie musicale du Garhwal, une région himalayenne de l'Inde du Nord. Une importante production en dialecte local étiquetée « garhwali music » ou « garhwali geet » s'y est développée depuis les années 1950, d'abord sous forme de cassettes, puis de disques compacts et de clips vidéo ; mais après un développement important de la diffusion numérique dans les années 2000, la production semble à présent être entrée en crise. Concomitamment, la création de l'état d'Uttarakhand en 2001 a suscité la mise en place d'une politique culturelle régionale, tandis que la généralisatio
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Roy, Srabanti. "Changing trends of new wave cinema in India and the emergence of an "unconventional" Indian cinema in the early phase of the twenty-first century." Thesis, University of Wales Trinity Saint David, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.683056.

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39

Khan, Piyali Chandra. "Study on efficiency measurement of life insurance companies of India in the post reform era." Thesis, University of North Bengal, 2018. http://ir.nbu.ac.in/handle/123456789/2830.

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40

Lindt, Benjamin. "A Traditional Institutionsurviving in a Modern Setting?The Reinterpretation of Caste in the IndianIT Industry." Thesis, University of Canterbury. School of Social and Political Sciences, 2011. http://hdl.handle.net/10092/5807.

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This thesis aims to explore and understand the changes to the social institution of caste that arise from the ongoing modernisation of Indian society. The research setting is the IT industry in Bangalore and Hyderabad. As the Indian IT industry is the economic sector most exposed to globalised modernisation, it has come to represent a social milieu deemed particularly modern in India. The thesis discusses the social role of the IT industry in India; the rise of the new middle classes, and the specifics of the locality of Bangalore. It is argued that caste as a social institution systematically
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Batko, Michael. "Business Management Simulations - a detailed industry analysis as well as recommendations for the future." Serious Games Society, 2016. http://epub.wu.ac.at/5181/1/Batko_2016_IJSG_Business%2DManagement%2DSimulations.pdf.

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Being exposed to serious games showed that some simulations widely vary in quality and learning outcome. In order to get to the bottom of best practices a detailed review of business management simulation literature was conducted. Additionally, an industry analysis was performed, by interviewing 17 simulation companies, testing a range of full and demo games, and conducting secondary research. The findings from both research efforts were then collated and cross-referenced against each other in order to determine three things: firstly, the practices and features used by simulation companies tha
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Sareen, Eklavya. "The performance, regulation and reform of the power sector in India." Thesis, University of Oxford, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.285653.

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Mo, Chen Jia, and 陳家模. "Core Competence Of The Gaming Machine Industry." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/71542690051808886137.

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碩士<br>東海大學<br>管理碩士在職專班<br>99<br>For years, Penghu Island has been actively developing its tourism industry which includes gaming and gaming. The factors of location, climate, and soil quality have hindered the development of its agriculture, fishery, and local industries and resulted in a slow economy and reduced population. The tourism industry has not developed well enough despite its unique natural sceneries and local history; therefore, the local government placed hope on the gaming industry in wish to attract foreign investors. For the past two decades, putting effort to legalize off-shor
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Lee, Wei-Jer, and 李維哲. "Application of OTAKU Economic Theory at Gaming Industry." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/98s634.

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碩士<br>國立交通大學<br>管理學院管理科學學程<br>103<br>This study used "Consumption quantity - leisure consumption model"for explaning OTAKU Economic theory at gaming industry.In this paper, researcher selected events about 「unpaid leave」and 「unemployment 」which increase free time L and decrease constraint time N. Consumers will seek the most reasonable time, lower recreation cost and lower transportation cost P to get the maximum consumption C. Consumers use largest number of consumption to fill "non-voluntary" free time. Some consumers start "home leisure" consumption, and become “Home body” which we often h
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Chang, Chia-Ming, and 張家銘. "The Crisis and Opportunity of Taiwan Gaming Industry." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/09669877018524596640.

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碩士<br>國立中興大學<br>高階經理人碩士在職專班<br>103<br>From year 1990, manufacturing industry & high tech industry both take lead of the world, there were many market share No.1 accessories of PC industry. Meanwhile it was booming in PC on-line game biz as well. PC on-line gaming biz was a strong competitor to console gaming biz, due to PC DIY was very popular in Taiwan. In 1980, console gaming evolution started from Nintendo 8bit console to Sony playstation, Microsoft Xbox and PC on-line game in year 2000. Playing games was considered as not healthy entertainment and the society was always against TV or PC g
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Lee, Gengjhih, and 李耿誌. "An Analysis Of Business Cycle Of U.S. Gaming Industry." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/80049332665459334907.

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碩士<br>國立中正大學<br>財務金融研究所<br>99<br>This study applies a Markov switching model to analyze the business cycle of U.S. gaming industry using the quarterly data of total US casino and gaming revenue over the period from the third quarter in 1981 to the third quarter in 2009. The total casino and gaming revenue consists of total casino revenue and total revenue of gambling services. Test results show that the expected duration of low-growth state is 21.32 quarters and the expected duration of high-growth state is 6.32 quarters. Empirical result provides useful information for government tourism poli
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Yeh, Hui-ju, and 葉惠如. "Analysis of Global Gaming Industry: A Comparative Study of Casinos among Las Vegas, Atlantic City and Macau – Lessons for Gaming Industry in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/84fzsm.

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48

歐哲文. "The Relationship between the Regulations of Taiwan Gaming Arcade Business and the Management Developing of Gaming Industry." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/64853196567687693312.

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碩士<br>國立彰化師範大學<br>會計學系企業高階管理<br>100<br>This research mainly focuses on deliberating the relevance between the Electronic Game Arcade Business Regulation Act promulgated on February 3 in 1980 and the development of the electronic game machine industry. The act was pushed by the Ministry of Economic Affairs of the Department of Commerce with good intention. However, after the enactment of such act, many industry talents left the industry and over 50% of electronic game machine related enterprises had moved to China. Merely 5 to 10% of the amusement arcade operators survived and this directly le
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Chang, Chun-Hao, and 張峻豪. "Digital Gaming Industry System Change:The Case Study of Company A." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/6qbgjg.

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碩士<br>國立東華大學<br>國際企業學系<br>100<br>Every industry and enterprise, regardless of types and scales, establishes various systems (e.g. manufacturing management, marketing management, human resource management, research and development management and financial management) through which they can manage and regulate staff. Moreover, the quality and perfection of the said regulations are the key factors for most talents as to whether they should stay in or leave the enterprise. In other words, to become a sustainable operation that people would wish to become a part of, the enterprise should pay full a
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Chen, Jerry, and 鄭奕凱. "The Research of Key Success Factors on Wireless Gaming Industry." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/87050749468409326753.

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