Journal articles on the topic 'Gaming Industry in India'
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Dey, Kushal. "An Analysis of Gaming Industry in India." International Journal of Science and Research (IJSR) 10, no. 5 (2021): 863–72. https://doi.org/10.21275/sr21520124120.
Full textSingh, Sahibpreet, and Aditya Talwar. "Freewheeling Fantasy Gaming in India." International Journal for Legal Research & Analysis 2, no. 7 (2024): 1–15. https://doi.org/10.5281/zenodo.12187387.
Full textDubey, Ayur, and Dr Amit Kumar. "Review on the online gaming industry in India." Journal of University of Shanghai for Science and Technology 23, no. 07 (2021): 1006–13. http://dx.doi.org/10.51201/jusst/21/07252.
Full textGarima Dhaka. "An Ellustrative Research on Challenges and Opportunities Faced Due To Evolving Legal Landscape of Online Gaming in India." Communications on Applied Nonlinear Analysis 32, no. 4s (2024): 332–43. https://doi.org/10.52783/cana.v32.2824.
Full textChandrakant Morye, Pranay, and Flavia Gonsalves. "Gaming And Esports in India." Journal of Big Data Technology and Business Analytics 1, no. 2 (2022): 18–24. http://dx.doi.org/10.46610/jbdtba.2022.v01i02.003.
Full textKUMAR, KHUSHI. "GROWTH TRENDS IN THE GAMING INDUSTRY OF INDIA ." International Journal of Social Science and Economic Research 6, no. 7 (2021): 2500–2510. http://dx.doi.org/10.46609/ijsser.2021.v06i07.033.
Full textShandilya, Gaurav Kumar. "Exploring the Impact and Concerns of Online Gaming: A Survey-Based Study of Dhanbad, India." International Journal for Research in Applied Science and Engineering Technology 11, no. 7 (2023): 574–81. http://dx.doi.org/10.22214/ijraset.2023.54712.
Full textSaprykin, Andrei. "Improving business process efficiency in gaming industry companies using the cmmi (capability maturity model integration) methodology." American Journal of Engineering and Technology 07, no. 01 (2025): 25–34. https://doi.org/10.37547/tajet/volume07issue01-05.
Full textChattopadhyay, Subrata, Subhajit Bhattacharya, and Arijit Bhattacharya. "Rethinking the Business Strategy in the Gaming Industry in India: The Case of Virtual Infocom." FIIB Business Review 7, no. 3 (2018): 176–83. http://dx.doi.org/10.1177/2319714518799423.
Full textKalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.
Full textAkee, Randall K. Q., Katherine A. Spilde, and Jonathan B. Taylor. "The Indian Gaming Regulatory Act and Its Effects on American Indian Economic Development." Journal of Economic Perspectives 29, no. 3 (2015): 185–208. http://dx.doi.org/10.1257/jep.29.3.185.
Full textSaprykin, Andrei. "Improving business process efficiency in gaming industry companies using the cmmi (capability maturity model integration) methodology." American Journal of Engineering and Technology 07, no. 01 (2025): 25–34. https://doi.org/10.37547/tajet/Volume07Issue01-05.
Full textSuryawanshi, Deodatt Madhav, Divya Rajaseharan, Raghuram Venugopal, Madhu Mathew, Anju Joy, and Ramchandra Goyal. "The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study." JMIR Medical Education 7, no. 3 (2021): e22235. http://dx.doi.org/10.2196/22235.
Full textBhattacharya, Sumanta, Bhavneet Kaur Sachdev, Arpan Kundu, and Khewan Bansal. "IMPACT OF CYBER LAW IN MODERN ERA WITH ADVANCEMENT IN TECHNOLOGY AND PROTECTION FROM RISING THREATS OF CYBER CRIMES IN OUR SOCIO ECONOMIC SECTOR." International Journal of Advanced Research 9, no. 09 (2021): 274–79. http://dx.doi.org/10.21474/ijar01/13404.
Full textMcClatchey, Brian. "A Whole New Game: Recognizing the Changing Complexion of Indian Gaming by Removing the "Governor's Veto" for Gaming on "After-Acquired Lands"." University of Michigan Journal of Law Reform, no. 37.4 (2004): 1227. http://dx.doi.org/10.36646/mjlr.37.4.whole.
Full textWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Full textR.Manikandan and Hussain S.Mohamed. "A Study on Impact Digital Marketing in Industry in India." Shanlax International Journal of Management 6, S1 (2018): 30–35. https://doi.org/10.5281/zenodo.1461255.
Full textGawade, Udayraj Sambhaji. "Retro-Plus Portable Gaming Console." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34880.
Full textChakraborty, Sudipta. "Impact and Challenges of GST in India with Reference to Media & Entertainment Sector – An Insight." Journal of University of Shanghai for Science and Technology 23, no. 08 (2021): 366–82. http://dx.doi.org/10.51201/jusst/21/08404.
Full textDahiya, Rekha, and Gayatri. "Investigating Indian Car Buyers’ Decision to Use Digital Marketing Communication: An Empirical Application of Decomposed TPB." Vision: The Journal of Business Perspective 21, no. 4 (2017): 385–96. http://dx.doi.org/10.1177/0972262917733175.
Full textPawan, Kalyani. "5 G Communication- A Study On The Impact Of High Speed Internet Connectivity In India With Special Focus On Education And Gaming Sector." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 6 (2017): 19–26. https://doi.org/10.5281/zenodo.1134251.
Full textKumar, Alok. "Fantasy Sports Participation among Indian Youth: Trends, Drivers, and Implications." International Journal of Multidisciplinary Research and Growth Evaluation 6, no. 2 (2025): 1022–28. https://doi.org/10.54660/.ijmrge.2025.6.2.1022-1028.
Full textWashburn, Kevin. "CASINO CITY'S INDIAN GAMING INDUSTRY REPORT, 2017 EDITION BY ALAN MEISTER, PHD." Gaming Law Review 21, no. 6 (2017): 461–63. http://dx.doi.org/10.1089/glr2.2017.2164.
Full textObulesu Varikunta and Mallanagari Saikanth Reddy. "Can Indian Millennials be engaged through online customer Gamified Experience." South Asian Journal of Engineering and Technology 14, no. 4 (2024): 31–39. http://dx.doi.org/10.26524/sajet.2024.14.17.
Full textSanat Talwar. "Evaluating Passive DNS Enumeration Tools: A Comparative Study for Enhanced Cybersecurity in the Gaming Sector." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 2478–91. https://doi.org/10.32628/cseit24106119.
Full textInwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Full textShan, Wenyue. "Hazelight Studios Game Business Model and Development Research." Advances in Economics, Management and Political Sciences 199, no. 1 (2025): 132–39. https://doi.org/10.54254/2754-1169/2025.bj25124.
Full textSungkono, Adi Permana. "Wayang Kulit Shadow Puppetry as an Influence on Indonesian Video Game Character Design." Art and Society 4, no. 2 (2025): 1–7. https://doi.org/10.56397/as.2025.02.01.
Full textRamadani, Dinda Putri, Praditya Oktanza Djaduk Wibisono, Prayitno, and Muhammad Ismail. "Development of an Adventure Game Using Construct 3: The Lost: Roux's Escape." Media Journal of General Computer Science 2, no. 1 (2025): 28–47. https://doi.org/10.62205/mjgcs.v2i1.98.
Full textVelita, Sibon Lobo, and Shivshankar Bhat K. "An Analysis of Indian Entertainment Industry – Past, Present, and Future." International Journal of Management, Technology, and Social Sciences (IJMTS) 6, no. 2 (2021): 88–99. https://doi.org/10.5281/zenodo.5506217.
Full textSimon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no. 5 (2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.
Full textZhang, Wentan. "Research on the Role of AI in Overcoming Resource Constraints in the Field of Indie Game." Applied and Computational Engineering 165, no. 1 (2025): 49–55. https://doi.org/10.54254/2755-2721/2025.ld24515.
Full textMangala, Satyam. "Regulation Of Gambling in India: A Way Forward in The Direction of Responsible and Sustainable Gambling." GNLU Journal for Law and Economics VII, no. II (2024): 81–102. https://doi.org/10.69893/gjle.2024.000069.
Full textDongare, Vaibhav, and Megha Bhoagwar. "Review Paper- “COMPARATIVE STUDY OF MUTUAL FUNDS IN INDIA REGARDS TO FINSAARTHI LEARNING SOLUTIONS”." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 01 (2024): 1–10. http://dx.doi.org/10.55041/ijsrem27953.
Full textSalman, Syed Ahmed, Hafiz Majdi Ab. Rashid, and Sheila Nu Nu Htay. "The impact of internal forces on acceptance of takaful by insurance policy-holders in India." Journal of Islamic Accounting and Business Research 9, no. 5 (2018): 673–86. http://dx.doi.org/10.1108/jiabr-03-2016-0027.
Full textLapin, Daniil Andreevich, and Anastasia Alekseevna Margasova. "The Evolution of the Term «Indie Game»: From Class to Genre." Communications. Media. Design 9, no. 4 (2024): 116–33. https://doi.org/10.17323/cmd.2024.22675.
Full textYadav, Ajay Kumar. "Digital Advertising, Internet Advertising, Online Marketing, Web Advertising, Online Advertising, Internet Marketing, Web Marketing." International Journal For Academic Research and Development 3, no. 1 (2021): 21–37. https://doi.org/10.5281/zenodo.6640636.
Full textLi, Ouwen, and Ruishen Guo. "The Popularity Puzzle: A Deep Dive into Video Game Success Factors." Advances in Economics, Management and Political Sciences 81, no. 1 (2024): 105–14. http://dx.doi.org/10.54254/2754-1169/81/20241402.
Full textSuman, Mawar. "Online Gaming Regulations in India." International Journal of Academic Research 11, no. 3 (2024): 152–63. https://doi.org/10.5281/zenodo.13983038.
Full textPan, Hanting, and Meifang Zhang. "Translating for a healthier gaming industry." Culture and Society 5, no. 2 (2016): 163–80. http://dx.doi.org/10.1075/ts.5.2.01pan.
Full textTsymlyakov, Aleksei Maksimovich. "Analysis of the Impact of the System Restrictions Imposed by the Chinese Regulator on the Key Performance Indicators of the Chinese Gaming Industry." Теоретическая и прикладная экономика, no. 1 (January 2024): 39–52. http://dx.doi.org/10.25136/2409-8647.2024.1.70010.
Full textJalihal, Shreyas. "Importance of Cyber Security in Gaming Industry: A Review." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34116.
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 textZhou, Fanli, Thomas Schrier, and Tianshu Zheng. "Covid-19 And Its After-Effects On Macau’s Gaming Industry." International Journal of Business & Management Studies 03, no. 12 (2022): 44–52. http://dx.doi.org/10.56734/ijbms.v3n12a3.
Full textZhou, Fanli, Tianshu Zheng, Thomas Schrier, and John Farrish. "Examining the Impact of China’s Corruption Crackdown: A Forecast for Macau’s Tourism and Gaming Industry." Tourism and Hospitality 3, no. 3 (2022): 752–64. http://dx.doi.org/10.3390/tourhosp3030046.
Full textYuan, Victor. "Networking technologies in online gaming: Current status and future development." Applied and Computational Engineering 6, no. 1 (2023): 938–46. http://dx.doi.org/10.54254/2755-2721/6/20230962.
Full textShrivastava, Dhiraj, and Rakesh Sharma. "AR AND VR IN THE GAMING INDUSTRY." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 11, no. 1 (2020): 1085–89. http://dx.doi.org/10.61841/turcomat.v11i1.14405.
Full textHagverdiyev, Farid G. "DATA GOVERNANCE IN GAMING INDUSTRY." Problems of Information Technology 15, no. 1 (2024): 44–51. http://dx.doi.org/10.25045/jpit.v15.i1.06.
Full textGunawan, Achmad, Ahmad Hidayatullah, and Abdurrahim Hidayat. "Pengembangan E-Sport dan Industri Gaming Menggunakan Analisis SWOT." Jurnal Syntax Transformation 2, no. 4 (2021): 409–21. http://dx.doi.org/10.46799/jst.v2i4.266.
Full textSemenov, Nikolai. "LEGAL ASPECTS OF INFORMATION RELATIONS IN THE FIELD OF ESTABLISHMENT AND REGULATION OF RATINGS OF THE GAMING INDUSTRY." Alatoo Academic Studies 2021, no. 4 (2021): 229–41. http://dx.doi.org/10.17015/aas.2021.214.28.
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