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Journal articles on the topic 'Gaming Industry in India'

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1

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.

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2

Singh, 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.

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The paper offers an in-depth examination of the burgeoning domain of fantasy gaming in India, encompassing its multifaceted dimensions of legal, regulatory, and technological paradigms. Fantasy gaming, an online platform enabling users to assemble virtual teams of real-life athletes across diverse sports, operates on the premise of skill-based predictions of player performance, thereby diverging from traditional sports betting. Despite its meteoric rise catalyzed by increased smartphone penetration and internet accessibility, the industry contends with a fragmented legal framework due to varie
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Dubey, 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.

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The objective of this research is to determine the status of the Indian Gaming industry in India, the platform on which it prevails the most, and the factors that affect the growth of this Industry. To get answers to my objective, I carried out a sample survey with a sample size of 40. The data was collected unbiasedly from individuals of different age groups, however, on average the majority of the Indian gaming population, comprised of youth with ages between 21 to 23 years. The study also shows that the availability of smartphones at affordable price margins as well as the uproar of a massi
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Garima 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.

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The legal framework for online games in India is dynamic, although its evolution is still impeded by a lack of proper central or nationwide legislation. As the market introduces new games, the regulatory regime adjusts, but only at a place that lags behind the pace of growth of the industry. Online gaming in India may face the challenges of the evolving legal landscape but also offers ample opportunities. Since India is home to one of the world's largest online gaming markets, it is imperative that the current regulatory framework, which encompasses player safety and responsible gaming, be rev
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Chandrakant 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.

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E-sports are growing all over in India, with the significant help of fast broadband connection providers and large population under the age of 30. As readers we are not aware about the massive extension of E-sports worldwide, integrated with its distinctive attributes and rising Gaming industry. This paper tracks the trends, growth and issues regarding the E-sports Community in India and justifies the interest of youth in Game development or being an E-sport Athlete
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KUMAR, 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.

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7

Shandilya, 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.

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Abstract: This research paper explores the impact and concerns of online gaming, focusing on a survey based study conducted in Dhanbad, India. Online gaming has become a global phenomenon, captivating a diverse range of players and revolutionizing the entertainment industry. However, with its widespread popularity, various concerns have emerged regarding economic risks, online bullying, health issues, and ethical implications. The study conducted in Dhanbad provides insights into the involvement and addiction of the youth population in online gaming, along with the gender division within these
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Saprykin, 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.

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This review article explores the potential benefits of implementing the Capability Maturity Model Integration (CMMI) methodology in gaming industry companies. The work begins by describing the role of ISACA and the CMMI Institute in developing professional process management standards. The article examines the structure of CMMI and its application in the context of game development. Key stages of the CMMI audit in gaming companies are highlighted, from the initial assessment to post-audit activities, and a strategy for improving business processes is formulated, considering the industry's spec
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Chattopadhyay, 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.

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The case is about rethinking the business strategy in the gaming industry in India vis-à-vis the world. It discusses the start-up Virtual Infocom (Virtual Information & Communications) and how over the years it has grown into a formidable local and global player. The case is about revamping market strategy and the attributes therein, the prospects and the potential, and envisages to explore as to how the company should, if so, alter their business strategy to be a top brand reckoning in the industry. Virtual Infocom, primarily a training institute, is considering whether to develop games f
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Kalyani, 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.

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Gaming industry is a multi – million dollar industry worldwide it is growing rapidly even more then movies and music industry. Start from the Mario to the latest games in PC, Consoles or in Mobile phones there is a drastic change in graphics and animation. In this empirical research paper the researcher wants to explore the specific area of smartphones gamers and smart generation users of school & colleges due to availability of high end smartphones in different price range the gaming market is on the boom. The research paper has a series of questionnaire to find out the various aspects ab
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11

Akee, 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.

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The Indian Gaming Regulatory Act (IGRA), passed by the US Congress in 1988, was a watershed in the history of policymaking directed toward reservation-resident American Indians. IGRA set the stage for tribal government-owned gaming facilities. It also shaped how this new industry would develop and how tribal governments would invest gaming revenues. Since then, Indian gaming has approached commercial, state-licensed gaming in total revenues. Gaming operations have had a far-reaching and transformative effect on American Indian reservations and their economies. Specifically, Indian gaming has a
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12

Saprykin, 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.

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This review article explores the potential benefits of implementing the Capability Maturity Model Integration (CMMI) methodology in gaming industry companies. The work begins by describing the role of ISACA and the CMMI Institute in developing professional process management standards. The article examines the structure of CMMI and its application in the context of game development. Key stages of the CMMI audit in gaming companies are highlighted, from the initial assessment to post-audit activities, and a strategy for improving business processes is formulated, considering the industry's spec
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13

Suryawanshi, 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.

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Background Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, who enjoy it as a leisure activity. According to the World Health Organization, excessive indulgence in gaming can lead to gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder, which can affect their scholastic performance. Objective This study aimed to assess
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Bhattacharya, 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.

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Cyber space industry has made massive profit during this pandemic with everything going online along with the electronic industry in India , Today , Asia has the maximum population playing video gamers, the gaming industry is earning in billions , digital education , digital economy , work from home everything went online over night , which gave rise to cyber crime cases in India . India data is vulnerable and there is no cyber law which talks about privacy , more than 50% of the population lost their sensitive information online , there was cases of online job frauds and debit and credit frau
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15

McClatchey, 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.

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The recent explosive growth of the Indian gaming industry and judicial decisions analyzing a portion of the governing statute point to an inherent flaw in the mechanism provided by the Indian Gaming Regulatory Act (IGRA) for the establishment of off-reservation gaming enterprises. This Note argues for a reform of the so-called "after-acquired lands" provision of IGRA, which would remove the governor's concurrence requirement and place the decision to allow Indian gaming off-reservation into the negotiating process between states and tribes, as another term to be negotiated between sovereigns.
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16

Wilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.

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Though many video games scholars and journalists tend to train their sights on ‘big gaming’, there is a vibrant and varied sector of independent game design, production and distribution. Indie gaming is not a unitary field and, as well as producing a diverse range of games, indie designers occupy a range of positions vis-à-vis mainstream video gaming. Therefore, while this article gives examples of this diversity, it is by no means an exhaustive account. Industry watchers and events are together suggesting that low-cost, independent modes of production will become increasingly important and pr
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17

R.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.

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In this world of digitization, digital marketing is a vogue that is sweeping across the  whole  world.  The  trend  of  digital  marketing  is  growing  day  by  day  with  the concepts of Internet marketing that is turning into an important platform of digital marketing  along  with  the  electronic  gadgets  like  the  digital  billboards,  mobile, tablets and smart phones, gaming consoles, and many such gadgets that help in digital  marketing.  Flip  kart &n
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Gawade, 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.

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The Indian E-sports gaming industry is burgeoning, with a market value of nearly 2000 crores and rapid expansion. This growth primarily targets the younger generation's preference for high-priced online games that necessitate a sophisticated gaming setup. Introducing the Retro-Plus Portable Gaming Console, a compact pocket-sized device enabling players to enjoy classic 90s video games without the need for internet connectivity or elaborate configurations. Amidst the resurgence of retro gaming, we explore a cost-effective alternative by harnessing the power of Raspberry Pi boards equipped with
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19

Chakraborty, 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.

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The biggest tax reform since independence i.e., Goods and Services Tax (GST) has now become a part of Indian economy from 1st July, 2017. It is a comprehensive indirect tax on manufactures, sales and consumption of goods and services; thereby subsuming almost all other indirect taxes that were in existence throughout India before its implementation and also eliminating the cascading effects thereby. GST was introduced just after demonetisation in November, 2016 and has changed the whole scenario of indirect tax system in India. It aims at boosting overall growth of Indian economy by integratin
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20

Dahiya, 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.

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Digital marketing communication has affected consumer behaviour across product categories like books, music, fashion accessories, clothing, banking, online gaming, and so on. However, the automobile industry, despite being one of the largest digital spenders in India for past many years, has faced a dearth of academic studies. The objective of the research is to investigate the Indian car buyers’ decision to use digital marketing communication while buying a car using Decomposed Theory of Planned Behaviour model (DTPB). Data was collected from 801 actual and potential car buyers from Delhi. St
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Pawan, 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.

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The world is fast moving in terms of technology up gradation recently we have seen the up gradation in wireless connectivity of Internet from LTE to 4G and there has been talks to upgrade to 5G connectivity. Due to high speed connectivity there are many sectors and application who are getting befitted the best advantage of this technology changes is appreciated by the mobile industry whether the hardware or software [app market] is highly affected. Users are  experiencing fast and high speed data connectivity, in this paper the author is going to address the changes and impact of the high
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22

Kumar, 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.

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Fantasy sports platforms such as Dream11, Team11, MyCircle11, and RummyCircle have witnessed exponential growth in India, drawing strong engagement from young users. This paper explores the statistical trends, driving forces, behavioural patterns, and implications of fantasy sports participation among Indian youth. Using recent data and research, the study delves into the motivations, challenges, and prospects of this burgeoning industry. The rapid adoption of smartphones and affordable internet has enabled platforms to penetrate deeply into urban and semi-urban areas, attracting millions of y
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Washburn, 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.

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Obulesu 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.

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In the dynamic landscape of digital marketing, engaging the ever-evolving millennial demographic has become a paramount concern for businesses. This paper explores the potential of online gamified experiences to effectively connect with Indian millennials, leveraging insights from the dynamic landscape of consumer engagement and the burgeoning popularity of online gaming in India. Drawing upon a comprehensive review of literature encompassing studies on gamification, consumer behavior, and marketing strategies, this research investigates the preferences, behaviors, and characteristics that def
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Sanat 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.

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The rapid growth of the gaming industry, coupled with its reliance on intricate DNS infrastructure, has rendered it a significant target for cyberattacks, highlighting the need for sophisticated security methodologies. Passive DNS enumeration has emerged as a vital technique for identifying vulnerabilities while ensuring minimal disruption to live services. Nonetheless, the increasing number of passive DNS tools—each varying in data sources, functionalities, and limitations—poses a challenge for organizations aiming to identify the most effective solutions. This paper presents a systematic com
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Inwood, 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.

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The editor’s introduction discusses progress so far and possible future directions in the emerging field of Sinophone game studies, taken to mean the study of games – in this case, specifically video, computer, digital, or electronic games – in a Sinophone context, including mainland China and the broader Chinese-speaking world. Recent industry figures and news stories related to video gaming in the People’s Republic of China (PRC) paint a picture of continued expansion and growing global ambitions, albeit tempered by the regular introduction of fresh government regulations surrounding game co
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Shan, 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.

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Hazelight Studios, a Swedish indie game developer founded in 2014, has redefined success in the competitive gaming industry through its co-op-only titles, including A Way Out (2018), It Takes Two (2021), and Split Fiction (2025). This study examines Hazelights business model, development strategies, and their implications for small studios, emphasizing co-op gameplay, strategic partnerships with EA Originals, and player-centric practices. By analyzing Hazelights portfolio, which has sold over 34 million copies by 2025, the research explores how innovative design, publisher support, and avoidan
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Sungkono, 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.

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Wayang Kulit, Indonesia’s traditional shadow puppetry, has long been a cornerstone of the country’s artistic and cultural heritage. As digital entertainment evolves, its aesthetic, narrative, and symbolic elements have found new life in video game design, influencing both visual storytelling and interactive mechanics. This paper explores how Wayang Kulit’s stylized silhouettes, mythological themes, and moral dualities have been adapted into modern gaming, particularly within Indonesian indie game development and global game aesthetics. It examines case studies of games inspired by Wayang Kulit
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Ramadani, 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.

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Adventure games include some of the most popular genres in the gaming industry, with rich narrative arcs and interactive game play. In this research study, the 2D adventure game is designed and developed by using a game engine called Construct 3, which is an easy-to-use and powerful game development application. This study encompasses the design and execution of game mechanics, narrative and graphical elements to provide an immersive experience. We employed an iterative design methodology, which included game prototyping, testing and refinement. The project was assessed in regard to vitality b
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Velita, 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.

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<strong>Purpose:</strong> The entertainment industry (casually known as Show Business) is included in the tertiary sector of the economy and embraces fields so theater, films, fine arts, dance, music, television, radio, media, sports, cultural events, etc. This industry is continuously evolving with innovations and ideas for the industry. It is developing dynamically in terms of revenue and volumes employing creative and technical people. It witnessed explosive growth during post liberalization that led to internationalization and expansion of the market. This study explores the evolution, gro
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Simon, 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.

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Purpose This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models. Design/methodology/approach The paper is based on desk research, a review of literature and trade press and comments from experts and industry players. Findin
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Zhang, 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.

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Overcoming the resource constraints for the indie developers is the key to improve the development of indie game industry. Generative AI offers several advantages, such as substituting the manpower, enhancing efficiency and saving costs. The purpose of this review is to explore various sorts of AI, focusing on solving the shortage of resources that indie game producers may encounter, as well as some challenges the AI may bring to them. According to the literature review, currently generative AI can help producers fulfill the skill gap between ordinary people and experts, use Procedural Content
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Mangala, 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.

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This research paper explores the complex and multifaceted issue of gambling regulation in India. It begins by establishing the need and significance of gambling legislations, followed by a historical overview of gambling and its legislation during the periods of Ancient India, Mauryan Empire and British Rule. The paper then delves into the contemporary period, examining prohibitory, permissive, and regulatory legislations. A comprehensive cost-benefit analysis of the three types of legislations i.e. permissive legislation, regulatory legislation and prohibitory legislation is conducted to unde
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Dongare, 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.

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Mutual fund is an important and good source of investment options for investors. This source helps the investors in earning better returns compared to other source of investment. In India most of the people does not have the adequate knowledge on the subject of mutual fund. They feel that investment in mutual is unsafe and it’s like gambling. The lack of awareness and misunderstanding about mutual fund leads to low investment in this industry. There is a need to raise public awareness by enlightening people about the advantages of investing in mutual funds. This report Contains information on
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Salman, 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.

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Purpose Insurance is a modern risk-management tool. Although the idea is novel, its practice is not free of interest, uncertainty and elements of gambling. Takaful has been introduced as an alternative to modern insurance. India has an established insurance industry, and although the country has the second largest Muslim population in the world, takaful has not been introduced there. Moreover, no research has examined how internal forces affect policy-holders to buy new insurance products such as takaful in India. This study aims to examine whether internal factors influence individual insuran
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Lapin, 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.

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This work is devoted to the analysis of stages of formation and transformation of term «indie game». The aim of the work is an attempt to systematize the term «indie game» in the context of historical changes in its perception in the industrial field. Based on the analysis of information from open sources, periodization of the development of the indie segment and its characteristics at different stages is presented. Results of the study showed that at different stages of the development of gaming industry, the term «indie game» had different meanings. At the time of the industry's inception, a
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Yadav, 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.

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This piece of research work aims at understanding the preferred emerging media options used for marketing. In the Internet age many new methods used for product promotion and marketing. &quot;Desk research&quot; has been turned into &quot;online research&quot;, now in the online, market research has become possible. Many Indian companies are using digital marketing for competitive advantage. Social Media has quickly gained prominence as it provides people with the opportunity to communicate and share posts and topics. The development of information technology, followed by the advancement of di
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Li, 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.

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In the digital age characterized by technological advancements, video games have risen to prominence as a leading form of global entertainment. Beyond their primary role as a source of amusement, they have seamlessly integrated into various aspects of our lives, from social interactions and education to mental well-being. However, despite their widespread influence, there exists a noticeable void in comprehensive research that delves into the determinants of a game's success and the evolving trends that shape the industry. This study embarked on a journey to bridge this gap. Utilizing regressi
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Suman, Mawar. "Online Gaming Regulations in India." International Journal of Academic Research 11, no. 3 (2024): 152–63. https://doi.org/10.5281/zenodo.13983038.

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<strong>Abstract: </strong>India's online gaming business is booming expeditiously. As compared to global markets, Indian online gaming market is at a nascent stage but is among the fastest growing online gaming markets in the world. India, while having the world&rsquo;s second highest number of gamers, faces various challenges in the present world. The present article is a wholesome study on the online gaming regulation in India. The study begins with a brief recap of the origin of online gaming. This article also aims to examine various online gambling activities like online poker, casinos,
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Pan, 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.

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This article conducts a corpus-based critical discourse analysis of keywords and their translations in Macao’s gaming discourse, with an aim to explore the impact of translation on the construction of gaming discourse and the development of the gaming industry in Macao from 1999 to 2011, the first decade following the region’s sovereignty handover. The corpus consists of texts from 2000 to 2011 concerning three public sectors in Macao: local government, academia and the media. The study finds diachronic as well as synchronic changes in the distribution and translation of certain keywords in th
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Tsymlyakov, 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.

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The subject of this study is to conduct a survey aimed at assessing the functioning and development of the Chinese gaming industry under the restrictions imposed by the Chinese regulator on this industry. Accordingly, the object of this study is the gaming industry of mainland China. The gaze, within the framework of this research, is directed specifically at the Chinese gaming industry, insofar as it is the Chinese market, within the Asia-Pacific region, that is the largest both in terms of "money" and in terms of the number of game users – gamers. Nevertheless, the Chinese gaming industry is
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Jalihal, 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.

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The Gaming industry, which was once a small industry, has now become one of the fastest-growing industries in the world. With the development of internet technology, online gaming has become a way of entertainment and connecting among the young generation of the modern era. This review paper speaks about the cyber security required in gaming to protect players and gaming companies from potential losses from cyber attacks. By exploring different situations, this paper explores various and effective security measures for the gaming industry. This paper also discusses existing cyber security tech
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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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Zhou, 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.

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This study measured the magnitude of Covid-19’s impact on the casino gaming industry in Macau, analyzed the current Asian gaming market, and provided an overview of the industry outlook in the post-Covid era. Using the Time Series analysis techniques, statistically significant decreases in all sections of the industry have been identified and quantified. In addition, quarterly gaming revenue for the future three years were forecasted. Based on current market conditions and the results of data analyses, this study suggests that: 1) a more diversified tourism and gaming service portfolio is need
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Zhou, 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.

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Using the ARIMA time-series analysis technique, this study measured the impact China’s anti-corruption campaign had on Macau’s casino gaming industry and forecasted future gaming revenue. This study also analyzed current trends and proposed future strategies for the Macau tourism and gaming industry. The results suggest China’s anti-corruption campaign did not significantly affect Macau’s non-VIP gaming revenue. Instead, the campaign has triggered positive changes for Macau’s tourism and gaming industry by transforming it from an unbalanced development model relying solely on VIP business to a
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Yuan, 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.

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The markets for cloud gaming and online games are growing fast. Although the development opens up a lot of possibilities, making decisions in related fields demands a basic comprehension of the current state of networking technologies used in the gaming industry today. In this article, the functionalities, technical designs, and social impacts of network technologies on modern online gaming are introduced and discussed. To assess the current worth of online gaming technology, a SWOT analysis was conducted. Based on our extensive research into related subjects, we offered several forecasts rega
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Shrivastava, 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.

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Augmented Reality (AR) and Virtual Reality (VR) have revolutionized the gaming industry, delivering immersive experiences that transcend traditional gaming boundaries in recent years, AR and VR technologies have gained attention great, changing the way users interact with games. AR overlays digital objects into the real world, while VR is a fully immersive simulated environment. The fusion of this technology has changed gaming, providing players with unparalleled engagement, interactivity, and virtual reality.&#x0D; One of the most important impacts of AR and VR in gaming is to enhance the use
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Hagverdiyev, 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.

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This article examines the role of Big Data Analytics and Data Governance in the gaming industry. It shows how Big Data Analytics has changed game design and player interaction, focusing on trends and player preferences, especially in free-to-play games. The importance of Data Governance is stressed for handling data responsibly, focusing on challenges like data quality, security, and legal rules like GDPR. Examples from Ubisoft, SEGA, and Kolibri Games show these concepts in action. Metavibes is another example of research in field of Data Governance. The article also looks at how the gaming i
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Gunawan, 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.

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This aim of the study is describing the opportunities and challenges of developing the esports and gaming industry, as a qulitative analysis using secondary data. The analysis uses the SWOT method and then submits suggestions to address these opportunities and challenges as policy recommendations. The results are: (1) esports and the gaming industry are two different things, the realm of the gaming industry is very broad and difficult to identify only in the context of its relation to esports. (2) the challenges that exist are more related to the values ​​that are relatively shifting between g
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Semenov, 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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The article examines aspects of information relations in the field of establishing and regulating the ratings of the gaming industry. Gaming industry ratings are an important component of the gaming industry, without which no gaming product can enter the market. Accordingly, any game product must have its own rating and certain descriptors, which are a description of certain elements of the game. The study was based on the legislation of the United States of America, the Republic of Korea and the European Union as the most productive and extensive in legal science. Currently, ESRB and PEGI rat
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