Journal articles on the topic 'Genshi'
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Kim, Young Jin. "Theory of Sentient Being (Sattva) and Voluntarism in Taiken Kimura's On Primitive Buddhist Thought (Genshi bukkyō shisōron)." Korean Institute for Buddhist Studies 60 (February 28, 2024): 237–69. http://dx.doi.org/10.34275/kibs.2024.60.237.
Full textFILELIS-PAPADOPOULOS, CHRISTOS K., and GEORGE A. GRAVVANIS. "GENERIC APPROXIMATE SPARSE INVERSE MATRIX TECHNIQUES." International Journal of Computational Methods 11, no. 06 (2014): 1350084. http://dx.doi.org/10.1142/s0219876213500849.
Full textWang, Junmei, Wenqian Li, Sanjeev Kumar, et al. "Abstract 5947: Discovery of ACE-47228211, a highly potent and selective SOS1 inhibitor." Cancer Research 84, no. 6_Supplement (2024): 5947. http://dx.doi.org/10.1158/1538-7445.am2024-5947.
Full textKurniansyah, Daffa, Arifin Suryo Nugroho, and Ipong Jazimah. "Pengetahuan Sejarah Peradaban Dunia pada Game Genshin Impact." Proceedings Series on Social Sciences & Humanities 18 (September 23, 2024): 91–100. http://dx.doi.org/10.30595/pssh.v18i.1232.
Full textNathania, Gabriella Callista Firsty, and Fitri Aprilianty. "Effects Of Fan Activity And Views On Purchase Decision In The Genshin Impact Fanwork Market: a Literature Synthesis." Journal of Consumer Studies and Applied Marketing 1, no. 1 (2023): 21–27. http://dx.doi.org/10.58229/jcsam.v1i1.45.
Full textLevchin, A. M., A. A. Lebedenko, I. B. Ershova, and A. G. Rogovtsova. "Dynamics of indicators of the functional state of the body and working capacity in young schoolchildren with different school success." Medical Herald of the South of Russia 14, no. 4 (2023): 114–21. http://dx.doi.org/10.21886/2219-8075-2023-14-4-114-121.
Full textkumar, sanjeev, junmei wang, wenqian li, et al. "Abstract 1961: Discovery of a highly potent and brain penetrant fourth generation EGFR tyrosine kinase inhibitor." Cancer Research 84, no. 6_Supplement (2024): 1961. http://dx.doi.org/10.1158/1538-7445.am2024-1961.
Full textYu, Kuo-Long, Hongbin Yuan, Sanjeev Kumar, et al. "Abstract 6881: Discovery of ACE-232: a novel and highly potent non-steroidal CYP11A1 inhibitor." Cancer Research 85, no. 8_Supplement_1 (2025): 6881. https://doi.org/10.1158/1538-7445.am2025-6881.
Full textRahma Nuriyah, Rizka, Aqila Thahira Sisfiamuhsha, Indira Marja Aulia, and Fahriany. "Students' Perception of The Genshin Impact Game in Their Vocabulary Mastery and 21st-Century Skills." Jurnal Onoma: Pendidikan, Bahasa, dan Sastra 10, no. 1 (2024): 970–76. http://dx.doi.org/10.30605/onoma.v10i1.3278.
Full textXie, Hanbing. "Research on New Star of Anime Game Based on Genshin Impact's Success Factors and Potential Troubles." Advances in Economics, Management and Political Sciences 103, no. 1 (2024): 135–41. http://dx.doi.org/10.54254/2754-1169/103/20242379.
Full textShu, Yuxiang. "Case Study of Video Game Marketing under the Context of New Media: Taking "Genshin Impact" as an Example." Communications in Humanities Research 5, no. 1 (2023): 335–42. http://dx.doi.org/10.54254/2753-7064/5/20230299.
Full textAzizah, Indy Aulia, and Arie Rihardini Sundari. "Pengaruh Konformitas dan Regulasi Diri Terhadap Perilaku Impulsive Buying pada Pemain Genshin Impact." IKRA-ITH HUMANIORA : Jurnal Sosial dan Humaniora 9, no. 1 (2024): 83–92. http://dx.doi.org/10.37817/ikraith-humaniora.v9i1.4210.
Full textWidyawati, Nabila Ailsa. "Ungkapan Imperatif Terhadap Penggambaran Tokoh pada Game Genshin Impact." IZUMI 13, no. 2 (2025): 193–203. https://doi.org/10.14710/izumi.13.2.193-203.
Full textRen, Ran. "Research on the Reasons for the Success of Genshin Impact." Communications in Humanities Research 5, no. 1 (2023): 285–89. http://dx.doi.org/10.54254/2753-7064/5/20230281.
Full textSurya, Egar, Anang Muftiadi, and Arianis Chan. "PENGARUH CUSTOMER PERCEIVED VALUE TERHADAP REPURCHASE INTENTION DALAM GAME GENSHIN IMPACT." JURNAL LENTERA BISNIS 13, no. 2 (2024): 866. http://dx.doi.org/10.34127/jrlab.v13i2.1091.
Full textSudaryanto, Aris, Amsyar Raftan Oskash Ivaldy, Artiarini Kusuma Nurindiyani, and Mohamad Safrodin. "Pengujian UI / UX Game Genshin Impact Menggunakan Cognitive Walkthrough." Jurnal Teknologi Dan Sistem Informasi Bisnis 7, no. 2 (2025): 277–83. https://doi.org/10.47233/jteksis.v7i2.1925.
Full textAbdullah, Siti Noor Azilah, Nurain Noorjamri, Muhammad Aazeem Muhammad Pasupathy, Fasihah Raihani Abdul Rahman, and Rus Shafrena Sapee@Shafie. "Genshin Impact as a Language Learning Tool for ESL Learners’ Vocabulary Acquisition and Communication Skills in Malaysia." International Journal of Research and Innovation in Social Science IX, no. II (2025): 2206–15. https://doi.org/10.47772/ijriss.2025.9020176.
Full textWei, Yi, Wenming Li, Zehui Li, et al. "Abstract 4525: Discovery of a highly potent and selective PARP1 inhibitor with superior PK and safety profiles." Cancer Research 84, no. 6_Supplement (2024): 4525. http://dx.doi.org/10.1158/1538-7445.am2024-4525.
Full textPo, Michael, and Selfia Alke Mega. "Analisis Strategi Pemasaran Game Genshin Impact Pada Pasar Game Global Di Indonesia." Journal of Information System, Applied, Management, Accounting and Research 9, no. 2 (2025): 547. https://doi.org/10.52362/jisamar.v9i2.1604.
Full textArfani, Sabiq Ahsan, and Nita Kaniadewi. "The EFL Students’ Perceptions on the Use of Genshin Impact in Increasing Reading Skills." SALEE: Study of Applied Linguistics and English Education 6, no. 1 (2025): 55–69. https://doi.org/10.35961/salee.v6i1.1572.
Full textSEVENTILOFA, I. GUSTI NGURAH OCTOVA. "HOW GENSHIN IMPACT ONLINE GAME IMPACTS PLAYER’S ENGLISH SKILL." GANEC SWARA 16, no. 1 (2022): 1411. http://dx.doi.org/10.35327/gara.v16i1.281.
Full textZhang, Haoqi. "Research on the International Communication Effect of “Genshin Impact” on YouTube From the Perspective of Interaction Ritual Chain Theory." Transactions on Social Science, Education and Humanities Research 13 (September 26, 2024): 155–61. http://dx.doi.org/10.62051/0d8esf45.
Full textYusof, Yusrin Bin, Antok Supriyanto, and Januar Wibowo. "The Influence of Free Trial Experience and Aesthetic Design on Buying Interest Genshin Impact Game Products." GREENOMIKA 5, no. 2 (2023): 145–53. http://dx.doi.org/10.55732/unu.gnk.2023.05.2.4.
Full textAllen, Norman. "The Unfolding Story: A Partnership to Uncover the Unique Potential of Every Child." Council Chronicle 25, no. 1 (2015): 26–28. http://dx.doi.org/10.58680/cc201527524.
Full textMaylintang, Andien, Wahyu Utamidewi, and Rastri Kusumaningrum. "Kecanduan Game Online Terhadap Konsumsi Pembelian Virtual Goods." Da'watuna: Journal of Communication and Islamic Broadcasting 4, no. 2 (2023): 646–54. http://dx.doi.org/10.47467/dawatuna.v4i2.4724.
Full textYang, Mengyun. "The Way of Game PV Overcomes Cultural and Market Differences for Cross-Cultural Dissemination: Taking the Game PVs of Genshin Impact as Examples." Communications in Humanities Research 46, no. 1 (2024): None. http://dx.doi.org/10.54254/2753-7064/46/20242284.
Full text-, Adella Kamala Sari, and Sri Haryati. "Akun Game Online Genshin Impact: Hak Kebendaan dan Legalitas sebagai Objek Jual Beli dalam Perspektif Hukum Positif Indonesia." Padjadjaran Law Review 11, no. 1 (2023): 40–52. http://dx.doi.org/10.56895/plr.v11i1.1259.
Full textCahyanti, Laudita. "Perlindungan Hak Ekonomi Fan-Artist Atas Fan-Art dan Fan Merchandise Genshin Impact Sebagai Karya Derivatif dalam Hukum Hak Cipta." Jurnal Ilmu Hukum, Humaniora dan Politik 4, no. 5 (2024): 1148–57. https://doi.org/10.38035/jihhp.v4i5.2166.
Full textRamadany, Ramadany, Muhammad Hasyim, and Sukma Sukma. "Roland Barthes’ Semiotics Analysis of Characters From Liyue in The Game Genshin Impact." Journal of Maobi 2, no. 1 (2024): 51. http://dx.doi.org/10.20961/maobi.v2i1.85101.
Full textHe, Qingyun, Xiaosi Li, and Xinhao Liu. "Nation and World: The Marketing Model of Internationalization of Local Brands –A case study of Genshin Impact." SHS Web of Conferences 185 (2024): 03006. http://dx.doi.org/10.1051/shsconf/202418503006.
Full textLindfors, Judith. "A Conversation with Anne Haas Dyson and Celia Genishi, NCTE’s 2015 Outstanding Educators of the Year." Language Arts 93, no. 2 (2015): 147–53. http://dx.doi.org/10.58680/la201527560.
Full textClavijo, Milagro Martín. "L’umorismo sovversivo di Eva in paradiso." Zbornik radova Filozofskog fakulteta u Splitu, no. 13 (2020): 3–18. http://dx.doi.org/10.38003/zrffs.13.9.
Full textNomura, Tsunemichi. "Honen's Tribulations and Genchi." JOURNAL OF INDIAN AND BUDDHIST STUDIES (INDOGAKU BUKKYOGAKU KENKYU) 33, no. 2 (1985): 658–61. http://dx.doi.org/10.4259/ibk.33.658.
Full textLi, Wenqian, Bin Liu, Junmei Wang, et al. "Abstract 1968: Discovery of a highly potent and selective FGFR2 inhibitor for FGFR2-driven cancers." Cancer Research 84, no. 6_Supplement (2024): 1968. http://dx.doi.org/10.1158/1538-7445.am2024-1968.
Full textTimofeeva, Marta Nikolaevna, and Alina Artemovna Fedyurko. "Naming of characters in computer game discourse as a factor in the development of translingualism and transculturality in the world (based on the material of the game Genshin Impact)." Litera, no. 9 (September 2024): 142–52. http://dx.doi.org/10.25136/2409-8698.2024.9.71758.
Full textReynaldo, Kevin, and Imam Salehudin. "Influence of Character Image to Word-of-Mouth Through Gamer Satisfaction of Impulse Spending in the Genshin Impact Mobile Game." Journal of Games, Game Art, and Gamification 9, no. 1 (2024): 1–10. http://dx.doi.org/10.21512/jggag.v9i1.10538.
Full textPonkin, Igor Vladislavovich. "Conclusion on the computer game “Genshin Impact”." Voprosy kul'turologii (Issues of Cultural Studies), no. 3 (March 27, 2023): 226–35. http://dx.doi.org/10.33920/nik-01-2303-05.
Full textClemente, Crisdeniele H., and Bryan R. Realgo. "Social Opportunities and Digitalized Communication of Genshin Impact Players." Integrated Journal for Research in Arts and Humanities 4, no. 2 (2024): 49–51. http://dx.doi.org/10.55544/ijrah.4.2.7.
Full textAzizah, Nur, and Silih Warni. "The Effect Chat Feature on Genshin Impact Online Game on ESL Communication Skills." Edunesia: Jurnal Ilmiah Pendidikan 5, no. 1 (2023): 159–71. http://dx.doi.org/10.51276/edu.v5i1.641.
Full textArva Itqiya Dahlan and Rakhmaditya Dewi Noorrizki. "Perilaku Konsumtif dalam Komunitas Game Genshin Impact." Flourishing Journal 3, no. 12 (2023): 518–25. http://dx.doi.org/10.17977/um070v3i122023p518-525.
Full textKabanova, I. A., V. P. Chicherin, N. V. Terekhova, and L. V. Grebneva. "Effective means of physical education of students in self-isolation conditions." Physical Culture Sport Tourism Motor Recreation 8, no. 4 (2023): 39–46. http://dx.doi.org/10.47475/2500-0365-2023-8-4-39-46.
Full textWang, Xingwei. "Chinese Games and Cultural Dissemination: A Case Study of Genshin Impact." Communications in Humanities Research 8, no. 1 (2023): 19–30. http://dx.doi.org/10.54254/2753-7064/8/20230947.
Full textNabil Aqib. "THE IMPACTS OF DIEGETIC STRATEGIES ON THE LOCALIZATION QUALITY OF GENSHIN IMPACTS' ACHIEVEMENT FEATURES." CrossOver 4, no. 1 (2024): 1–22. http://dx.doi.org/10.22515/crossover.v4i1.8898.
Full textMuhammad Fadhli and Erik Setiawan. "Representasi Tokoh Muslim pada Game Genshin Impact." Bandung Conference Series: Communication Management 4, no. 2 (2024): 485–95. http://dx.doi.org/10.29313/bcscm.v4i2.13495.
Full textJaya, Sava Irhab Atma, and Junta Zeniarja. "Sentiment Analysis of Genshin Impact on X: Mental Health Implications Using TF-IDF and Support Vector Machine." sinkron 8, no. 3 (2024): 1589–99. http://dx.doi.org/10.33395/sinkron.v8i3.13716.
Full textTRUBNIKOVA, NADEZHDA N., and IGOR V. GORENKO. "CHOOSE YOUR PARADISE. THE LIFE AND DEATH OF MONK GENSHIN IN SETSUWA TALES." Study of Religion, no. 1 (2021): 64–81. http://dx.doi.org/10.22250/2072-8662.2021.1.64-81.
Full textTang, Feiyu. "Research on the Application of Emotional Design in Character Shaping of Genshin Impact." Communications in Humanities Research 7, no. 1 (2023): 15–21. http://dx.doi.org/10.54254/2753-7064/7/20230729.
Full textAdriana Azhar Sularjo, Marcella Calisya Howard, Esther Ewitrawati, Natania Edelynn Fidelia Allen, Celine Christie, and Evan Raditya Pratomo6. "Dampak Penggambaran Region Sumeru dari Genshin Impact yang Kurang Mempresentasikan Budaya Timur Tengah pada Masyarakat." IKONIK : Jurnal Seni dan Desain 6, no. 02 (2024): 107–13. http://dx.doi.org/10.51804/ijsd.v6i02.16681.
Full textKe, Zhong. "Marketing of games--Take Genshin Impact for example." BCP Business & Management 38 (March 2, 2023): 2442–48. http://dx.doi.org/10.54691/bcpbm.v38i.4118.
Full textZhou, Yangkun. "The Integration of Two-dimensional Culture and Local Culture: A Case Study of the Global Sensation “Genshin Impact”." Transactions on Social Science, Education and Humanities Research 5 (April 1, 2024): 204–11. http://dx.doi.org/10.62051/w3kd0102.
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