Journal articles on the topic 'Online and mobile'
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Mulyani, Ulfa, and Wahidah Fitriani. "Emosi Remaja Kecanduan Game Online Mobile Legends." JCOSE Jurnal Bimbingan dan Konseling 5, no. 1 (2022): 29–35. http://dx.doi.org/10.24905/jcose.v5i1.114.
Full textSha, Nadia, and Shariq Mohammad. "Virtual banking and online business." Banks and Bank Systems 12, no. 1 (2017): 75–81. http://dx.doi.org/10.21511/bbs.12(1).2017.09.
Full textVetter, Ron. "Print, Mobile, and Online." Computer 44, no. 1 (2011): 9–11. http://dx.doi.org/10.1109/mc.2011.23.
Full textS, Anagha, and Anupama Sundar D. "Factors Influencing Player Loyalty in Online Mobile Games." International Journal of Science and Research (IJSR) 11, no. 6 (2022): 1720–28. http://dx.doi.org/10.21275/sr22315104738.
Full textAwerbuch, Baruch, and David Peleg. "Online tracking of mobile users." Journal of the ACM 42, no. 5 (1995): 1021–58. http://dx.doi.org/10.1145/210118.210132.
Full textRicky, Michael Yoseph. "Aplikasi Online Mobile Repository System." ComTech: Computer, Mathematics and Engineering Applications 2, no. 2 (2011): 798. http://dx.doi.org/10.21512/comtech.v2i2.2829.
Full textPläsken, Cornelia. "Mobiler Internetzugang und mobile Internetnutzung europäischer Heranwachsender." merz | medien + erziehung 58, no. 1 (2014): 3–4. https://doi.org/10.21240/merz/2014.1.3.
Full textPramesty, Brigietta Irna. "Diskriminasi pada Pemain Game Online Perempuan." Jurnal Audience 4, no. 02 (2021): 234–48. http://dx.doi.org/10.33633/ja.v4i2.4498.
Full textPramesty, Brigietta Irna. "Diskriminasi pada Pemain Game Online Perempuan." Jurnal Audience 4, no. 02 (2021): 234–48. http://dx.doi.org/10.33633/ja.v4i2.4498.
Full textPutri, Riska Cahaya Snindya, Budiyono Budiyono, and Wawan Kokotiasa. "Dampak Game Online Mobile Legends terhadap Perilaku Remaja." Antropocene : Jurnal Penelitian Ilmu Humaniora 1, no. 1 (2021): 1–7. http://dx.doi.org/10.56393/antropocene.v1i1.16.
Full textLiao, Shu-hsien, and Wei-Lun Chiu. "Investigating the Behaviors of Mobile Games and Online Streaming Users for Online Marketing Recommendations." International Journal of Online Marketing 11, no. 1 (2021): 39–61. http://dx.doi.org/10.4018/ijom.2021010103.
Full textYakub Buruja Karim, Maura Novandi, Aldin Ramadhani, and Jihad Lukis Panjawa. "Faktor Pendorong Mahasiswa Bermain Game Online Mobile." Bandung Conference Series: Journalism 3, no. 3 (2023): 388–96. http://dx.doi.org/10.29313/bcsj.v3i3.9652.
Full textSuci Afiani, Asri, Irfan Zinat Achmad, Resty Gustiawati, and Dhika Bayu Mahardhika. "Pengaruh Game Online Mobile Legend Terhadap Kesehatan Mental Peserta Didik." Jurnal Porkes 5, no. 2 (2022): 391–405. http://dx.doi.org/10.29408/porkes.v5i2.6110.
Full textLiao, Shu-Hsien, and Chu-Hung Ho. "Mobile Payment and Mobile Application (App) Behavior for Online Recommendations." Journal of Organizational and End User Computing 33, no. 6 (2021): 1–26. http://dx.doi.org/10.4018/joeuc.20211101.oa2.
Full textSlack, Frances, and Jennifer Rowley. "Online kiosks: the alternative to mobile technologies for mobile users." Internet Research 12, no. 3 (2002): 248–57. http://dx.doi.org/10.1108/10662240210430928.
Full textTantoni, Ahmad, Mohammad Taufan Asri Zaen, and Khairul Imtihan. "ANALISIS KEBUTUHAN KECEPATAN BANDWIDTH GAME ONLINE (Free fire, Mobile Legends, Pubg mobile)." Jurnal Informatika dan Rekayasa Elektronik 2, no. 2 (2019): 81. http://dx.doi.org/10.36595/jire.v2i2.122.
Full textFeldkord, Björn, Till Knollmann, and Friedhelm Meyer auf der Heide. "Online facility location with mobile facilities." Theoretical Computer Science 907 (March 2022): 45–61. http://dx.doi.org/10.1016/j.tcs.2022.01.019.
Full textPutranto, Agus. "Perancangan Forum Diskusi Mobile Online Learning." ComTech: Computer, Mathematics and Engineering Applications 3, no. 2 (2012): 860. http://dx.doi.org/10.21512/comtech.v3i2.2315.
Full textNapa Sae-Bae and Nasir Memon. "Online Signature Verification on Mobile Devices." IEEE Transactions on Information Forensics and Security 9, no. 6 (2014): 933–47. http://dx.doi.org/10.1109/tifs.2014.2316472.
Full textRoszczewska, Katarzyna, and Ewa Niewiadomska-Szynkiewicz. "Online Signature Biometrics for Mobile Devices." Sensors 24, no. 11 (2024): 3524. http://dx.doi.org/10.3390/s24113524.
Full textXu, Tingting, Zhu Xiaoning, Rui Yan, and Jiaqin Yang. "Online Promotion of Mobile Banking Activities." International Journal of Mobile Communications 19, no. 1 (2021): 1. http://dx.doi.org/10.1504/ijmc.2021.10031866.
Full textAwerbuch, Baruch, and David Peleg. "Concurrent online tracking of mobile users." ACM SIGCOMM Computer Communication Review 21, no. 4 (1991): 221–33. http://dx.doi.org/10.1145/115994.116013.
Full textYu, Hui Beom, and Jung Hwan Sung. "Content Characteristics of Mobile-linked Online Games and Linkage Model for MMOPRG-based Mobile Online Games." International Journal of Multimedia and Ubiquitous Engineering 10, no. 5 (2015): 323–30. http://dx.doi.org/10.14257/ijmue.2015.10.5.30.
Full textLalitha, V., and J. K. Periasamy. "Mobile based secured student online exam system." International Journal of Engineering & Technology 7, no. 1.7 (2018): 118. http://dx.doi.org/10.14419/ijet.v7i1.7.9588.
Full textP, Sivakumar, and Kanaga Sri R. "Pros and Cons of M-Commerce." Shanlax International Journal of Commerce 6, S1 (2018): 133–34. https://doi.org/10.5281/zenodo.1461460.
Full textBei, Wang, Su Yitong, and Li Zeyu. "The Influence of Loneliness on The Mobile Phone Addiction of Contemporary College Students: The Mediating Role of Online Social Support." Journal of Psychology & Behavior Research 3, no. 1 (2021): p1. http://dx.doi.org/10.22158/jpbr.v3n1p1.
Full textSreeramana, Aithal. "Bometric Authenticated Security Solution to Online Financial Transactions." International Journal of Management, IT and Engineering (IJMIE) 5, no. 7 (2017): 455–64. https://doi.org/10.5281/zenodo.268875.
Full textOyebola, Olafimihan Cecilia, and Atanda Luqman Ayanlola. "Using Mobile Devices To Support Online Collaborative Learning." Journal of Extension Systems 36, no. 1 (2020): 38–42. http://dx.doi.org/10.48165/jes.2020.36108.
Full textHelen, N. Perlas, and C. Ea Helmar. "THE LIVED EXPERIENCES OF THE MOBILE GAMERS." International Journal of Social Science and Humanities Research 11, no. 2 (2023): 188–94. https://doi.org/10.5281/zenodo.7924195.
Full textHaqi, Muhammad Misbahul. "APLIKASI MARKETPLACE SEMBAKO BERBASIS MOBILE MOBILE-BASED GROWTH MARKETPLACE APPLICATION." Jurnal Digital Teknologi Informasi 2, no. 2 (2019): 99. http://dx.doi.org/10.32502/digital.v2i2.2538.
Full textCao, Xiongfei, Lingling Yu, Zhiying Liu, Mingchuan Gong, and Luqman Adeel. "Understanding mobile payment users’ continuance intention: a trust transfer perspective." Internet Research 28, no. 2 (2018): 456–76. http://dx.doi.org/10.1108/intr-11-2016-0359.
Full textVilli, Mikko, and Janne Matikainen. "Mobile UDC: Online media content distribution among Finnish mobile Internet users." Mobile Media & Communication 3, no. 2 (2015): 214–29. http://dx.doi.org/10.1177/2050157914552156.
Full textSilaban, Pantas H., Andri Dayarana K. Silalahi, and Edgar Octoyuda. "Understanding consumers’ addiction to online mobile games and in apps purchase intention: Players stickiness as the mediation." Jurnal Manajemen dan Pemasaran Jasa 14, no. 2 (2021): 165–78. http://dx.doi.org/10.25105/jmpj.v14i2.9342.
Full textSholikhah, Fella Farikhatus, Triana Rejekiningsih, and Leo Agung Sutimin. "Online Platforms in Mobile Learning as Online Learning Media during the COVID-19 Pandemic." Teknodika 20, no. 1 (2022): 18. http://dx.doi.org/10.20961/teknodika.v20i1.55841.
Full textBernardy, Kathrin, Maren Töpper, Andreas Schwarzer, and Christiane Hermann. "Schmerztherapie online." PiD - Psychotherapie im Dialog 19, no. 04 (2018): 66–70. http://dx.doi.org/10.1055/a-0592-0387.
Full textXie, Liang, and Xi Fang. "Online Discrete Anchor Graph Hashing for Mobile Person Re-Identification." Journal of Advanced Transportation 2021 (December 21, 2021): 1–8. http://dx.doi.org/10.1155/2021/5038832.
Full textSreeramana, Aithal. "A Review on Advanced Security Solutions in Online Banking Models." International Journal of Scientific Research and Modern Education (IJSRME) ISSN (Online): 2455 – 5630 1, no. 1 (2016): 421–29. https://doi.org/10.5281/zenodo.160971.
Full textKustiyani, Ria. "Adiksi Game Online Mobile Legend Pada Anak." Jurnal Psikologi Terapan (JPT) 2, no. 1 (2021): 24. http://dx.doi.org/10.29103/jpt.v2i1.3627.
Full textMappeasse, Muhammad Yusuf, Firdaus Firdaus, and Fikri Asis. "PENGARUH PENGGUNAAN GAME ONLINE MOBILE LEGENDS TERHADAP LAMA STUDI MAHASISWA FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR." Jurnal Pendidikan dan Profesi Keguruan 3, no. 1 (2023): 27. http://dx.doi.org/10.59562/progresif.v3i1.47420.
Full textMawarni, Inggar Tri Agustin, and Aji Prasetya Wibawa. "Analisis Persepsi Pengguna terhadap Kualitas Layanan pada Aplikasi Mobile Transportasi Online." Inovbiz: Jurnal Inovasi Bisnis 8, no. 1 (2020): 23. http://dx.doi.org/10.35314/inovbiz.v8i1.1286.
Full textAl-Gasawneh, Jassim Ahmad, Abdullah Matar Al-Adama, Ra’d Almestrihif, Nawras M. Nusairat, Marhana Mohamed Anuar, and Abdalrazzaq Aloqool. "Mediator-moderator, innovation of mobile CRM, e-service convenience, online perceived behav-ioral control and reuse online shopping intention." International Journal of Data and Network Science 5, no. 4 (2021): 791–802. http://dx.doi.org/10.5267/j.ijdns.2021.7.001.
Full textZou, Xin. "Promoting Online Sales: Analysis of Consumers' Online Buying Behaviors." Advances in Economics, Management and Political Sciences 156, no. 1 (2025): 203–7. https://doi.org/10.54254/2754-1169/2025.20660.
Full textHou, Chun-Yin, Ru Rutherford, Hsi Chang, et al. "Children’s mobile-gaming preferences, online risks, and mental health." PLOS ONE 17, no. 12 (2022): e0278290. http://dx.doi.org/10.1371/journal.pone.0278290.
Full textRini, Faiza, Yelfiza Yelfiza, and Anggri Yulio Pernanda. "New Lms Mobile Framework Based on Multiplatform: A Literature Review of Mobile Lms Theory, Design and Implementation." INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND ANALYSIS 06, no. 06 (2023): 2557–63. http://dx.doi.org/10.47191/ijmra/v6-i6-54.
Full textK Shanthini, Jennefer. "Challenges and Opportunities for Online Learning in India." December 2022 1, no. 1 (2022): 122–31. http://dx.doi.org/10.36548/rrrj.2022.1.011.
Full textK Shanthini, Jennefer. "Challenges and Opportunities for Online Learning in India." December 2022 1, no. 1 (2022): 122–31. http://dx.doi.org/10.36548/rrrj.2023.1.011.
Full textMai, Thi Phuong. "Factors Affecting Students' Online Shopping Behavior on Mobile Applications - Case Studies at Universities in Hanoi City." Global Journal of Economic and Finance Research 02, no. 05 (2025): 354–58. https://doi.org/10.5281/zenodo.15542776.
Full textThanrada, Chunthanom, and Lei Qian. "Factors Affecting the Decision to Play Online Game via Mobile Phone." International Journal of Innovative Science and Research Technology (IJISRT) 9, no. 11 (2024): 2491–97. https://doi.org/10.5281/zenodo.14384733.
Full textTristiyanto, Tristiyanto, Syintia Dwi Nurrahmi, and Yunda Heningtyas. "STUDI MOBILE COMMERCE DI BANDAR LAMPUNG." Jurnal Pepadun 3, no. 1 (2022): 108–21. http://dx.doi.org/10.23960/pepadun.v3i1.98.
Full textLeng, Ziming. "A Study on Marketing Strategies for Mobile Online Games from the Perspective of Consumer Behavior." International Journal of Global Economics and Management 4, no. 1 (2024): 76–80. http://dx.doi.org/10.62051/ijgem.v4n1.12.
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