Academic literature on the topic 'Online business games'
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Journal articles on the topic "Online business games"
Sharp, C. E., and M. Rowe. "Online games and e-business: Architecture for integrating business models and services into online games." IBM Systems Journal 45, no. 1 (2006): 161–79. http://dx.doi.org/10.1147/sj.451.0161.
Full textFoster, Bob, Fitriani Reyta, and Susan Purnama. "Relationship between Perceived Ease of Use, Perceived Usefulness and Motivation Opportunity Ability Theory in Online Gamers Know-How Exchange." International Journal of Business, Economics, and Social Development 2, no. 1 (February 4, 2021): 32–36. http://dx.doi.org/10.46336/ijbesd.v2i1.117.
Full textChew, Matthew M. "A Critical Cultural History of Online Games in China, 1995–2015." Games and Culture 14, no. 3 (August 11, 2016): 195–215. http://dx.doi.org/10.1177/1555412016661457.
Full textIndan, Robino, and Harri Kurniawan. "Dampak Menggunakan Game Online terhadap Kreativitas Berpikir." Jurnal KomtekInfo 8, no. 1 (January 19, 2021): 102–9. http://dx.doi.org/10.35134/komtekinfo.v8i1.104.
Full textKang, SeonJun, and Sang-Yong Tom Lee. "Korean Online Game's Platform Competition under Two-Sided Market Characteristic." Journal of Global Information Management 22, no. 4 (October 2014): 21–33. http://dx.doi.org/10.4018/jgim.2014100102.
Full textYeu, Minsun, Hee-Sook Yoon, Charles R. Taylor, and Doo-Hee Lee. "Are Banner Advertisements in Online Games Effective?" Journal of Advertising 42, no. 2-3 (April 3, 2013): 241–50. http://dx.doi.org/10.1080/00913367.2013.774604.
Full textRong, Ke, Qun Ren, and Xianwei Shi. "The determinants of network effects: Evidence from online games business ecosystems." Technological Forecasting and Social Change 134 (September 2018): 45–60. http://dx.doi.org/10.1016/j.techfore.2018.05.007.
Full textNae, Vlad, Radu Prodan, Alexandru Iosup, and Thomas Fahringer. "A new business model for massively multiplayer online games (abstracts only)." ACM SIGMETRICS Performance Evaluation Review 39, no. 3 (December 21, 2011): 17. http://dx.doi.org/10.1145/2160803.2160832.
Full textZulfiqar, Salman, Hamad A. Al-reshidi, Moteeb A. Al Moteri, Hafiz Muhammad Basit Feroz, Noraffandy Yahya, and Waleed Mugahed Al-Rahmi. "Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19." Sustainability 13, no. 4 (February 8, 2021): 1838. http://dx.doi.org/10.3390/su13041838.
Full textRahiem, Vikry Abdullah, and Charisma Asri Fitrananda. "Persepsi Gamers tentang Aktivitas Microtransactions di Virtual Goods Marketplace Itemku.com." CoverAge: Journal of Strategic Communication 11, no. 2 (March 17, 2021): 103–12. http://dx.doi.org/10.35814/coverage.v11i2.2018.
Full textDissertations / Theses on the topic "Online business games"
Andrivet, Sébastien. "Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39531.
Full textThis thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer life expectancy, two critical drivers for any subscription-based business model. MMOGs are a very complex product, with a massive level of interaction within the customer base - in fact those interactions constitute a significant part of the appeal. Thus, MMOGs combine aspects of particularly tough online community management, online customer service, and game design/content creation. To be successful, all of those elements need a fine understanding of the customer, their needs and their virtual 'life' and relationships within the game world. This thesis explores the usefulness of detailed, sophisticated interview to gain a fine understanding of customer needs and of the tools necessary to organize communication with, and among, customers. From this knowledge, it projects examples of strategic thrusts necessary to achieve or maintain leadership within this recent, but very powerful and lucrative, business model.
by Sébastien Andrivet.
M.B.A.
Bista, Sanat K. "Computational models of trust for cooperative evolution : reputation based game theoretic models of trust for cooperative evolution in online business games." Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4424.
Full textAlba, Begazo Nadia Alejandra, Pérez Santiago Alonzo Barrios, Angeles Olga Alexandra Blanco, Ruiz Angela Maria Ganoza, and Velasco Cristian Noe Huamantupa. "Plataforma web de rifas online: Rifus." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651771.
Full textCurrently, people suffer from problems when they want to acquire a good or service, whether due to problems with the availability of money, time or some other type of limitation. Also, by focusing this scene on the digital landscape, the variables described above could be added, adding distrust to the list. For this reason, this research paper proposes a new way of acquiring goods and services, in a novel way that aims to eliminate the previously required refusals. This initiative will be carried out by implementing a website called Rifus that digitizes, almost entirely, the raffle sale process. This initiative will be carried out by acquiring flashy products for the general public and a previously established amount of virtual tickets will be sold so that the user can participate to win the product of their choice. In order to know the attributes that the user values in acting in this environment, research that allows Rifus to be molded according to what users consider relevant is investigated. Some of these were the motivations that users have to participate in this type of society, the products for which they prefer to participate, among others. Finally, in order to know the viability of Rifus, different financial indicators will be used, such as the NPV and the IRR that support that it is profitable. In the same way, through the surveys and the results, the opinion of the interviewees on the business model was known and the value proposal was endorsed by them.
Trabajo de investigación
Bazan, Sanchez Andy Alí, Garcia Oscar Bernales, Arotinco Ines Odaliz Huauya, Espino Pedro Franco Leon, and Bonifaz Gerson Jose Palomino. "Proyecto Game Legend." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651772.
Full textThis research project consists of an online store of board games for people looking to get out of the routine and practice new forms of healthy and fun recreation, based on the research carried out in Metropolitan Lima, it was detected that some groups of people are looking for new ways to spend time with family or friends so many buy board games to have hours of healthy fun. Likewise, it was identified that many of these people have less and less time to carry out their daily activities or prefer to spend their time doing new activities and that is why they use or prefer delivery services when buying products through web pages or social networks. Finally, it was identified that many people go to the board games stores to acquire the products, however, many times they lose time in going to these places because of the traffic in Lima or the distance from their houses to the stores. Based on this, it was decided to create an online store for the exclusive sale of board games. To start the project of the online store called Game Legend, an industry analysis was made: customers and potential customers, suppliers in Lima, direct and indirect competition and other external factors such as substitute products. In addition, the following plans were developed: Strategic Plan, Operations Plan, Marketing Plan, Human Resources Plan and Corporate Social Responsibility and the Financial Plan. Which focus on the strategies necessary for the viability of this project.
Trabajo de investigación
Grundy, David. "An empirical investigation into the drivers of re-subscription in massively multiplayer online games : a commitment trust theory approach." Thesis, Northumbria University, 2010. http://nrl.northumbria.ac.uk/3754/.
Full textFigueira, Bruno Filipe Tavares. "Perspetivas do comércio eletrónico na vertente dos serviços on-line." Master's thesis, Instituto Superior de Economia e Gestão, 2015. http://hdl.handle.net/10400.5/11147.
Full textCom a crescente importância e uso da internet nos dias de hoje, é fulcral as empresas acompanharem esse rumo e aderirem a plataformas que possibilitem o comércio eletrónico, sob pena de, se não o fizerem, ser muito complicado subsistir num mundo que está a ficar cada vez mais global, onde o outro lado do mundo está à distância de um "click". Como tal, o comércio eletrónico deve ser visto como uma oportunidade para o negócio crescer e não o contrário, pois permite acompanhar as necessidades dos consumidores, através das tecnologias mais atuais e ter um feedback muito mais rápido face ao comércio tradicional. Este tipo de comércio permite também ao cliente eliminar algumas barreiras entre o produtor/fornecedor e o cliente final, servindo de certo modo para uma desintermediação do ciclo do produto. Dentro da vertente dos serviços on-line foram testadas quatro hipóteses sobre a aceitação e as vicissitudes dos jogos on-line. Foi pertinente entender se o efeito de rede, a utilidade esperada, o divertimento esperado e o enquadramento social são fatores relevantes no que diz respeito à adoção dos jogos on-line, através da realização de questionários e respetiva análise. Como tal, foi realizado um levantamento dos modelos de negócios existentes no mercado dos jogos em particular, e de que modo é feito o relacionamento dos jogadores consoante os diferentes tipos de jogos existentes. Os resultados obtidos indicam que o efeito de rede, bem como o divertimento esperado são fatores essenciais no que diz respeito à escolha de um jogo on-line.
With the importance and use of the internet growing nowadays, it is crucial for the companies to follow that growing path and join the platforms that enables e-commerce, otherwise it can be very complicated to survive as a company in a world that is becoming increasingly global, where the other side of the world is just a "click" away. Therefore, e-commerce should be seen as an opportunity to increase the company performance and not the opposite, it gives the advantage to be aware of consumer's needs through the latest technologies and access to an earlier feedback compared to the traditional trade. This type of commerce allows the client to obliterate some barriers between the manufacturer/supplier and the final consumer, playing the role of disintermediation of the product cycle. In online services perspective, were tested four hypotheses about the acceptance and the vicissitudes of online games. It became relevant to study if the network effect, the expected utility, the expected hedonism and social environment were main factors regarding online games adoption, through surveys and their analysis. Therefore, it became imperative to study the business models, in particular the online game market, and how the players related according to the different types of games. The results show that the network effects as well as the expected hedonism are essential factors regarding the online game choice.
Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.
Full textRen, Qun. "Market share competition in the Chinese online game industry." Thesis, Bournemouth University, 2010. http://eprints.bournemouth.ac.uk/17505/.
Full textZackariasson, Peter. "World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game." Doctoral thesis, Umeå : Umeå School of Business, Umeå University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1134.
Full textO'Regan, Ryan Timothy. "A Look at the Game Theory of Online Auctions: The Choice Between End-Time Formats on Yahoo! Auctions." Thesis, Boston College, 2005. http://hdl.handle.net/2345/406.
Full textOnline auctions have many different formats. Each of these affect the ways in which users bid strategically. One example of this is the end-time format. Some sites, like eBay, use a hard close, under which there is a strict end-time and the highest bidder at that time wins. Others, like Amazon, have an extended end-time format. It has been shown that these differences do, in fact, appear to change how bidders behave. This paper uses data obtained from Yahoo! Auctions, where both formats are used, to examine the impact these differences have on the final price of an auction
Thesis (BA) — Boston College, 2005
Submitted to: Boston College. College of Arts and Sciences
Discipline: Economics Honors Program
Books on the topic "Online business games"
Williams, Dimitri, and Adam S. Kahn. Games, Online and off. Edited by William H. Dutton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199589074.013.0010.
Full textRadoff, Jon. Game On: Energize Your Business with Social Media Games. Wiley & Sons, Incorporated, John, 2011.
Find full textRadoff, Jon. Game On: Energize Your Business with Social Media Games. Wiley & Sons, Incorporated, John, 2011.
Find full textSynthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2006.
Find full textSynthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2005.
Find full textInternet Spaceships Are Serious Business: An EVE Online Reader. Univ Of Minnesota Press, 2016.
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Find full textWagner, Andrew. Economics Behind the Design of an Online Video Game: A Gamer's Introduction to Economic Thinking. Business Expert Press, 2020.
Find full textBook chapters on the topic "Online business games"
Ho, Shu-Chun, and Yu-Chung Tu. "The Investigation of Online Reviews of Mobile Games." In Lecture Notes in Business Information Processing, 130–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29873-8_13.
Full textLi, Meijuan, and Biying Ma. "Research on Factors Affecting the Imported Online Games in China." In Eurasian Studies in Business and Economics, 467–78. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-40375-1_31.
Full textLaato, Samuli, Sonja M. Hyrynsalmi, and Mauri Paloheimo. "Online Multiplayer Games for Crowdsourcing the Development of Digital Assets." In Lecture Notes in Business Information Processing, 387–401. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33742-1_31.
Full textHavazík, Ondřej, Petra Pavlíčková, and Josef Pavlíček. "Agile Game in Online Environment." In Lecture Notes in Business Information Processing, 17–25. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79022-6_2.
Full textHe, Xiang, Li Li, Hua Zhang, and Xingzhen Zhu. "Social Media or Website? Research on Online Advertising Type Based on Evolutionary Game." In Lecture Notes in Business Information Processing, 89–102. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-67781-7_9.
Full textRodrigues, Ricardo Gouveia, Paulo Gonçalves Pinheiro, and José Barbosa. "Online Playability." In Handbook of Research on Serious Games as Educational, Business and Research Tools, 391–421. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch021.
Full text"Business Models and Corporate Strategy." In Innovation and Strategy of Online Games, 33–60. PUBLISHED BY IMPERIAL COLLEGE PRESS AND DISTRIBUTED BY WORLD SCIENTIFIC PUBLISHING CO., 2009. http://dx.doi.org/10.1142/9781848163577_0002.
Full textDickenson, Virginia L. "Games, Gamification, and eSports Intersections Within Digital and Online Learning." In Advances in E-Business Research, 128–48. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7300-6.ch007.
Full textGuest, Jon, and Matthew Olczak. "Delivering games in a remote online teaching environment." In Games, Simulations and Playful Learning in Business Education, 78–87. Edward Elgar Publishing, 2021. http://dx.doi.org/10.4337/9781800372702.00014.
Full textMartins, Hélder Fanha. "The Use of a Business Simulation Game in a Management Course." In Handbook of Research on Serious Games as Educational, Business and Research Tools, 693–707. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch035.
Full textConference papers on the topic "Online business games"
Haziri, Fortesa, Lulzim Shabani, and Miloslava Chovancova. "Customer game experience impact on gamification and online purchasing." In Contemporary Issues in Business, Management and Economics Engineering. Vilnius Gediminas Technical University, 2019. http://dx.doi.org/10.3846/cibmee.2019.078.
Full textNae, Vlad, Radu Prodan, Alexandru Iosup, and Thomas Fahringer. "A new business model for massively multiplayer online games." In Proceeding of the second joint WOSP/SIPEW international conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1958746.1958785.
Full text"Impact Analysis of Different Types of Online Games Webcast on the Originality of Game Graphics." In 2018 International Conference on Economics, Finance, Business, and Development. Francis Academic Press, 2018. http://dx.doi.org/10.25236/icefbd.18.087.
Full textSee-To, Eric Wing Kuen, and J. Christopher Westland. "Incentivizing Mobile-Online Games with Electronic Cash Services." In 2010 Ninth International Conference on Mobile Business and 2010 Ninth Global Mobility Roundtable (ICMB-GMR). IEEE, 2010. http://dx.doi.org/10.1109/icmb-gmr.2010.36.
Full textAnggraeni, Adilla, and Kevin Jonathan. "Exploring Factors Affecting Intention to Purchase Virtual Goods in Online Games." In ICEBA 2021: 2021 7th International Conference on E-Business and Applications. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3457640.3457652.
Full textWijanarko, Aldo, and Aswin Dewanto Hadisumarto. "Online Video Games as Distribution Channel for Retail Brand Voucher." In ICEEG 2020: 2020 The 4th International Conference on E-commerce, E-Business and E-Government. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3409929.3409931.
Full textDaping, Wang, Wang Lin, Zhang Junhua, Meng Hong, and Guo Xin. "The Impact of Online Games on the Network Teaching Interaction Design." In 2012 11th International Symposium on Distributed Computing and Applications to Business, Engineering & Science. IEEE, 2012. http://dx.doi.org/10.1109/dcabes.2012.74.
Full textKim, J. B. (Joo Baek), and Edward Watson. "Flow in Business Simulation Games: Comparison between Online and Face-to-Face MBA." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.004.
Full textRiivari, Elina, Tommi Auvinen, and Juhani Merilehto. "HR scenario game: Learning human resource management in a virtual environment." In Seventh International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/head21.2021.13064.
Full textGutwirth, Uwe. "The development of two online business games “Fish Market” and “The Merchant of Venice”." In 2012 International Conference on Interactive Mobile and Computer Aided Learning (IMCL). IEEE, 2012. http://dx.doi.org/10.1109/imcl.2012.6396458.
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