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 (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 (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 (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 (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 (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 (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 (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 (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 textBista, 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 textBazan, 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 textGrundy, 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 textAhlstrom, 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 textBooks 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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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