Academic literature on the topic 'Online business games'

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Journal articles on the topic "Online business games"

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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.

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Foster, 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.

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Business needs to take advantage of Indonesian online gamers who are using online community to communicate and interact, when gamers share their reviews of game, for example, or when they post reviews of their purchases of virtual goods from online games. Using online community, gamers can do the trading with other members. The key is to share their experience with online games throughout the gamer’s journey.Players play an important role in the game market and have unique characteristics that respond differently to technology acceptance. In addition, a comprehensive review of the relevant lit
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Chew, 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.

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This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these d
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Indan, 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.

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Online games at this time are not just free time fillers but have entered the category of necessity, along with technological developments and easy access to the internet making online games an entertainment that must be owned by students, teenagers, and even parents. The thinking of most people online games has a negative impact, online game addiction can make someone antipathy to the real environment, but behind the negative impact, there are several positive impacts generated by online games, namely players will get fast and creative ways of thinking that can be obtained. from strategy game
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Kang, 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.

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While the growth of total game market size slowed down and the arcade game industry started to shrink, the online game market keeps increasing, attaining 26.5% annual growth rate for the early 2010's. Korea's online game business is especially popular, so that the size is about US$ 4 billion, which is 64.2% of Korea's total game industry. In 2013, Game market size and online game market size were estimated to be about US$ 9 billion and US$ 7 billion, respectively. From a standpoint of sales, the game market in Korea (US$ 4.95 billion) accounts for 5.8% of the world game market and almost one t
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Yeu, 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.

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Rong, 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.

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Nae, 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.

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Zulfiqar, 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.

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COVID-19 has disrupted educational institutes across the world. Teachers and students are now forced to teach and study online for an unidentified period, which severely hampers the learning capacity as well the student’s intention toward entrepreneurship. This study compared the impact of traditional teaching and teaching through online management simulation games on student learning performance and further leads to entrepreneurial intention. To further understand the desirability of business simulation games, we used the technology acceptance model (TAM) and extended it by employing knowledg
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Rahiem, 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.

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The growth of games as a fast growing industry in Indonesia has made online gaming business lines increasingly developed, so that a business market for buying and selling virtual goods (virtual items in games) is formed in several virtual goods marketplaces such as itemku.com. The formation of the business market on the virtual goods marketplace has created various perceptions to support their gaming activities. This study uses qualitative methods, observation techniques, in-depth interviews and documentation. The theory used is perception. This study will discuss how variables such as sensati
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Dissertations / Theses on the topic "Online business games"

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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.

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Thesis (M.B.A.)--Massachusetts Institute of Technology, Sloan School of Management, 2007.<br>This 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 pa
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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.

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Online services such as e-marketplaces, social networking sites, online gaming environments etc have grown in popularity in the recent years. These services represent situation where participants do not get to negotiate face to face before interaction and most of the time parties to transaction remain anonymous. It is thus necessary to have a system that rightly assesses trustworthiness of the other party in order to maintain quality assurance in such systems. Recent works on Trust and Reputation in online communities have focused on identifying probable defaulters, but less effort has been pu
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Alba, 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.

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En la actualidad los consumidores enfrentan problemáticas al adquirir un bien o servicio, ya sea por problemas con la disponibilidad de dinero, tiempo o algún otro tipo de limitante. Asimismo, al enfocar esta escena en el panorama digital, las variables antes descritas se mantienen, añadiendo la desconfianza a la lista. Por tal motivo, este trabajo de investigación plantea una nueva forma de adquirir bienes y servicios, de una manera novedosa que pretende eliminar las negativas mencionadas anteriormente. Esta iniciativa será llevada cabo mediante la implementación de una plataforma llamada Rif
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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.

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El presente proyecto de investigación consta de una tienda online de juegos de mesa para personas que buscan salir de la rutina y practicar nuevas formas de recreación sana y divertida, en base a la investigación realizada en Lima Metropolitana, se detectó que algunos grupos de personas buscan nuevas formas de pasar el tiempo en familia o con amigos por lo cual muchos compran juegos de mesa para tener horas de diversión sana. Asimismo, se identificó que muchas de estas personas tienen cada vez menos tiempo para desempeñar sus actividades diarias o prefieren invertir su tiempo realizando nuevas
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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/.

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This is a relationship marketing PhD which is examining, using Commitment Trust Theory, the customer decision to maintain subscribing to a massively multiplayer online game. This PhD is not an examination of initial purchase decision, but of the ongoing, post-purchase, customer retention. In keeping with the contextual nature of Commitment Trust Theory, this study examines the antecedents of the re-subscription decision and their effect on the key mediating variables of Commitment and Trust and modifies the framework to model the subscription based nature of the business situation and the cont
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Figueira, 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.

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Mestrado em Gestão de Sistemas de Informação<br>Com 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 t
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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.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marri
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Ren, Qun. "Market share competition in the Chinese online game industry." Thesis, Bournemouth University, 2010. http://eprints.bournemouth.ac.uk/17505/.

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This study investigates the impacts of pricing innovations and other non-pricing dimensions on the market share competition of dominant Chinese online game companies. The empirical context of my research is the strategic behaviour of online game operators (i.e. the companies who operate online games) in the Chinese online game market – the most active market in the world with strong network effects. According to the literature review, previous pricing studies have focused mainly on the evaluation of traditional pricing theories and their limited validity for the information economy. Velu (2005
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Zackariasson, 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.

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O'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.

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Thesis advisor: Hideo Konishi<br>Online 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 o
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Books on the topic "Online business games"

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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.

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This chapter, which discusses the evolution of innovative research on game playing in the household and online, such as in studies of massive multiplayer, three-dimensional Internet game environments, demonstrates the need for Internet Studies to deal with the ebbs and flows of the market and the rapid pace of technical change. The video game industry is one of the most profitable and dynamic industries in entertainment. Its future will possibly add a mix of social connectivity and continuing advances in technology as players seek each other as much as they seek games. Casual games are frequen
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Radoff, Jon. Game On: Energize Your Business with Social Media Games. Wiley & Sons, Incorporated, John, 2011.

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Radoff, Jon. Game On: Energize Your Business with Social Media Games. Wiley & Sons, Incorporated, John, 2011.

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Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2006.

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Synthetic Worlds: The Business and Culture of Online Games. University Of Chicago Press, 2005.

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Game On: Energize Your Business with Social Media Games. Wiley, 2011.

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Internet Spaceships Are Serious Business: An EVE Online Reader. Univ Of Minnesota Press, 2016.

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Speedlights & Elephants: Winning the Online Business Game. Ecademy Press, 2011.

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Wagner, Andrew. Economics Behind the Design of an Online Video Game: A Gamer's Introduction to Economic Thinking. Business Expert Press, 2020.

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Book chapters on the topic "Online business games"

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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.

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Li, 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.

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Laato, 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.

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Havazík, 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.

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He, 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.

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Rodrigues, 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.

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A growing phenomenon of increasingly high importance, online gaming generates some of the Internet’s most popular and profitable content and has also experienced exponential growth in recent years. The relevance of this issue and the relative lack of research available both consolidate the appropriateness of this theme. The social mechanism to MMOGs (Massively Multiplayer Online Games) is perceived as both key to their attractiveness and a factor of differentiation in their success with corresponding attention to how game design can enhance this facet. Thus, this research aims to understand how the social mechanism present in MMOGs takes precedent over the range of pre-defined player objectives and play a key role in this type of game. For this purpose, two interviews were applied to two different publics: first, fifteen interviews were held with fifteen players of the MMOG Travian, with the second an interview with the game’s management in order to gather information both from those playing and those providing the game. The interviews were then analyzed using content analysis. It was found that the social mechanism overrides the achievement of goals by players and that it is acknowledged, harnessed, and strengthened by the management as a key factor in the success of Travian.
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"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.

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Dickenson, 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.

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Games and gamification in the field of learning have become two featured topics of interest recently. While these two concepts have been around in different forms and fashion for decades, interest has reached a fever pitch in the last two decades. With the technological maturity of e-learning and the explosive popularity of online video games and eSports, exploring the application of these concepts is critically important, especially in the areas of intrinsic motivation, critical thinking, and problem-solving. Commercialization has resulted in the terms games and gamification being used interchangeably. The first step in moving forward with research into learning and the concepts of gaming and gamification is to distinguish these two terms, their impacts on learning, and to begin exploring appropriate and innovative applications in learning.
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Guest, 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.

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Martins, 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.

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This chapter reflects on the concept of educational simulations and games applied to business and aims at describing how a Web-based competitive management game has helped to achieve that. The authors discuss their objectives and those of the game and outline their reasons for choosing it. They describe the context at ISCAL and the game’s main features, showing how it is played over a semester. The authors consider, as online simulation facilitators of what is predominantly a student-led learning process, that the game helps students to gain a real feel for collaboration, managerial decision-making, and teamwork.
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Conference papers on the topic "Online business games"

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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.

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PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research revea
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Nae, 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.

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"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.

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See-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.

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Anggraeni, 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.

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Wijanarko, 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.

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Daping, 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.

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Kim, 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.

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Riivari, 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.

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This paper introduces a computer-based online scenario game that was developed to enhance the learning of human resource management (HRM) in an undergraduate course at a business school in Finland. What makes this game unique is that students played an important and active role in developing the game in collaboration with lecturers. Our findings show that the game enhances learning, interaction, and collaboration among students. We discuss how computer-based games and their development in collaboration with students can be used as a means for learning and improving working-life skills in highe
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Gutwirth, 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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