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.
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 textBenninghoff, Arnd. "Online-Games im Smart TV – Vom klassischen Medienunternehmen zur Entertainment-Plattform?" MedienWirtschaft 9, no. 3 (2012): 8–10. http://dx.doi.org/10.15358/1613-0669-2012-3-8.
Full textRobson, Karen, Mana Farshid, John Bredican, and Stephen Humphrey. "Making Sense of Online Consumer Reviews: A Methodology." International Journal of Market Research 55, no. 4 (July 2013): 521–37. http://dx.doi.org/10.2501/ijmr-2013-046.
Full textBang, Jounghae, Yoonho Cho, and Min Sun Kim. "Getting Business Insights through Clustering Online Behaviors." Modelling and Simulation in Engineering 2015 (2015): 1–8. http://dx.doi.org/10.1155/2015/914314.
Full textTriantoro, Tamilla, Ram Gopal, Raquel Benbunan-Fich, and Guido Lang. "Personality and games: enhancing online surveys through gamification." Information Technology and Management 21, no. 3 (April 17, 2020): 169–78. http://dx.doi.org/10.1007/s10799-020-00314-4.
Full textSoon Cheng, Chuah, and Keshminder Singh Jit Singh. "Active Learning In Business Analytics Course Through Educational Games." Jurnal Intelek 15, no. 2 (July 28, 2020): 33–47. http://dx.doi.org/10.24191/ji.v15i2.301.
Full textBeltagui, Ahmad, Thomas Schmidt, Marina Candi, and Deborah Lynn Roberts. "Overcoming the monetization challenge in freemium online games." Industrial Management & Data Systems 119, no. 6 (July 8, 2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.
Full textMedeni, Tunç D., Kazunori Miyata, and Mustafa Sağsan. "Learning to Reflect in Online Fantasy Role-Playing Games." Bilgi Dünyası 10, no. 2 (October 31, 2009): 139–62. http://dx.doi.org/10.15612/bd.2009.273.
Full textWu, Chi-Cheng, Ying-Ju Chen, and Yung-Jan Cho. "Nested Network Effects in Online Free Games with Accessory Selling." Journal of Interactive Marketing 27, no. 3 (August 2013): 158–71. http://dx.doi.org/10.1016/j.intmar.2013.04.001.
Full textFanjul-Peyró, Carlos, Cristina González-Oñate, and Pedro-Jesús Peña-Hernández. "eGamers’ influence in brand advertising strategies. A comparative study between Spain and Korea." Comunicar 27, no. 58 (January 1, 2019): 105–14. http://dx.doi.org/10.3916/c58-2019-10.
Full textHernández-Lara, Ana Beatriz, and Enric Serradell-López. "Student interactions in online discussion forums: their perception on learning with business simulation games." Behaviour & Information Technology 37, no. 4 (February 27, 2018): 419–29. http://dx.doi.org/10.1080/0144929x.2018.1441326.
Full textGong, Shiyang, Wanqin Wang, and Qian Li. "Marketing communication in the digital age: online ads, online WOM and mobile game adoptions." Nankai Business Review International 10, no. 3 (August 5, 2019): 382–407. http://dx.doi.org/10.1108/nbri-12-2018-0073.
Full textHassan, Lobna. "Governments Should Play Games." Simulation & Gaming 48, no. 2 (December 19, 2016): 249–67. http://dx.doi.org/10.1177/1046878116683581.
Full textAslan, Alper, Murat Coban, Turkan Karakus Yilmaz, and Yuksel Goktas. "The Native Symbols Engaging Turkish Players to Digital Games in a Playability Perspective." Simulation & Gaming 48, no. 4 (April 27, 2017): 480–97. http://dx.doi.org/10.1177/1046878117704684.
Full textFang, Kwoting, Yu‐Chih Lin, and Tung‐Lin Chuang. "Why do internet users play massively multiplayer online role‐playing games?" Management Decision 47, no. 8 (September 4, 2009): 1245–60. http://dx.doi.org/10.1108/00251740910984523.
Full textBauer, Johannes C., Marc Linzmajer, Liane Nagengast, Thomas Rudolph, and Elena D'Cruz. "Gamifying the digital shopping experience: games without monetary participation incentives increase customer satisfaction and loyalty." Journal of Service Management 31, no. 3 (May 4, 2020): 563–95. http://dx.doi.org/10.1108/josm-10-2018-0347.
Full textCvenček, Matteo. "Zabrana online igara na sreću kao posljedica poreznoga zakonodavstva." Zbornik Pravnog fakulteta Sveučilišta u Rijeci 41, no. 2 (2020): 653–64. http://dx.doi.org/10.30925/zpfsr.41.2.11.
Full textMoon, Junghoon, Md Dulal Hossain, G. Lawrence Sanders, Edward J. Garrity, and Sooran Jo. "Player Commitment to Massively Multiplayer Online Role-Playing Games (MMORPGs): An Integrated Model." International Journal of Electronic Commerce 17, no. 4 (July 2013): 7–38. http://dx.doi.org/10.2753/jec1086-4415170401.
Full textWicaksono, Bimo, and Fransiska Anita Subari. "GAMIFIKASI DAN KORELASINYA DENGAN MINAT MENGUNJUNGI ULANG PADA MARKETPLACE “X”." Jurnal Administrasi Bisnis 17, no. 1 (July 1, 2021): 101–14. http://dx.doi.org/10.26593/jab.v17i1.4726.101-114.
Full textMoore, Elizabeth S., and Victoria J. Rideout. "The Online Marketing of Food to Children: Is It Just Fun and Games?" Journal of Public Policy & Marketing 26, no. 2 (September 2007): 202–20. http://dx.doi.org/10.1509/jppm.26.2.202.
Full textKamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity." Simulation & Gaming 50, no. 5 (October 2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.
Full textHernández, Ana Beatriz, María Tatiana Gorjup, and Rosalía Cascón. "The role of the instructor in business games: a comparison of face-to-face and online instruction." International Journal of Training and Development 14, no. 3 (August 19, 2010): 169–79. http://dx.doi.org/10.1111/j.1468-2419.2010.00350.x.
Full textAlfahl, Husam. "Mobile Business Effects on Employees' Social Life." Journal of Management Research 13, no. 2 (February 18, 2021): 1. http://dx.doi.org/10.5296/jmr.v13i2.18303.
Full textZackariasson, Peter, Nils Wåhlin, and Timothy L. Wilson. "Virtual Identities and Market Segmentation in Marketing in and Through Massively Multiplayer Online Games (MMOGs)." Services Marketing Quarterly 31, no. 3 (June 25, 2010): 275–95. http://dx.doi.org/10.1080/15332969.2010.486689.
Full textMarinho, Mariana De Toledo, José De Souza Rodrigues, and Kátia Livia Zambon. "Distance learning for training business game tutors." Brazilian Journal of Operations & Production Management 14, no. 2 (July 23, 2017): 187. http://dx.doi.org/10.14488/bjopm.2017.v14.n2.a6.
Full textAnh Quang, Phan. "From Print Texts to Online Gaming: The Cross-Cultural History of Wuxia Fictions in Vietnam." SAGE Open 11, no. 2 (April 2021): 215824402110213. http://dx.doi.org/10.1177/21582440211021392.
Full textPratikto, Heri, Rizal Hanafiya, Muhammad Ashar, Muhammad Iqbal Akbar, and Yudi Tri Harsono. "Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 08 (April 23, 2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textLiu, Xuan, Savannah Wei Shi, Thales Teixeira, and Michel Wedel. "Video Content Marketing: The Making of Clips." Journal of Marketing 82, no. 4 (July 2018): 86–101. http://dx.doi.org/10.1509/jm.16.0048.
Full textSahlman, William A. "Leslie Berlin, Troublemakers: Silicon Valley's Coming of Age." Business History Review 92, no. 2 (2018): 343–53. http://dx.doi.org/10.1017/s0007680518000429.
Full textJiao, Yifan, Christopher S. Tang, and Jingqi Wang. "Selling Virtual Items in Free-to-Play Games: Transparent Selling vs. Opaque Selling." Service Science 13, no. 2 (June 2021): 53–76. http://dx.doi.org/10.1287/serv.2021.0271.
Full textWatanabe, Nicholas Masafumi, Ann Pegoraro, Grace Yan, and Stephen L. Shapiro. "Does rivalry matter? An analysis of sport consumer interest on social media." International Journal of Sports Marketing and Sponsorship 20, no. 4 (November 4, 2019): 646–65. http://dx.doi.org/10.1108/ijsms-07-2018-0070.
Full textDai, Xin, Pui-Sze Chow, Jin-Hui Zheng, and Chun-Hung Chiu. "Crowdsourcing New Product Design on the Web: An Analysis of Online Designer Platform Service." Mathematical Problems in Engineering 2013 (2013): 1–13. http://dx.doi.org/10.1155/2013/248170.
Full textToka, Laszlo, Akos Recse, Mate Cserep, and Robert Szabo. "On the Mediation Price War of 5G Providers." Electronics 9, no. 11 (November 12, 2020): 1901. http://dx.doi.org/10.3390/electronics9111901.
Full textKneer, Julia, Sanne Franken, and Sabine Reich. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs." Simulation & Gaming 50, no. 1 (January 30, 2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.
Full textSlootmaker, Aad, Hans Hummel, and Rob Koper. "Evaluating the Usability of Authoring Environments for Serious Games." Simulation & Gaming 48, no. 4 (April 24, 2017): 553–78. http://dx.doi.org/10.1177/1046878117705249.
Full textPuleston, Jon. "Online Research: Now & Next 2011 (Warc), Kings Fund, London, 1 March 2011." International Journal of Market Research 53, no. 4 (July 2011): 557–62. http://dx.doi.org/10.2501/ijmr-53-4-557-562.
Full textConstantiou, Ioanna, Morten Fosselius Legarth, and Kasper Birch Olsen. "What are users’ intentions towards real money trading in massively multiplayer online games?" Electronic Markets 22, no. 2 (November 16, 2011): 105–15. http://dx.doi.org/10.1007/s12525-011-0076-9.
Full textKappelides, Pam, Shane Barry, Eunjung Kim, Liz Fredline, and Graham Cuskelly. "Volunteer experiences at the Gold Coast 2018 Commonwealth Games." International Journal of Event and Festival Management 12, no. 3 (June 17, 2021): 331–45. http://dx.doi.org/10.1108/ijefm-11-2020-0069.
Full textRandolph, Adriane B., and Janée N. Burkhalter. "From General to Specific." International Journal of Business Intelligence Research 7, no. 2 (July 2016): 32–49. http://dx.doi.org/10.4018/ijbir.2016070103.
Full textLapidus, Larisa V., Lidia A. Sorokina, and Aleksandr O. Gostilovich. "Generation Z awareness of digital transformation technologies under a technological shift." Ars Administrandi (Искусство управления) 12, no. 4 (2020): 618–38. http://dx.doi.org/10.17072/2218-9173-2020-4-618-638.
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