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1

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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Benninghoff, 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.

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Arnd Benninghoff ist Chief Digital Officer im Vorstandsbereich Digital & Adjacent der ProSiebenSat.1 Group. Benninghoff verantwortet insbesondere die Weiterentwicklung des Digital-Geschäfts, strategische Wachstumsthemen und Business Development im Online-Business. Der Fokus liegt dabei auf den Themenfeldern Video, Mobile, Games und neuen digitalen Plattformen. Außerdem ist Benninghoff Geschäftsführer von Seven Ventures, dem Venture-Arm der ProSiebenSat.1 Group.
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Robson, Karen, Mana Farshid, John Bredican, and Stephen Humphrey. "Making Sense of Online Consumer Reviews: A Methodology." International Journal of Market Research 55, no. 4 (2013): 521–37. http://dx.doi.org/10.2501/ijmr-2013-046.

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Online consumer reviews have become an increasingly important source of information for both consumers (i.e. about whether to buy) and marketers (i.e. about product strengths and weaknesses). However, online consumer reviews are unstructured and unsystematic in nature, making interpretation of these reviews an enormous challenge. The current paper sheds light on a particular methodology that can be used to investigate what consumers say about companies, brands or products. Consumer reviews of the four best-selling games available on Apple's App Store were compiled. Leximancer, a content analys
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Bang, 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.

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This study aimed to explore the online users’ behaviors. Since the Internet was introduced to the market, the various and frequent online activities have increased, and it becomes more important for the businesses to understand the online users. Therefore this study analyzed the online users’ behaviors and segmented the users by usingK-means clustering method using actual clickstream data. There were four different research questions and, thus, four different sets of segmentations. It was found that many people find much of entertaining from online using SNS, games, and so on. In addition, som
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Triantoro, Tamilla, Ram Gopal, Raquel Benbunan-Fich, and Guido Lang. "Personality and games: enhancing online surveys through gamification." Information Technology and Management 21, no. 3 (2020): 169–78. http://dx.doi.org/10.1007/s10799-020-00314-4.

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Soon Cheng, Chuah, and Keshminder Singh Jit Singh. "Active Learning In Business Analytics Course Through Educational Games." Jurnal Intelek 15, no. 2 (2020): 33–47. http://dx.doi.org/10.24191/ji.v15i2.301.

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The challenge for business analytics course is that it requires students to revisit prior statistical knowledge and have a basic understanding of Microsoft Excel in order to master this course. Educational games have the potential to address the above-mentioned challenge since games are regarded as an effective tool to help learners master certain concepts, reinforce development and skills. This paper explores the difficulties faced by lecturers when engaging students in assessments related to business analytics and how they can use educational games to promote active learning in the classroom
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Beltagui, Ahmad, Thomas Schmidt, Marina Candi, and Deborah Lynn Roberts. "Overcoming the monetization challenge in freemium online games." Industrial Management & Data Systems 119, no. 6 (2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.

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Purpose Online games based on a freemium business model face the monetization challenge. The purpose of this paper is to examine how players’ achievement orientation, social orientation and sense of community contribute to willingness to pay (WtP). Design/methodology/approach A multi-method study of an online game community is used. Interviews and participant observation are used to develop an understanding of social and achievement orientations followed by the development of hypotheses that are tested using survey data. Findings The findings indicate that a sense of community is positively re
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Medeni, Tunç D., Kazunori Miyata, and Mustafa Sağsan. "Learning to Reflect in Online Fantasy Role-Playing Games." Bilgi Dünyası 10, no. 2 (2009): 139–62. http://dx.doi.org/10.15612/bd.2009.273.

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The online role-playing games and their virtual communities, which are free and run by volunteers, attract much attention from business and academics, although studies on smaller gaming communities are still limited. One of these small online fantasy roleplaying communities, the world of Wold, is researched, using participant observation and Internet interviewing techniques within an e-research framework. After providing background information about the research, the paper then presents the conceptual framework, which consists of three main parts: (1) use of asynchronous communication tools fo
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Wu, 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 (2013): 158–71. http://dx.doi.org/10.1016/j.intmar.2013.04.001.

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Fanjul-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 (2019): 105–14. http://dx.doi.org/10.3916/c58-2019-10.

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The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the online video game world are. To do this, the players (eGamers) answered a 60 question survey that addressed issues such as playful habits, the viewing of advertisements in games, the purchase of advertised items and advertising in competitions. Korean and
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Hernández-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 (2018): 419–29. http://dx.doi.org/10.1080/0144929x.2018.1441326.

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Gong, 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 (2019): 382–407. http://dx.doi.org/10.1108/nbri-12-2018-0073.

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Purpose This study aims to explore the interdependent impacts of online word-of-mouth (WOM) and online ads on digital product adoptions, as well as their dynamic changes throughout the product life cycle. Design/methodology/approach This study adopted an empirical approach by using a unique data set of five mobile games launched between 2012 and 2014 provided by Renren Games Ltd. in China. Findings The results indicated that advertising generally has a positive impact on WOM. During the product life cycle, the influence on volume and variance gradually decreases, whereas the impact on valence
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Hassan, Lobna. "Governments Should Play Games." Simulation & Gaming 48, no. 2 (2016): 249–67. http://dx.doi.org/10.1177/1046878116683581.

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Background.Gamification is concerned with the utilization of motivational affordances that create value-adding experience in the design of services. It has many applications in different fields and has been shown to be a good design methodology to influence motivation and behavioral change. Civic engagement and its online platforms could benefit from gamification, as these areas suffer from low engagement levels, thus defeating the purpose for which they are created. Purpose. There is a lack of understanding of how civic engagement platforms should be gamified to sustain active engagement and
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Aslan, 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 (2017): 480–97. http://dx.doi.org/10.1177/1046878117704684.

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Background. The satisfaction of a player’s gaming experience has a great impact on their game preferences. The goal of this study was to investigate the opinions and experiences of Turkish players of computer games in order to examine the effects of native symbols on their game preferences. Method. The data collection tools were games developed in Turkey, websites for these games, user comments made on the video records of the games, online forums, and an open-ended questionnaire. Results. The results indicate that although native symbols from the players’ home society play a role in shaping t
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Fang, Kwoting, Yu‐Chih Lin, and Tung‐Lin Chuang. "Why do internet users play massively multiplayer online role‐playing games?" Management Decision 47, no. 8 (2009): 1245–60. http://dx.doi.org/10.1108/00251740910984523.

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Bauer, 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 (2020): 563–95. http://dx.doi.org/10.1108/josm-10-2018-0347.

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PurposeMany marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.Design/methodology/approachTo test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gam
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Cvenček, 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.

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Moral and moral values are increasingly questioned in today's society when it comes to a multiplicity of vices that are becoming available to a larger number of people. Gambling, as a form of hazardous activity, is reaching every space and every liberal country through digitalization. Internet and online business have made it possible to spread gambling and thus to increase the number of participants in such games. Apart from some basic doubts about the morality of such games, especially regarding young players, there also appears the issue of state interests in monopoly systems ordered by nat
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Moon, 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 (2013): 7–38. http://dx.doi.org/10.2753/jec1086-4415170401.

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Wicaksono, Bimo, and Fransiska Anita Subari. "GAMIFIKASI DAN KORELASINYA DENGAN MINAT MENGUNJUNGI ULANG PADA MARKETPLACE “X”." Jurnal Administrasi Bisnis 17, no. 1 (2021): 101–14. http://dx.doi.org/10.26593/jab.v17i1.4726.101-114.

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How people enjoy games, especially online games, is seen as an opportunity to attract visitors, in this case marketplace visitors. In contrast to offline stores where visitor traffic can be increased through various gimmicks, events, and so on. One of the efforts that the marketplace can make to increase visitor traffic is through the provision of online game services. The fun, addictive nature of the game has made market participants interested in incorporating game elements into a business that is not related to games. This became known as gamification. Marketplace X is one of the marketplac
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Moore, 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 (2007): 202–20. http://dx.doi.org/10.1509/jppm.26.2.202.

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The alarming increase in childhood obesity has captured the attention of a broad set of citizens and institutions, with calls for action becoming increasingly powerful. Particular questions are being raised about the impacts of food marketing on children. The Internet has become an important marketing communications tool and is being used by advertisers to target children. This has prompted calls for a review of online marketing practices from public health officials, policy makers, consumer advocates, and industry groups. The objectives of this study are to inform decision makers about the na
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Kamm, 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 (2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.

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Background. The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. Aim. This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. Method. Cyberethnographic fieldwork inc
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Hernández, 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 (2010): 169–79. http://dx.doi.org/10.1111/j.1468-2419.2010.00350.x.

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Alfahl, Husam. "Mobile Business Effects on Employees' Social Life." Journal of Management Research 13, no. 2 (2021): 1. http://dx.doi.org/10.5296/jmr.v13i2.18303.

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The use of mobile devices and smartphones is increasingly becoming a critical part of many people’s lifestyle. Such usage can vary from playing games to accomplishing work-related tasks. Being able to use organizations’ persuasive technologies via mobile business services or to achieve work-related tasks ubiquitously at any time means that such devices provide a valuable service, especially for employees who are working online. This paper explores the impact of mBusiness on the social life of employees. In the research, structural equation modeling was applied to validate the research model. E
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Zackariasson, 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 (2010): 275–95. http://dx.doi.org/10.1080/15332969.2010.486689.

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Marinho, 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 (2017): 187. http://dx.doi.org/10.14488/bjopm.2017.v14.n2.a6.

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This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and were structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was
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Anh Quang, Phan. "From Print Texts to Online Gaming: The Cross-Cultural History of Wuxia Fictions in Vietnam." SAGE Open 11, no. 2 (2021): 215824402110213. http://dx.doi.org/10.1177/21582440211021392.

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The popularization of online gaming in Vietnam, including PC and mobile gaming, has witnessed the contribution of wuxia fictions as an essential aspect of digital content production. This article shows an attempt in tracing the cultural history of wuxia works in Vietnam. East-West differences have also been taken into consideration as a way to explain reading and playing preferences. By using life course approach along with the concepts of nostalgia and cultural proximity, this study tries to historically portray the wuxia readership in Vietnam and its vestige found in wuxia online games. The
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Pratikto, 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 (2021): 155. http://dx.doi.org/10.3991/ijim.v15i08.21575.

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The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game pro
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Harviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.

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AbstractThis article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the context of Objectivist ethics, the article contributes to discussion
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Liu, Xuan, Savannah Wei Shi, Thales Teixeira, and Michel Wedel. "Video Content Marketing: The Making of Clips." Journal of Marketing 82, no. 4 (2018): 86–101. http://dx.doi.org/10.1509/jm.16.0048.

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Consumers have an increasingly wide variety of options available to entertain themselves. This poses a challenge for content aggregators who want to effectively promote their video content online through original trailers of movies, sitcoms, and video games. Marketers are now trying to produce much shorter video clips to promote their content on a variety of digital channels. This research is the first to propose an approach to produce such clips and to study their effectiveness, focusing on comedy movies as an application. Web-based facial-expression tracking is used to study viewers’ real-ti
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Sahlman, 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.

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Leslie Berlin's book Troublemakers is an engaging and insightful people-first exploration of the roots of Silicon Valley, from the late 1960s to the early 1980s. Berlin portrays seven individuals who played important roles at critical junctures in the development of technologies we now take for granted: the Internet; personal, connected computing and communications devices; genetic engineering; software as a service (SAAS); streaming video; massively multiplayer online games; and democratized access to the world's information. They helped lay the foundation for the economic powerhouse called S
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Jiao, 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 (2021): 53–76. http://dx.doi.org/10.1287/serv.2021.0271.

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The market for online games is huge, but research on the economics of online game operations remains nascent. In this paper, we focus on “free-to-play” online games in which a game provider offers players an option to purchase game-specific virtual goods (items) for improving their winning chances before the game begins. Because selling virtual items is the main revenue stream in free-to-play games, it is important for game providers to find ways to entice players to purchase virtual items. We observe that some game providers disclose the opponent’s skill level before the game begins by using
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Watanabe, 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 (2019): 646–65. http://dx.doi.org/10.1108/ijsms-07-2018-0070.

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Purpose Previous research on rivalry games in sport has predominantly focused on understanding the nature of these games and their effects on consumer behavior. As such, the purpose of this paper is to conduct an empirical examination to provide better theoretical and empirical understanding of how rivalries may impact the posting of content online. Design/methodology/approach This research utilizes Twitter data measuring the number of posts by individuals about college football teams to model how often fans create content during game days. The models in this study were estimated using fixed-e
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Dai, 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.

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A designer is a core resource in the fashion industry. Successful designers need to be creative and quick to understand the business and wider environment in which they are operating. TheDesigner Platform Service(DPS), which combines the mechanism of crowdsourcing and group buying on the web, provides a platform for entrant designers to try their abilities in the real market practice. Freelance designers post design samples or sketches of products on the website of DPS, and consumers may preorder the products (each at a fixed price) online based on the design information. Once the number of or
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Toka, Laszlo, Akos Recse, Mate Cserep, and Robert Szabo. "On the Mediation Price War of 5G Providers." Electronics 9, no. 11 (2020): 1901. http://dx.doi.org/10.3390/electronics9111901.

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Virtualization guarantees that, moving toward 5G, online services will be versatile and the creation of those will be quick, satisfying the interest of end-clients to a higher degree than what is plausible today. Telcos, cloud administrators, and online application suppliers will unite for conveying those services to clients around the world. Thus, in order to help their portability, or the simple geographic range of the offered application, the business arrangements among the actors must scale over numerous domains and a guaranteed nature of joint effort among different stakeholders is import
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Kneer, 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 (2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.

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Background. Research on playing motivation and passion for MMORPGs and gender has so far mainly focused on biological sex and neglected variables related to social gender such as masculinity and femininity. As some playing motivations and obsessive passion are assumed to be related to problematic game play, problematic game play is still considered a male phenomenon, often based on mainly male samples and disregarding underlying causes in problematic tendencies that could explain or extent findings on biological sex difference. Method. This survey based quantitative study investigated the impa
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Slootmaker, Aad, Hans Hummel, and Rob Koper. "Evaluating the Usability of Authoring Environments for Serious Games." Simulation & Gaming 48, no. 4 (2017): 553–78. http://dx.doi.org/10.1177/1046878117705249.

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Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform’s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method. We carried out semi-structured interviews, w
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Puleston, Jon. "Online Research: Now & Next 2011 (Warc), Kings Fund, London, 1 March 2011." International Journal of Market Research 53, no. 4 (2011): 557–62. http://dx.doi.org/10.2501/ijmr-53-4-557-562.

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These are two summaries based on presentations from the above conference, both concerned with improving engagement in the research process. The first, from Jon Puleston, discusses ways to engage more effectively with respondents in online research. The agenda proposed by Puleston includes the application of methods used in qualitative research, and computer games – usually termed ‘gamification’. The second, by Niels Schillewaert, discusses ways to engage more effectively with all the key stakeholders in market research, around an ENgagement and ACTivation (ENACT) framework. They provide furthe
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Constantiou, 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 (2011): 105–15. http://dx.doi.org/10.1007/s12525-011-0076-9.

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Kappelides, 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 (2021): 331–45. http://dx.doi.org/10.1108/ijefm-11-2020-0069.

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PurposeThis article assesses how the human management practices of recruitment, selection, orientation, training and recognition enacted by the Gold Coast 2018 Commonwealth Games impacted volunteers' experiences and their likelihood of volunteering in the future.Design/methodology/approachQualitative data from 30 volunteers, involved in various stages (including selected and not selected) of the selection process for the Gold Coast 2018 Commonwealth Games, was collected through focus group interviews.FindingsThe findings offer important insights for mega sport event managers and their organisa
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Randolph, Adriane B., and Janée N. Burkhalter. "From General to Specific." International Journal of Business Intelligence Research 7, no. 2 (2016): 32–49. http://dx.doi.org/10.4018/ijbir.2016070103.

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Neurophysiological methods and recording techniques are increasingly being embraced to enhance business intelligence about consumers' behavior. Researchers have found evidence linking individual characteristics with variations in mental processing and user literacy for neurally-controlling computer interfaces. The work presented here seeks to better understand the relationship between individual characteristics and neural activations as recorded by electroencephalography (EEG) while participants viewed certain types of media online. A study conducted with 21 right-handed individuals demonstrat
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Lapidus, 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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Introduction: the technological shift necessitates digital transformation of business, the results of which directly depend on people with certain competencies. The ongoing changes bring forward the importance of exploring the level of generation Z awareness of digital business transformation technologies for the scientific community, government and business. In the coming years, generation Z representatives will form the core of the human resources of modern companies and public institutions. Objectives: to study the level of generation Z awareness about digital business transformation techno
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