Journal articles on the topic 'Paid games'
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textAguerri, Jesús C., and Aiala Tejada García De Garayo. "Where Do We Fall, Guys?" International Journal of Cyber Behavior, Psychology and Learning 15, no. 1 (2025): 1–18. https://doi.org/10.4018/ijcbpl.373711.
Full textAlonso-Sanz, Ramón. "Spatial correlated games." Royal Society Open Science 4, no. 11 (2017): 171361. http://dx.doi.org/10.1098/rsos.171361.
Full textKrause, Markus, and René Kizilcec. "To Play or Not to Play: Interactions between Response Quality and Task Complexity in Games and Paid Crowdsourcing." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 3 (September 23, 2015): 102–9. http://dx.doi.org/10.1609/hcomp.v3i1.13226.
Full textMusa, Azlina. "Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications." Journal of Computational and Theoretical Nanoscience 17, no. 2 (2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.
Full textTseng, Fan-Chen, and Ching-I. Teng. "An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games." International Journal of E-Business Research 7, no. 4 (2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.
Full textKang, Inwon, and Jeong-Woo Lee. "The Effects of Use’s Addiction Level and Perceived Existence of Alternative on Acceptance Behavior of Paid Policy." Korea Association for International Commerce and Information 24, no. 4 (2022): 199–218. http://dx.doi.org/10.15798/kaici.2022.24.4.199.
Full textLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Full textSeytniyazova, Sarbinaz Bakhadirovna. "TEACHING ENGLISH THROUGH INTERACTIVE GAMES IN A HIGHER EDUCATIONAL ESTABLISHMENT." Eurasian Journal of Academic Research 1, no. 9 (2022): 584–88. https://doi.org/10.5281/zenodo.5813065.
Full textMaharani, Leoni Oktavia, and Hanafi Hanafi. "PENGGUNAAN MEDIA SOSIAL APLIKASI LITA DALAM MEMBENTUK PERSONAL BRANDING SEBAGAI GAMERS WANITA." SOURCE : Jurnal Ilmu Komunikasi 8, no. 1 (2022): 57. http://dx.doi.org/10.35308/source.v8i1.4778.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textSokolov, E.S. "Games that kill us: video games and violence in the russian printed media discourse." Sociology of Power, no. 3 (June 7, 2020): 165–88. https://doi.org/10.22394/2074-0492-2020-3-165-188.
Full textPutra, Harmanda Berima, Nungki Pradita, and Anwar Mansyur. "INTEGRATION MODEL TPB AND PERCEIVED RISK OF INTENTION OF USE APPLICATIONS AND GAMES ONLINE FREEMIUM PAID VERSION: INDONESIAN STUDENTS CONTEXT." Inovbiz: Jurnal Inovasi Bisnis 9, no. 2 (2022): 110. http://dx.doi.org/10.35314/inovbiz.v9i2.1999.
Full textYu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.
Full textHarizanov, Krasimir Harizanov. "Some Methodological Guidelines on the Creation of Educational Games on “Computer Modeling”." Mathematics and Informatics LXIV, no. 5 (2021): 476–82. http://dx.doi.org/10.53656/math2021-5-6-som.
Full textKirichenko, Vladislav V. "Speedrunner as a Virtual Naturalist." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 223–43. http://dx.doi.org/10.46539/gmd.v4i4.299.
Full textArnold-Stein, Róbert, and Ildikó Hortobágyi. "Translanguaging, Diglossia and Bidialectalism in the Video Gamer Argot." Papers in Arts and Humanities 1, no. 2 (2021): 47–67. http://dx.doi.org/10.52885/pah.v1i2.61.
Full textBelyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.
Full textMels, A. A., and Ye B. Duplyakin. "Personal characteristics of students at high risk of developing addiction to computer games." Eurasian Journal of Current Research in Psychology and Pedagogy, no. 1 (May 24, 2023): 24–32. http://dx.doi.org/10.46914/2959-3999-2023-1-1-24-32.
Full textPrilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.
Full textIskierka, Iwona, and Sławomir Iskierka. "Prawnoautorska ochrona programów i gier komputerowych." Dydaktyka Informatyki 16 (2021): 28–40. http://dx.doi.org/10.15584/di.2021.16.4.
Full textBrowne, Cameron, Matthew Stephenson, and Walter Crist. "Data Note: The Digital Ludeme Project Database." Open Research Europe 3 (September 28, 2023): 164. http://dx.doi.org/10.12688/openreseurope.16524.1.
Full textGeorgieva-Tsaneva, Galya. "Creating Models of Serious Educational Games for the Purpose of Medical Training." Innovative STEM Education 3, no. 1 (2021): 157–63. http://dx.doi.org/10.55630/stem.2021.0319.
Full textGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Full textOrlova, Lyubov K. "Intensification of the process of a foreign language communicative competence formation with the help of computer games." Science and School, no. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.
Full textXu, Qingbing. "Analysis of the Application of Basketball Games in College Basketball Teaching." Lifelong Education 9, no. 4 (2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.
Full textKlimas, Patrycja. "Current Revenue (Monetisation) Models of Video Gamę Developers." Journal of Management and Financial Sciences, no. 28 (July 29, 2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.
Full textYarovoj, A. "Don Cossack Ethnosport: From Cossack Traditional Games to Cossack Show." Ethnosport and Traditional Games, no. 2(2) (December 30, 2019): 48–62. http://dx.doi.org/10.34685/hi.2020.70.47.004.
Full textGonçalves, Lukas Ruthes, and Bruna Werlang Paim. "How to integrate mechanical licences for video games in the United States, the United Kingdom and China." Journal of Gaming & Virtual Worlds 15, no. 2 (2023): 161–75. http://dx.doi.org/10.1386/jgvw_00078_1.
Full textBeschastnov, Nikolay N., and Evgeny V. Fedorov. "The Role of Computer Games in Museum Communications: Analysis and Prospects of Use." Общество: философия, история, культура, no. 6 (June 18, 2025): 91–98. https://doi.org/10.24158/fik.2025.6.11.
Full textIsmailova, Shamsia. "Use Of Game Technologies In The Process Of Professional Training." American Journal of Social Science and Education Innovations 03, no. 01 (2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.
Full textBaboshina, A. V., and P. A. Kornilov. "About the system of games in teaching high school students algorithms and mathematical structures." Informatics in school 1, no. 8 (2021): 18–24. http://dx.doi.org/10.32517/2221-1993-2021-20-8-18-24.
Full textO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Full textYao, Xingyi. "Research on the Development Strategy of Mobile Game Honor of Kings Based on 4C Theory." Advances in Economics, Management and Political Sciences 34, no. 1 (2023): 154–59. http://dx.doi.org/10.54254/2754-1169/34/20231695.
Full textAarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.
Full textКолома, Хосе, Hose Koloma, Дебора Гарсия, and Debora Garsiya. "Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child." Primary Education 7, no. 3 (2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.
Full textСоснина, Е., and E. Sosnina. "Formation of Skills of Self-Control by a Younger School Child (Target Setting)." Primary Education 7, no. 4 (2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.
Full textVidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, and Tonatiuh Barrientos-Gutierrez. "Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013." Sexual Health 15, no. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.
Full textSiegel, Ron. "Asymmetric Contests with Conditional Investments." American Economic Review 100, no. 5 (2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.
Full textLubis, Sulaiman Hakim, and Tubagus Zufri. "Subliminal Paradigmatic on Designing Character in Games." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 23–26. http://dx.doi.org/10.21512/jggag.v5i1.7472.
Full textFord, Dom. "Approaching FromSoftware's Souls Games as Myth." Transactions of the Digital Games Research Association 6, no. 3 (2024): 31–66. http://dx.doi.org/10.26503/todigra.v6i3.2175.
Full textMadden, John R. "Economic and Fiscal Impacts of Mega Sporting Events: A General Equilibrium Assessment." Public Finance and Management 6, no. 3 (2006): 346–94. http://dx.doi.org/10.1177/152397210600600304.
Full textGeorgieva-Tsaneva, Galya, and Elena Shatko. "Exploring the Processes of Interaction Between Creators of Serious Educational Games and Learners Using Them." Innovative STEM Education 3, no. 1 (2021): 131–37. http://dx.doi.org/10.55630/stem.2021.0315.
Full textAyupova, Mukarram. "Development of Connected Speech of School Children Based on Plot-Roleplay Games." Journal of Social Sciences and Humanities Research Fundamentals 5, no. 5 (2025): 29–35. https://doi.org/10.55640/jsshrf-05-05-08.
Full textHo, Jeffrey C. F., and Xinzhi Zhang. "Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games." Journal of Open Innovation: Technology, Market, and Complexity 6, no. 1 (2019): 1. http://dx.doi.org/10.3390/joitmc6010001.
Full textChen, Sitong. "Analysis of User Acquisition, Brand Building, and Marketing Strategies for Love Mobile Games Based on Motivation Theory: A Case Study of "Love and Producer"." Highlights in Business, Economics and Management 46 (December 24, 2024): 143–49. https://doi.org/10.54097/h94wk296.
Full textAizada, Urazova. "Game-Based Approaches to Learning Russian: How to Make Lessons Interesting and Effective." American Journal of Philological Sciences 5, no. 5 (2025): 211–13. https://doi.org/10.37547/ajps/volume05issue05-56.
Full textBall, Sheryl B., and Charles A. Holt. "Classroom Games: Speculation and Bubbles in an Asset Market." Journal of Economic Perspectives 12, no. 1 (1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.
Full textO'Keefe, Roger. "The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR." International and Comparative Law Quarterly 47, no. 4 (1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.
Full textHilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (2016): 160310. http://dx.doi.org/10.1098/rsos.160310.
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