Academic literature on the topic 'Requirements for business games'

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Journal articles on the topic "Requirements for business games"

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Peterková, Jindra, Zuzana Repaská, and Lenka Prachařová. "Best Practice of Using Digital Business Simulation Games in Business Education." Sustainability 14, no. 15 (2022): 8987. http://dx.doi.org/10.3390/su14158987.

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Information technologies play an important role in designing new ways of teaching, and, at the same time, the globalization of the business world affects the quality of human capital that the corporate sector requires. Apart from theoretical business understanding, multidisciplinary knowledge is also needed. Business simulation games belong among suitable educational tools, which are able to respond to contemporary business requirements and the requirements of students. Business simulation games provide a useful tool for experiential learning by university students studying business programs.
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Munapysova, Gulnara, Gulmira Israilova, and Gulmira Kasymalieva. "USE OF BUSINESS GAMES AS A METHOD OF LEARNING IN PREPARING FUTURE TEACHERS OF MATHEMATICS." Alatoo Academic Studies 2021, no. 2 (2021): 92–99. http://dx.doi.org/10.17015/aas.2021.212.10.

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Recently, business games, in order to teach students, the experience of managing various processes, are widely used in all areas of professional training. This article reveals the importance of business games in preparing mathematics teachers for professional activities. The purpose of business games is to form the professional and methodological competencies of future mathematics teachers in accordance with the requirements of the educational standard, educate the professional qualities of a teacher by modeling, imitating the learning process at school, and a mathematics lesson. The types of
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Utoyo, Arsa Widitiarsa. "The Business of Creating Games." Journal of Games, Game Art, and Gamification 1, no. 2 (2021): 78–89. http://dx.doi.org/10.21512/jggag.v1i2.7262.

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The use of digital games and gamification has showed potential to improve many aspects of how businesses provide education and communicate with consumers. Nevertheless, there is still a requirement for better considerate of how the adoption of games and gamification would influence the process of decisionmaking for customer and organizations across different industry. This article provides a structured review of existing literature on the use of games in the business ecosystem, and seeks to consolidate findings to address research questions regarding their perception, proven efficiency, and id
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Sizov, V. A. "The use of business games in the education of masters in the program “Protection of information space of economic activity”." Open Education 22, no. 6 (2019): 59–64. http://dx.doi.org/10.21686/1818-4243-2018-6-59-64.

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The aim of the study is to develop the concept of the use of business games in the master’s program in the direction of “Information security” from the perspective of practical training methods and means of protection of information space of enterprises and organizations, as well as other economic subjects.Materials and methods. The basis for the development of the concept of the use of business games in the education of masters in the direction of “Information security” are the Federal state educational standard and professional standard “Specialist in the protection of information in automat
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Ryan, C., and T. Lockyer. "Masters' Games—The Nature of Competitors' Involvement and Requirements." Event Management 7, no. 4 (2002): 259–70. http://dx.doi.org/10.3727/152599502108751640.

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Сооронбаева, Каухар, Малийкабү Талантбек кызы, and Дилзат Сагынбек уулу. "MOTIVATION THROUGH GAME TECHNOLOGIES IN TEACHING MATHEMATICS." Илимий-маалыматтык журналы 23, no. 6 (2023): 82–88. http://dx.doi.org/10.58494/esai.23(6).2023.15.

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Modern requirements of the state educational standard of the latest generation require professional pedagogical competence from the teacher. This directly depends on the purposeful use of pedagogical technologies by the teacher. Game technologies occupy a leading place among pedagogical technologies in shaping students as worthy individuals capable of self-development and self-education. The article pays special attention to business games among gaming technologies, their role in the formation of competencies in the subject of mathematics is noted. An example of the use of business games in th
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Popov, Eugene. "Деловая игра как образовательная технология для устойчивого развития (Business game as an educational technology for sustainable development)". Международный электронный журнал. Устойчивое развитие: наука и практика, № 2 (11) / 2013 (30 грудня 2013): 37–49. https://doi.org/10.5281/zenodo.18121.

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The article’s aim is to analyze the business game as an educational method for sustainable development. The main theme of the article is to review the business game as a way of  transfer of scientific knowledge in order to provide training for sustainable development. This paper presents the definition of the game as a special type of activity, shows the defining features of the business game and proves the principle of assessment of knowledge obtained in the course of the business game. The author formulates the requirements to the design methodology of business games in education
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Kholodylo, Marta, and Christine Strauss. "Independent Game Developers and Their Expectations Towards Recommender Systems." Journal of Data Intelligence 1, no. 3 (2020): 301–18. http://dx.doi.org/10.26421/jdi1.3-1.

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Electronic recommender systems and digital distribution as such have transformed many industries. Digital games is one of those industries where the transformation is particularly evident, as more and more games are appearing on the market, and most of the titles are published by independent game developers. Due to electronic recommender systems developers can now self-publish their content without the mediation of third parties and additional costs for their services. This change has significantly decreased the costs of game production, distribution, and marketing, allowing more studios to en
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Popov, Eugene. "Междисциплинарные деловые игры в образовании для устойчивого развития: теория и практика (Interdisciplinary business games in education for sustainable development: theory and practice)". Международный электронный журнал. Устойчивое развитие: наука и практика, № 1 (14) (30 червня 2015): 57–62. https://doi.org/10.5281/zenodo.22185.

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<em>The article provides an overview of the theoretical and methodological foundations of the organization and conduct of interdisciplinary business games (IBGs) on sustainable development. In addition, it considers examples of already carried out and planned-to-conduct IBGs.</em>
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Borissov, Borislav. "THE OPPORTUNITIES OF GAMIFICATION IN BUSINESS PLANNING TRAINING." Knowledge International Journal 28, no. 1 (2018): 285–90. http://dx.doi.org/10.35120/kij2801285b.

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The attitude of society towards education change due to changes in the needs for education, shifts of young people's attitudes and preferences, the dynamism of life, the demand for “ad hoc” learning that saves time and practical applicability of the acquired knowledge, and the pursuit of quick professional realization. This means that the conventional training methods should either be modified or replaced with new methods that would meet these requirements. Such a new method is the gamification – an educational approach to learning by using video game design and game elements. Its goal is to m
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Dissertations / Theses on the topic "Requirements for business games"

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Alexandrova, Assia. "Digital government systems : tackling the legacy problem through a game-based approach to business requirements analysis." Thesis, Open University, 2018. http://oro.open.ac.uk/53767/.

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Government agency reliance on legacy systems is problematic: they are costly to maintain, difficult to integrate with and they hinder innovation. However, the replacement of legacy systems is not a straightforward endeavor, and it often results in technology substitution that is not accompanied by business process change. The focus of this dissertation is on the phenomenon of legacy system replication wherein the requirements for applications replacing outdated technologies mimic legacy features and reflect status quo operational processes that have been historically shaped by the legacy syste
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Al-Karaghouli, Wafi Yousif Ramadaan. "Information systems failure : a business-led knowledge requirements framework for modelling business requirements." Thesis, Brunel University, 2005. http://bura.brunel.ac.uk/handle/2438/6302.

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Our work will be mainly concerned with improving the crucial first stage (the requirements stage) of any system development methodology in order to improve requirements. A framework has been developed, called "knowledge requirements framework (KRF)" to help customers and system developers bridge the knowledge and understanding gaps at the initial requirements stage of the Information Technology System (ITS) development process. Unclear business requirements, mismatch of knowledge and understanding are among the major factors that contributes to some ITS failures worldwide. The aim is to captur
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Oyelade, Oluwaseyi Gabriel. "The Olympic Games and business enterprises." Thesis, University of Central Lancashire, 2016. http://clok.uclan.ac.uk/18683/.

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Research into sports mega-events, of which the Olympics is the modern archetype, has often focused on the macro-economic and regional economic effects of hosting the Games. This research suggests that the local promoters and organisers of the event seldom, if ever, fulfil their promises. Drawing upon sport management, economic, and socio-historical analyses this thesis examines the economic trends and activities that occur within the business enterprises that are associated directly and indirectly with the Olympic Games. The thesis examines the commercial strength of the Olympic brand and how
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Van, der Merwe Dallie. "Requirements to commence business rescue proceedings." Diss., University of Pretoria, 2018. http://hdl.handle.net/2263/65629.

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何燦恒。 and Tsan-hang Ho. "Decision support systems in business management games." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31220915.

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Ho, Tsan-hang. "Decision support systems in business management games /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2084301X.

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MOREIRA, FELIPE BALDINO. "AN EXPERIMENT ON CONCEPTUAL DESIGN OF PERVASIVE MOBILE GAMES USING QUALITY REQUIREMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25690@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>Jogos pervasivos móveis são um tipo novo de jogo que mistura aparelhos móveis (como telefones celulares), mundos virtuais e atividades que acontecem no mundo real. Nessa àrea recente, a literatura sobre projeto conceitual e requisitos de qualidade sobre pervasividade são escassas. A pervasividade é a qualidade (difícil de ser definida objetivamente) que difere os jogos pervasivos móveis dos jogos digitais tradicionais. Neste trabalho, nós dis
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Narmanli, Murat. "A Business Rule Approach To Requirements Traceability." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612399/index.pdf.

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In this thesis, a requirements traceability model is proposed in order to make efficient and effective change request impact analysis. The proposed model is a requirements &ndash<br>requirements traceability model. There are several researches regarding software requirements traceability problem. The main problem of these researches is that the proposed solutions can not be applied to software industry with affordable changes. However, current literature begins to see that describing all the software requirements in a huge black box is not so much applicable to today&rsquo<br>s more dynamic an
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Shahri, Alimohammad. "Engineering motivation requirements in business information systems." Thesis, Bournemouth University, 2017. http://eprints.bournemouth.ac.uk/29960/.

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Digital Motivation refers to the use of software-based solutions to change, boost or maintain people’s attitude and behaviour towards certain tasks, policies and regulations. Gamification, persuasive technology, and entertainment computing are example strands of such paradigm. Digital Motivation exhibits unique properties which necessitate reconsidering its design methods. This stems from the intense human factor which may make it destructive, pressuring, and a reason for negative work ethics. The emerging literature on the topic includes engineering approaches for Digital Motivation. However,
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Han, Jennifer Ching-Wen. "Using system dynamics in business simulation training games." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42762.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.<br>Includes bibliographical references (leaves 57-58).<br>by Jennifer Ching-Wen Han.<br>M.Eng.
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Books on the topic "Requirements for business games"

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Evseev, Vadim. Business games for the formation of economic competencies. INFRA-M Academic Publishing LLC., 2025. https://doi.org/10.12737/2140130.

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Business games are an active form of acquiring socio-economic competence. The textbook discusses computer business games, as well as those disciplines that are an integral part of business games: theory and methodology of competence formation; theory of decision-making; theory and methodology of economic thinking formation; theory and methodology of building business games. The last chapter contains developed computer business games that contribute to the formation of socio-economic competence: "Economic foundations of youth vitality", "Development of business plans for youth projects", "Budge
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Zhukova, Evgeniya, Tat'yana Suvorova, Irina Il'ina, and Iskra Kosmarskaya. Business communication and cross-cultural communication. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1859082.

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The workshop is an addition to the textbook "Business communication and cross-cultural communication" and includes practice-oriented tasks that can be carried out online in all sections of the textbook. The workshop contains three sections, 10 chapters and consists of group and individual tasks, business games, analysis of video clips and discussions, reflection exercises aimed at developing skills in the sections "Cross-cultural communication as the interaction of different cultures", "Business communication as the basis of cross-cultural communications", "Ethical standards in professional ac
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Reznik, Semen, Irina Igoshina, Marina Chernikovskaya, and Ol'ga Shesternina. Organizational behavior. INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/2015304.

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The textbook, prepared for methodological support of practical classes on the course "Organizational behavior", contains a set of business games, tests and specific situations that develop students' practical skills in the field of organizational behavior management.&#x0D; Meets the requirements of the federal state educational standards of higher education of the latest generation.&#x0D; For students studying in the areas of training "Management" and "Personnel Management".
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Nikolaevaya, Mariya, Tamara Lebedeva, and Larisa Kartashova. Standardization, metrology and conformity assessment. Practicum. INFRA-M Academic Publishing LLC., 2022. http://dx.doi.org/10.12737/1160867.

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The textbook presents the methodology of practical work established by the work programs, as well as situational tasks. It is planned to use innovative pedagogical technologies in a number of works, such as analysis of practical situations, federal laws, standards and business games. The textbook is an addition to the textbook by M.A. Nikolaeva and L.V. Kartashova "Standardization, metrology and conformity assessment".&#x0D; Meets the requirements of the federal state educational standards of higher education of the latest generation.&#x0D; For university students studying in the areas of trai
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Hruschka, Peter. Business Analysis und Requirements Engineering. Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438620.

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Jonasson, Hans. Determining project requirements. Auerbach Publications, 2007.

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Jonasson, Hans. Determining Project Requirements. Taylor and Francis, 2007.

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Lapygin, YUriy. Management consulting. INFRA-M Academic Publishing LLC., 2017. http://dx.doi.org/10.12737/24402.

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The textbook contains systematized material on key topics of the discipline "Management consulting", including information about the goals and objectives of consulting work, the organization of the consulting system, methods and methods of diagnostics and testing of the objects under study, among which may be enterprises and organizations, management systems, labor and training teams.&#x0D; The textbook includes exercises, business games, tests, analysis of specific situations that arise in the business environment, on the materials of which practical training sessions can be built.&#x0D; The
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Meyer, Bertrand. Handbook of Requirements and Business Analysis. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06739-6.

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United States. Internal Revenue Service. Business tax returns: Your filing requirements. Dept. of the Treasury, Internal Revenue Service, 1990.

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Book chapters on the topic "Requirements for business games"

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Marek, Krzysztof, and Kamila Martyniuk-Sienkiewicz. "Drawing Based Game for Teaching Scrum." In Lecture Notes in Business Information Processing. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-72781-8_23.

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AbstractOver the years, the use of gamification in teaching different agile approaches become more popular. Many proposed solutions are based on moving tasks on physical or virtual boards. Some connect task realisation with the performance of simple, repetitive manual tasks. The approach described in this paper utilises the activity of drawing simple icons on post-its to mimic the active and creative aspect of e.g. software development. The described game allows for teaching multiple practices used in Scrum software development connected to software quality and requirements, including the impo
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Teng, Yu-Min, Sila Ay, Rishabh Iyer, and Julia-Anne Scholz. "Requirements for the Development of a Performance Management System with Consideration of Unforeseeable Business Process Variants." In Lecture Notes in Mechanical Engineering. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-28839-5_121.

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AbstractSupply chain issues arising from market turbulences force companies to find new solutions in the short term. Hence, deviations from the ideally designed business processes are inevitable, especially during production planning and control. These deviations result in unforeseen process variants. In addition, process steps of those process variants are often not completely conducted with IT systems and are therefore difficult to trace. Another underlying problem lies in the bias of performance measurement of process variants because each variant aligns with different goals and framework c
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Mavroeidi, Aikaterini-Georgia, Angeliki Kitsiou, and Christos Kalloniatis. "The Interrelation of Game Elements and Privacy Requirements for the Design of a System: A Metamodel." In Trust, Privacy and Security in Digital Business. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27813-7_8.

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Langer, Arthur M. "Assessing Business Requirements." In Guide to Software Development. Springer London, 2016. http://dx.doi.org/10.1007/978-1-4471-6799-0_2.

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Langer, Arthur M. "Assessing Business Requirements." In Guide to Software Development. Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2300-2_2.

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Cordell, Andrea, and Ian Thompson. "Business Requirements (RAQSCI)." In The Category Management Handbook. Routledge, 2018. http://dx.doi.org/10.4324/9781351239585-10.

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Bost, Mel. "Project Business Requirements." In Understanding Project Practices and Processes. Auerbach Publications, 2025. https://doi.org/10.1201/9781003593645-8.

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Zmitrowicz, Karolina. "Requirements Engineering." In Business Analysis Done Right. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-62194-9_4.

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Davey, Steffi, and Jonathan Saunders. "User Requirements Elicitation." In Serious Games for Enhancing Law Enforcement Agencies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29926-2_7.

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Hruschka, Peter. "Requirements-Management." In Business Analysis und Requirements Engineering. Carl Hanser Verlag GmbH & Co. KG, 2014. http://dx.doi.org/10.3139/9783446438620.013.

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Conference papers on the topic "Requirements for business games"

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Häusler, Robert, Marcus Tröger, Daniel Staegemann, Matthias Volk, and Klaus Turowski. "Towards a Systematic Requirements Engineering for IT System-based Business Simulation Games." In 13th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010497503860391.

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Tohonen, Harri, Marjo Kauppinen, and Tomi Mannisto. "Evaluating the business value of information technology: Case study on game management system." In 2014 IEEE 22nd International Requirements Engineering Conference (RE). IEEE, 2014. http://dx.doi.org/10.1109/re.2014.6912270.

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Markopoulos, Panagiotis, and Evangelos Markopoulos. "Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003862.

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The gaming industry has been dominated by the entertainment games since the early 70s and evolved over the years with the technological advancements especially in hardware that allowed more demanding software to be developed. Over the time and in particular the last decade the serious games have emerged with gamified applications on any type of corporate operations. Serious games became a new global market as the gamification benefits radically impact operations performance, competitiveness, and brand awareness. However, a more significant contribution of serious games can be considered their
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Mustata, Ioan cristian. "CASE STUDY: THE "GENERAL MANAGEMENT II" BUSINESS SIMULATION GAME IN CLASSROOM." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-050.

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The paper is based on the 7 years of experience of the author with the "General Management II" Business Simulation Game from Topsim. The aim of the paper is to reveal the benefits and potentials of the "General Management II" Business Simulation Game and the experiences and results of working together with the master-students while using it. "General Management II" enables the participating teams to simulate real management decisions, based on a technical product within 6 to 8 game periods. The research design is consistent with the requirements of the case study method and fits excellent for
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Tetičkovič, Tim. "Sewage Sludge Drying and Heating Valorization." In TBMCE, International Conference on Technologies & Business Models for Circular Economy. University of Maribor Press, 2025. https://doi.org/10.18690/um.fkkt.1.2025.12.

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This study explores a sustainable method for converting sewage sludge with 80% water content into reusable biochar through drying and pyrolysis. The drying phase reduces water content to 12-15% using energy from pyrolysis-produced biochar, minimizing external energy requirements. Pyrolysis decomposes organic materials, producing biochar, gases, and oils, which are burned for energy recovery. The biochar can be reused up to eight times, enhancing resource efficiency and sustainability. Heat generated during both drying and pyrolysis is recycled within the system, further improving energy effici
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Durugbo, Christopher, and Matthias Kalverkamp. "Uncovering requirements using serious games." In 2012 18th International ICE Conference on Engineering, Technology and Innovation (ICE). IEEE, 2012. http://dx.doi.org/10.1109/ice.2012.6297674.

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Callele, D., E. Neufeld, and K. Schneider. "Emotional Requirements in Video Games." In 14th IEEE International Requirements Engineering Conference. IEEE, 2006. http://dx.doi.org/10.1109/re.2006.19.

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Lu, Lijuan. "Overview of Business Games." In 2008 4th International Conference on Wireless Communications, Networking and Mobile Computing (WiCOM). IEEE, 2008. http://dx.doi.org/10.1109/wicom.2008.2909.

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Morrow, W. Ross, Joshua Mineroff, and Kate S. Whitefoot. "Numerically Stable Design Optimization With Price Competition." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-71201.

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Researchers in Decision-Based Design have asserted that business objectives, e.g. profits, should replace engineering requirements or performance metrics as the objective for engineering design. Using profits as the objective for engineering design, however, requires modeling consumer preferences and competition between firms. Game theoretic “design-then-pricing” models—i.e. product design with price competition—provide an important framework for integrating consumer preferences and competition when design decisions must be made before prices are decided by a firm or by its competitors. This a
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Callele, David, Eric Neufeld, and Kevin Schneider. "Balancing Security Requirements and Emotional Requirements in Video Games." In 2008 16th IEEE International Requirements Engineering Conference (RE). IEEE, 2008. http://dx.doi.org/10.1109/re.2008.45.

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Reports on the topic "Requirements for business games"

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NELSON, R. E. Business System Planning Project System Requirements Specification. Office of Scientific and Technical Information (OSTI), 2000. http://dx.doi.org/10.2172/804765.

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Maranec, R., J. Romito, and D. Norem. Functional Process Improvement Business Requirements Definition Workshop. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada267917.

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Hermanson, M. L. Deficiency tracking system, conceptual business process requirements. Office of Scientific and Technical Information (OSTI), 1997. http://dx.doi.org/10.2172/16895.

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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music
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Lehmann, Johannes, and Nina Dwerlkotte. Carbon Farming and Its Impact on Agricultural Technology. SAE International, 2023. http://dx.doi.org/10.4271/epr2023026.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;The agricultural sector is responsible for a large share of anthropogenic greenhouse gases. At the same time, methods such as targeted land use change can reduce emissions from landscape elements and sequester carbon from the atmosphere in the soil. This process, also known as carbon farming, has not been uniformly defined, and faces challenges regarding establishing new requirments for agricultural vehicles and technology, creating profitable business models (that preclude “greenwashing”), and developing governmental fr
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6

Knutilla, Amy, Craig Schlenoff, and Steven R. Ray. An analysis of requirements for specifying manufacturing engineering and business processes. National Institute of Standards and Technology, 1998. http://dx.doi.org/10.6028/nist.ir.6364.

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Naegle, Brad R., and Douglas E. Brinkley. Apple App Store as a Business Model Supporting U.S. Navy Requirements. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada555658.

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Killian, Patrick, and Donn Hancher. An Evaluation of Disadvantaged Business Enterprise Requirements for Indiana Department of Highway Construction Projects : Executive Summary. Purdue University, 1987. http://dx.doi.org/10.5703/1288284314125.

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Hall, David W., and D. R. Cozad. Software Requirements Specification for the Mapping and Graphic Information Capability (MAGIC). Volume 3. Business Graphics CSCI. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada231754.

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Gustafsson, Marcus, and Stephanie Cordova. Värdeskapande av koldioxid från biogasproduktion. Linköping University Electronic Press, 2023. http://dx.doi.org/10.3384/9789180753838.

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arbon dioxide (CO₂) has a negative impact on the climate, but it also has several practical areas of use. Many industrial processes emit CO₂ in high concentrations, which could be captured to mitigate emissions while also creating valuable products. One example of such a process is biogas upgrading – a process separating renewable gases, where methane is taken care of for use as vehicle fuel or industrial energy carrier, while CO₂ is released into the atmosphere. The aim of this project has been to chart alternatives and technologies for taking care of green CO₂ from biogas upgrading, so-calle
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