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1

FAVAZZA, A. R. "Skin Game,." American Journal of Psychiatry 157, no. 3 (2000): 477. http://dx.doi.org/10.1176/appi.ajp.157.3.477.

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Martz, Lauren. "Granulysin skin game." Science-Business eXchange 1, no. 45 (2008): 1093. http://dx.doi.org/10.1038/scibx.2008.1093.

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McLaughlin, Dennis. "Skin in the game." Journal of Financial Market Infrastructures 7, no. 1 (2018): 47–55. http://dx.doi.org/10.21314/jfmi.2018.101.

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Branch, William T. "Skin in the Game." Academic Medicine 91, no. 3 (2016): 300. http://dx.doi.org/10.1097/acm.0000000000001068.

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Summers, Frank. "Skin in the Game." Psychoanalytic Perspectives 16, no. 1 (2019): 38–47. http://dx.doi.org/10.1080/1551806x.2018.1554961.

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de Vries Robles, Bernard, and Reinald van der Meer. "Skin in the game." Fizier 36, no. 2 (2019): 28–29. http://dx.doi.org/10.1007/s40739-019-0023-y.

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7

Assaf, Laure, and Deepak Unnikrishnan. "Skin in the Game." Wasafiri 40, no. 2 (2025): 1–3. https://doi.org/10.1080/02690055.2025.2461374.

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8

Yuan, Mingyi. "CS: GO Skins Market Impact Factors Analysis." Advances in Economics, Management and Political Sciences 82, no. 1 (2024): 1–11. http://dx.doi.org/10.54254/2754-1169/82/20230630.

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Video games have become an indispensable part of some young people's lives over the years. This article will focus on the analysis of a game that is very popular all over the world: CS: GO. One of the main features of this game is the traceability of skins. One of the main features of this game is the traceability of the game skins, and because of this feature, the CS: GO Skin Market has been created. The market has many features similar to those of the financial market. The most important one is the volatility of the skin prices. Based on this, this article presents and analyzes the factors i
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Ahmad, Asrullah, Martinus Eko Prasetyo, and Stephani Inesia Linando. "ANALISIS VISUAL KARAKTER HERO DENGAN SKIN LEGEND PADA “MOBILE LEGENDS:BANG BANG”." Jurnal Muara Ilmu Sosial, Humaniora, dan Seni 6, no. 1 (2022): 60. http://dx.doi.org/10.24912/jmishumsen.v6i1.12936.2022.

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ABSTRACTMobile Legends: Bang-Bang has become successful games that has stayed in the top rate category in mobile gaming industry. The success of this game is based on the good preparation and execution in every line. One of the features that can be maximized by Moonton as Mobile Legends’ publisher is skin hero feature. Skin hero is successfully made as commercial asset in the profitable game. In fact that there are several players ready to spend millions of Indonesian Rupiahs to get the rare skin. Rare skin, by definition is hard to get and visually pleasing to the eyes from the perspective of
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Clark, R. A. "Human Skin in the Game." Science Translational Medicine 5, no. 204 (2013): 204ps13. http://dx.doi.org/10.1126/scitranslmed.3007504.

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Byrne, Leah C. "New skin in the game." Science Translational Medicine 9, no. 417 (2017): eaar2437. http://dx.doi.org/10.1126/scitranslmed.aar2437.

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Lauren, Jennifer, and Riris Loisa. "Pesan Pemasaran Elektronik (Digital) Produk Kecantikan." Prologia 7, no. 2 (2023): 346–53. http://dx.doi.org/10.24912/pr.v7i2.21413.

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The rapid development of internet has led to the emergence of social media phenomenon. Social media plays an important role as a means of communication that knows no boundaries of distance and time. The widespread use of social media requires companies to keep up with existing technological developments. In social media management, content is needed in social media to build image and introduce the company to the public. This is also done by the local beauty company Skin Game. As a local company, it is very important for Skin Game to have a good brand image as a positive impression from consume
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Michella, ., and Wandebori Harimukti. "Founder's Personal Branding as Proposed Strategy for a Cost-Efficient Marketing Strategy (A Case Study of Skin Game)." International Journal of Current Science Research and Review 07, no. 07 (2024): 5393–405. https://doi.org/10.5281/zenodo.12818192.

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Abstract : Skin Game is an Indonesian indie beauty brand that launched on 2020. Skin Game’s sales channel focused on majority of online channels and a part of offline channels. Based on external and internal analysis, it is a matter of fact that Indonesian beauty industry keeps on rising from year to year. Indonesian consumers are interested in purchasing and using beauty products sourced from local brands. However, although the market shows a good potential, however Skin Game’s profitability keeps on dropping from year to year. In order to gather primary, qualitative research is b
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14

Sh-Chen, Yedong. "China in the Skin." Prism 20, no. 2 (2023): 395–416. http://dx.doi.org/10.1215/25783491-10992770.

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Abstract How do video games tell “the good China story”? In reviewing Chinese official media's months-long criticism of the mobile MOBA game, Honor of Kings (Wangzhe rongyao 王者榮耀), and the game's rounds of responses in 2017 and 2018, this article investigates a unique digital object that affords storytelling in video games: skin (pifu 皮膚). Neither a playable character per se nor a player's avatar, skin constitutes a special digital milieu where China stories are told, debated, and their “goodness” performed. It traverses various composing strata of video games and distributes narrative into a
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15

Thorhauge, Anne Mette, and Rune K. L. Nielsen. "Epic, Steam, and the role of skin-betting in game (platform) economies." Journal of Consumer Culture 21, no. 1 (2021): 52–67. http://dx.doi.org/10.1177/1469540521993929.

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In this article, we discuss how and why virtual items known as “skins” travel beyond games and into wider online ecosystems where they become tokens in gambling games. We argue that betting with skins purchased on the Steam platform contributes to the wider platform economy. We do this on the basis of a comparative analysis of Counter-Strike: Global Offensive and Fortnite: Battle Royale as well as the two platforms on which these games exist. First, we discuss the notion of platform economies in relation to the two cases in question and how this positions the consumer as “prosumer” and “micro-
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Lenihan, John. "The skin game and other stories." Physics World 3, no. 12 (1990): 43. http://dx.doi.org/10.1088/2058-7058/3/12/24.

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17

Altemeier, William A. "A Pediatrician's View: The Skin Game." Pediatric Annals 27, no. 3 (1998): 123–24. http://dx.doi.org/10.3928/0090-4481-19980301-06.

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18

Cea, Michele. "How Much Skin in the Game?" Journal of Structured Finance 17, no. 3 (2011): 54–58. http://dx.doi.org/10.3905/jsf.2011.17.3.054.

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19

Alexander, Francis, Ann Almgren, John Bell, et al. "Exascale applications: skin in the game." Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 378, no. 2166 (2020): 20190056. http://dx.doi.org/10.1098/rsta.2019.0056.

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As noted in Wikipedia, skin in the game refers to having ‘incurred risk by being involved in achieving a goal’, where ‘ skin is a synecdoche for the person involved, and game is the metaphor for actions on the field of play under discussion’. For exascale applications under development in the US Department of Energy Exascale Computing Project, nothing could be more apt, with the skin being exascale applications and the game being delivering comprehensive science-based computational applications that effectively exploit exascale high-performance computing technologies to provide breakthrough mo
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20

Teixeira, Leonardo K., and Steven I. Reed. "Cdc6: Skin in the carcinogenesis game." Cell Cycle 15, no. 3 (2016): 313. http://dx.doi.org/10.1080/15384101.2015.1131528.

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21

Haas, Michael J. "Scleroderma models: skin in the game." Science-Business eXchange 6, no. 44 (2013): 1248. http://dx.doi.org/10.1038/scibx.2013.1248.

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22

de Brito, Marianne, Freddy Green, Rebecca McCarthy, Martin Rees, Frances Balkwill, and Edel Ann O’Toole. "P33 Skinvaders: gamification of the skin barrier to engage school-age children in the biology of the skin." British Journal of Dermatology 190, no. 6 (2024): e94-e95. http://dx.doi.org/10.1093/bjd/ljae105.055.

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Abstract Introduction and aims Public engagement is an essential part of research design. It provides opportunities for both scientists and the public to learn, and inspires the next generation of researchers. We are fortunate to have a public engagement centre within our institution, which contains digital games, an established and effective way to engage children. We developed a new game for school-age children to engage them in the Paediatric Human Cell Atlas, a collaborative project that aims to map single-cell profiles and spatial characterization of gene expression across human tissues a
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23

SONCINI, G., L. VALNEGRI, L. VERCELLOTTI, et al. "Investigation of Campylobacter in Reared Game Birds." Journal of Food Protection 69, no. 12 (2006): 3021–24. http://dx.doi.org/10.4315/0362-028x-69.12.3021.

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A total of 103 pooled samples of neck skin and meat from pigeons for the table and neck skin of pheasant were analyzed bacteriologically to determine the presence of Campylobacter. Colonies suspected of being Campylobacter were grown from 15.8% of pigeon neck skin samples, 12.5% of pigeon meat samples, and 50% of pheasant neck skin samples after culturing, and in 6.9% of pigeon neck skin samples (4 × 102 to 2 × 103 CFU/g) assessed quantitatively without preculturing. PCR confirmed the presence of Campylobacter spp. in 5.26 and 3.44% of samples of pigeon neck skin and meat, respectively. Specie
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24

Safitri, Anis, and Tadkiroatun Musfiroh. "Beauty Standard Discourse on Skin Game Advertisement." International Journal of Linguistics, Literature and Translation 5, no. 12 (2022): 102–10. http://dx.doi.org/10.32996/ijllt.2022.5.12.13.

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The current study aims to analyze the discourse of Skin Game advertisements. The approach used was a qualitative approach. Data collection techniques were documentation, identification, and note techniques. The data analysis method used was the perspective of critical discourse analysis from Ruth Wodak, known as the Discourse Historical Approach (DHA). The data source was the Skin Game advertisement which consists of four videos. The results of the study present that Skin Game advertisements have the courage to take a different stream from the common skincare advertising habit, which always di
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25

Medina, Fathin Aisyah, Arianis Chan, and Pratami Wulan Tresna. "Pengaruh Brand Community Terhadap Customer Loyalty dengan Customer Value sebagai Variabel Intervening (Studi pada Komunitas Skin Game Warrior)." JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL 6, no. 3 (2025): 2031–42. https://doi.org/10.38035/jmpis.v6i3.4548.

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Penelitian ini ditujukan untuk mengetahui pengaruh yang diberikan oleh eksistensi brand community terhadap customer loyalty dari brand perawatan lokal Skin Game yang memiliki komunitas bernama Skin Game Warrior melalui mediasi customer value yang diterapkan. Data yang didapatkan merupakan data primer dari hasil penyebaran kuesioner dan wawancara dengan sampel penelitian, serta peneliti menggunakan data sekunder yang dikumpulkan dari pencarian dalam jurnal, laman internet, buku dan data relevan yang diperoleh dari perusahaan. Sampel melibatkan 176 anggota Skin Game Warrior dan data dianalisis m
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26

Nareswari, Salsabila Putri, and Ruvira Arindita. "COMMUNITY ENGAGEMENT TO BUILD WOMEN EMPOWERMENT IN MAINTAINING BRAND IMAGE (STUDY ON COMMUNITY MEMBERS LOCAL SKINCARE BRAND)." Journal of Digital Media Communication 3, no. 2 (2024): 84–94. https://doi.org/10.35760/dimedcom.2024.v3i2.13078.

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RUBI Community, Skin Game Warrior, and Wardah Youth Ambassador are beauty communities from local skincare brands that aim to empower women and address gender inequality issues that still occur in Indonesia. This research uses qualitative with in-depth interview to explore the perceptions of community members regarding community engagement carried out by RUBI Community, Skin Game Warrior, and Wardah Youth Ambassador in empowering women to maintain the brand image of Avoskin, Skin Game, and Wardah. Based on the results of the research, the community engagement carried out shows that members are
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27

O'Donnell, Brooke L., and Silvia Penuela. "Skin in the game: pannexin channels in healthy and cancerous skin." Biochemical Journal 480, no. 23 (2023): 1929–49. http://dx.doi.org/10.1042/bcj20230176.

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The skin is a highly organized tissue composed of multiple layers and cell types that require coordinated cell to cell communication to maintain tissue homeostasis. In skin cancer, this organized structure and communication is disrupted, prompting the malignant transformation of healthy cells into melanoma, basal cell carcinoma or squamous cell carcinoma tumours. One such family of channel proteins critical for cellular communication is pannexins (PANX1, PANX2, PANX3), all of which are present in the skin. These heptameric single-membrane channels act as conduits for small molecules and ions l
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28

Padilla, Mark William. "Hitchcock's Textured Characters in The Skin Game." Hitchcock Annual 21, no. 1 (2017): 1–39. http://dx.doi.org/10.1353/hit.2017.0000.

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29

&NA;. "The Value of Skin in the Game." Back Letter 29, no. 2 (2014): 13–23. http://dx.doi.org/10.1097/01.back.0000443957.12776.ab.

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30

CHEMLA, GILLES, and CHRISTOPHER A. HENNESSY. "Skin in the Game and Moral Hazard." Journal of Finance 69, no. 4 (2014): 1597–641. http://dx.doi.org/10.1111/jofi.12161.

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31

Wengreen, Heidi, Damon Joyner, Sheryl Aguilar, and Gregory Madden. "Does the FIT Game Healthy Eating Program Increase Children's Skin Carotenoid Concentrations?" Current Developments in Nutrition 4, Supplement_2 (2020): 1361. http://dx.doi.org/10.1093/cdn/nzaa059_078.

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Abstract Objectives The objective of this research was to assess associations between skin carotenoid concentrations and participation in the FIT Game Healthy Eating Program, a school-wide program aimed at increasing vegetable intake among children. Methods Randomized-control trial in which two schools played the FIT Game and two schools received no intervention. Skin carotenoids were measured using a Pharmanex BioPhotonic Scanner at baseline, during the last 3 days of the 8-week intervention, and 3 months following the end of the intervention. Results 1455 students participated in the FIT Gam
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Toha, Irfan Fauzi, and Yully Ambarsih Ekawardhani. "Sensuality Representation on Ahri’s KDA Popstar Skin." ARTic 3, no. 2 (2021): 295–306. http://dx.doi.org/10.34010/artic.v3i2.4785.

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This study dissected the costume contained in skin KDA Popstar on Ahri’s Champion in League of Legends game to find represenation of sensuality that adapted imagery from girlband Kpop. League of Legends is a game that offers player an arena to fight, survive and win the game. This studies on skin KDA Popstar of champion Ahri, which adapted from Korean girlband, the visual that can intrigue emotion, desire and addiction from players. The study is a qualitative research by describing skin KDA Popstar weared by champion Ahri then dissect the skin character based on costume matrix, analysis on s
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Mundluru, Shankar N., Nirmala D. Ramalingam, and H. Nicole Tran. "Skin in the Game—Taking Skin of Color Dermatology to the Classroom." Journal of Graduate Medical Education 11, no. 3 (2019): 336–37. http://dx.doi.org/10.4300/jgme-d-18-00900.1.

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Patil, Seema A., and Raymond K. Cross. "More Skin in the Game: Screening for Skin Cancer in IBD Patients." Digestive Diseases and Sciences 63, no. 10 (2018): 2497–99. http://dx.doi.org/10.1007/s10620-018-5136-y.

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35

Prakoso, Quina Alifa Nanda, Anita Muliawati, and Ika Nurlaili Isnainiyah. "Analisis Sentimen terhadap Produk Skin Game di Forum Review Female Daily Menggunakan Metode Multinomial Naïve Bayes dan TF-IDF." Informatik : Jurnal Ilmu Komputer 18, no. 3 (2022): 198. http://dx.doi.org/10.52958/iftk.v18i3.4679.

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Female Daily merupakan salah satu platform online yang berfokus di bidang kecantikan dan memiliki forum review dengan lebih dari 50.000 produk kosmetik yang dapat direview oleh membernya. Salah satu brand yang berada di platform ini adalah Skin Game, brand kosmetik lokal yang didirikan pada tahun 2019. Dalam proses pemilihan skincare, seringkali calon pembeli membutuhkan opini orang, oleh karena itu Female Daily hadir memenuhi kebutuhan tersebut. Namun dengan banyaknya review yang tersedia, pengguna membutuhkan waktu untuk membaca beberapa review terlebih dahulu. Cara lain yang dapat dilakukan
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Morrell, Edward, Ville Kankainen, Annakaisa Kultima, and Tomi Kauppinen. "There’s More than One Way to Skin a Game: Templating Game-Based Learning." European Conference on Games Based Learning 18, no. 1 (2024): 1122–25. http://dx.doi.org/10.34190/ecgbl.18.1.3012.

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This work in progress paper documents our experiences in academic game development as we shifted from custom-built game designs to a templating approach that could more economically adapt our games to meet the needs of different disciplines. We assess our previous games content and structure for its suitability to fit such an approach and start developing a framework for our future work within our specific constraints.
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Neave, Edwin Harold. "Why does bank screening matter? Private information and publicly traded securities." International Journal of Managerial Finance 12, no. 5 (2016): 478–97. http://dx.doi.org/10.1108/ijmf-11-2015-0199.

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Purpose The purpose of this paper is to use an equilibrium model to identify the public and private informational requirements for equilibrium pricing and shows that unless these informational requirements are met, skin-in-the-game policies will not be fully effective against moral hazard for banks with relatively large market share. Selling securitizations with recourse can be. Design/methodology/approach The single-period model shows equilibrium prices depend on both public and private information, the latter produced as banks screen loans. If bank has a sufficiently large market share, it c
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Kimberly Blockett. "Do You Have Any Skin in the Game?" Legacy 31, no. 1 (2014): 63. http://dx.doi.org/10.5250/legacy.31.1.0063.

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Kelly, Austin. "“Skin in the Game”: Zero Downpayment Mortgage Default." Journal of Housing Research 17, no. 2 (2008): 75–99. http://dx.doi.org/10.1080/10835547.2008.12091991.

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Kelly, Austin. ""Skin in the Game": Zero Downpayment Mortgage Default." Journal of Housing Research 17, no. 2 (2008): 75–99. http://dx.doi.org/10.1080/10835547.2008.12091994.

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41

Mendoza, Roger Lee. "A Game-Theoretic Model of Marketing Skin Whiteners." Health Marketing Quarterly 32, no. 4 (2015): 367–81. http://dx.doi.org/10.1080/07359683.2015.1093884.

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Hiles, M. C., and A. M. Altizer. "Hernia Repair: Should Skin Be In The Game?" Journal of Surgical Research 165, no. 2 (2011): 174. http://dx.doi.org/10.1016/j.jss.2010.11.809.

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43

Amy Hicks. "Skin Game: A Cutter's Memoir (review)." Fourth Genre: Explorations in Nonfiction 2, no. 2 (2000): 256–57. http://dx.doi.org/10.1353/fge.2013.0184.

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Ashcraft, Adam B., Kunal Gooriah, and Amir Kermani. "Does skin-in-the-game affect security performance?" Journal of Financial Economics 134, no. 2 (2019): 333–54. http://dx.doi.org/10.1016/j.jfineco.2019.04.009.

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Andrews, Lori. "Skin in the Game: Human Tissue as Property." American Journal of Law & Medicine 50, no. 3-4 (2024): 191–203. https://doi.org/10.1017/amj.2025.5.

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AbstractIn 2023, Henrietta Lacks’ family won a settlement from Thermo Fisher Scientific on the grounds that the company had been “unjustly enriched” by the sale of products developed with Henrietta’s cells. Given that hundreds of thousands of people have tissue stored in the United States, this article explores how today’s patients might fare if they similarly sued professionals and companies that undertake unauthorized research on or commercialization of their tissue on the grounds of conversion, unjust enrichment, lack of informed consent, breach of fiduciary duty and, where government entit
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King, Reyhaan, and Teresa de la Hera. "Fortnite Streamers as Influencers: A Study on Gamers’ Perceptions." Computer Games Journal 9, no. 4 (2020): 349–68. http://dx.doi.org/10.1007/s40869-020-00112-6.

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Abstract This paper explores how players perceive Fortnite streamers as influencers and how these internal perceptions shape their experience of the streamers’ videos and their own gameplay. Fortnite is currently the most popular multi-platform free-to-play game. In-depth semi-structured interviews were conducted revealing that streamers are, first, perceived as entertainers by showcasing high-level gameplay. Gamers consume this content because it is perceived as fun, relaxing, and an engaging way to learn. Streamers are, second, an inspiration to play by inspiring competition, collaboration,
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Aprilia, Melani, and Angestika Wilandari. "Pengaruh Brand Experience dan Kualitas Produk Terhadap Keputusan Pembelian Produk Skin Game di Jabodetabek." Jurnal Ilmiah Ekonomi Global Masa Kini 14, no. 2 (2023): 75–81. http://dx.doi.org/10.36982/jiegmk.v14i2.3440.

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The skin care industry has attracted much attention in recent years. In line with the growth of the skincare industry, it encourages innovation in products used in skin care according to their functions. This study examines the effect of brand experience and product quality on purchasing decisions for Skin Game brand skin care products in Jabodetabek. The method used in this research is a descriptive quantitative approach with purposive sampling and determining the sample using the Lemeshow formula. The object of this research is consumers who use the skincare brand Skin Game in Jabodetabek, w
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Wargi, Nabila Cahyaning. "Beauty Representation in Skin Game’s Instagram Post #BornThisWay." Journal of Scientific Research, Education, and Technology (JSRET) 3, no. 4 (2024): 1493–505. https://doi.org/10.58526/jsret.v3i4.528.

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Beauty is something that is considered quite important to have and is every woman's dream. Even though each individual's standard of beauty is different, there is a kind of unwritten standard that is embedded in people's minds regarding what beauty is. Over time and the development of technology, the dominance of the media, beauty standards have become narrowed to one point, namely Western-style beauty. This research aims to analyze how Skin Game, as a local beauty brand, contributes to changing the beauty narrative in Indonesia through the #BornThisWay campaign. This research uses a qualitati
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Ozik, Gideon, and Ronnie Sadka. "Skin in the Game versus Skimming the Game: Governance, Share Restrictions, and Insider Flows." Journal of Financial and Quantitative Analysis 50, no. 6 (2015): 1293–319. http://dx.doi.org/10.1017/s0022109015000587.

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AbstractThis paper advances the proposition that share restrictions engender potential conflicts of interest between fund managers and investors. Fund flows predict future fund returns for share-restricted funds, especially among funds with low levels of governance and funds managing insiders’ wealth, providing managers incentive to trade in advance of their clients. Some direct evidence for such managerial action is presented, using proprietary data on managerial investment in their own funds. The evidence suggests that private information about a fund, not necessarily its holdings, may const
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Kureljusic, Branislav, Bozidar Savic, Radisa Prodanovic, and Dusko Cirovic. "Cutaneous fibroma in the roe deer (Capreolus capreolus)." Veterinarski glasnik 63, no. 3-4 (2009): 243–49. http://dx.doi.org/10.2298/vetgl0904243k.

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Fibromas present very frequent skin neoplasms in different species of wild game of the family Cervidae. Viral etiology of skin neoplasms was proven in certain species of wild game from this family, with the most frequent diagnoses being: fibromas, ossifying fibromas, fibrosarcomas, multiple neurofibromatosis, fibropapillomas, and papillomas. The diagnozed tumor in the roe deer had the histological characteristics of a polimorphous fibroblast, which is not the case with domestic animals. This finding can be considered as a characteristic of fibromas in animals of the family Cervidae. Solitary f
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