Academic literature on the topic 'Video game company'
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Journal articles on the topic "Video game company"
Rojo, Teresa, Myriam González-Limón, and Asunción Rodríguez-Ramos. "Company–University Collaboration in Applying Gamification to Learning about Insurance." Informatics 6, no. 3 (September 19, 2019): 42. http://dx.doi.org/10.3390/informatics6030042.
Full textMaher, Brendan. "Can a video game company tame toxic behaviour?" Nature 531, no. 7596 (March 2016): 568–71. http://dx.doi.org/10.1038/531568a.
Full textLin, Li-Chan. "EFFECTIVENESS OF DIFFERENT INTERGENERATIONAL LEARNING PROGRAMS FOR ELDERS WITH MILD COGNITIVE IMPAIRMENT." Innovation in Aging 3, Supplement_1 (November 2019): S114. http://dx.doi.org/10.1093/geroni/igz038.422.
Full textKoch, Stefan, and Philipp Artmayr. "Stability and development of user innovation strategies for video game producers." European Journal of Innovation Management 23, no. 5 (November 18, 2019): 753–64. http://dx.doi.org/10.1108/ejim-05-2019-0117.
Full textHuang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (September 2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.
Full textRuberg, Bonnie. "Straight Paths Through Queer Walking Simulators: Wandering on Rails and Speedrunning in Gone Home." Games and Culture 15, no. 6 (March 7, 2019): 632–52. http://dx.doi.org/10.1177/1555412019826746.
Full textMancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.
Full textMitre-Hernandez, Hugo, Carlos Lara-Alvarez, Mario Gonzalez-Salazar, Jezreel Mejia-Miranda, and Diego Martin. "User eXperience Management from Early Stages of Computer Game Development." International Journal of Software Engineering and Knowledge Engineering 26, no. 08 (October 2016): 1203–20. http://dx.doi.org/10.1142/s021819401650042x.
Full textJenson, Jennifer, and Suzanne de Castell. "Patriarchy in play: Video games as gendered media ecologies." Explorations in Media Ecology 20, no. 2 (June 1, 2021): 195–212. http://dx.doi.org/10.1386/eme_00084_1.
Full textDanshina, Ksenia. "The Russian approach to regulating video games: a play-through." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 67–74. http://dx.doi.org/10.4337//ielr.2020.01.07.
Full textDissertations / Theses on the topic "Video game company"
Harding, Andreas. "Exploring brand identity practice in video game start-ups : Industrial Marketing." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74485.
Full textMayer, Katherine. "Fulfillment & Amazon Invazion: Explorations of the Company Amazon Through Play." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1332.
Full textHo, Cheng-Chia, and 何承家. "Departmental Strategies Of R&D And Management In Video Game Company." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/87168629132695321837.
Full text國立臺灣科技大學
高階科技研發碩士在職專班
105
The popularity of smart phone from 2008 brought about the mobile game explosion and generated US$37B in sales until 2016(in 2016 alone). On-line app stores i.e. Apple App Store and Google Play make publication and profitability of mobile game more straightforward and prompt and, as a result, thousands of start-ups and developers crowded into this industry. The rise of smart phone introduced a great popularity of new consumers while it also caused outflow of players on other game platforms and changed the entire industry chain. Such as the recession of online gaming, dealers losing local advantages, losing ground of handheld game consoles, and even the decline in arcade games. Games are transplanted to mobile platform as a trend and abruptly mobile gaming becomes an intense battlefield. The transition of game producers and the crisis of brain-drain turn into urgent issues. Firstly in this research, we employ BCG Matrix to examine the existing product line of the studied company to predict its product development and life cycle. Secondly, we try to analyze the gaming market using primary data generated directly from the market, along with secondary data collected by the dealers and the studied company to discover possible market gap and opportunities. Then, we will use T-Plan to depict the following three year product roadmap for the cased company followed with STP and SWOT analysis of the product line to make a strategic portfolio with SO, WO, ST, and WT. In the end, the internal competitiveness of the company will be examined and organization structure be adjusted to increase executive efficiency and bring supplements to the technology gap of the product line. The purpose of this research is to draw up a three year product roadmap, to standardize research procedures, to make a precise product development procedure, and to expand capacity to secure sustainable development of the organization. It is recommended the three year product roadmap be renovated regularly to meet market needs and ultimately 100% growth rate on 2019 net profit is reachable.
Yu, Chuang-Chieh, and 游創捷. "“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/wwn45m.
Full text國立東華大學
企業管理學系
102
This study investigates how the video game firm uses the "e-sports" weapon as a development strategy. By using a case of the game company "Wargaming" in Belarus, this study shows how the company use "e-sports" factor for promoting his product “World of Tanks” and improve the level of players’ engagement and behavior step by step. Qualitative research method was conducted in this study by interviewing with the Wargaming company, the game industry, professional players, and by collecting secondary data, then integrating and analyzing those information. This study revealed that the company used different strategies to adapt different players. Players are divided into several different stages and be motivated to change their consuming habit by e-Sports. In the study the relationship between players in e-Sports game is of great significance, it will enhance the number of players, wield mutual influence of consumer behavior, and reduce the loss of players. According to the finding, we expect to provide a domestic development strategy to other video game companies and suggest a future direction of the developing electronic games for e-Sports product.
Books on the topic "Video game company"
Zammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.
Full textGorges, Florent, and Isao Yamazaki. The History of Nintendo: Volume 2, 1980-1991 The Game & Watch games, An Amazing Invention. Pix'n Love Publishing, 2012.
Find full textGorges, Florent, and Isao Yamazaki. L'Histoire de Nintendo: Volume 2, 1980-1991 L'etonnante Invention: Les Game & Watch. Omake Books, 2018.
Find full textGORGES, Florent. L'Histoire de Nintendo: Volume 2, 1980-1991 L'etonnante Invention: Les Game & Watch. Pix'n Love Publishing, 2013.
Find full textGorges, Florent, and Isao Yamazaki. The History of Nintendo: Volume 1, 1889-1980 From Playing Cards to Game & Watch. Pix'n Love Publishing, 2012.
Find full textGORGES, Florent. L'Histoire de Nintendo: Volume 1, 1889-1980 Des Cartes a jouer aux Game & Watch. PIX N LOVE, 2008.
Find full textGorges, Florent, and Isao Yamazaki. L'Histoire de Nintendo: Volume 1, 1889-1980 Des Cartes à jouer aux Game & Watch. Omake Books, 2017.
Find full textVernallis, Carol. Music Video’s Second Aesthetic? Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.0016.
Full textStephens, Owen K. C., Scott Gearin, and Robert J. Schwalb. Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas). Green Ronin Publishing, 2004.
Find full textBook chapters on the topic "Video game company"
Maraj, Crystal S., and Jonathan Hurter. "A Usability and Workload Investigation: Using Video Games to Compare Two Virtual Reality Systems." In Advances in Human Factors in Wearable Technologies and Game Design, 354–63. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_36.
Full textBigné, Enrique, Inés Küster, Asunción Hernández, Torpong Suemanotham, and Natalia Vila. "Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company." In Advances in Advertising Research (Vol. 2), 3–20. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6854-8_1.
Full textMaiello, Giuseppe. "National Differences and Gender Stereotypes in Days of Empire." In Handbook of Research on Advanced Research Methodologies for a Digital Society, 788–99. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8473-6.ch043.
Full textPun, Lok Fai. "Paid to Play." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 422–40. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch020.
Full textDunkel, William, and Aaron Trammell. "Double-Ventriloquism and Aegyo in Overwatch." In Media Ventriloquism, 173–94. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.003.0010.
Full textChaboud, Mathieu-Claude. "How Do the Crowdfunders Judge the Crowdfunded?" In Crowdsourcing, 1026–55. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-8362-2.ch051.
Full textChaboud, Mathieu-Claude. "How do the Crowdfunders Judge the Crowdfunded?" In Advances in Business Strategy and Competitive Advantage, 78–107. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9604-4.ch004.
Full textDegn-Andersen, Jens. "Strengthening an Organizational Knowledge-Sharing Culture." In Handbook of Research on Organizational Culture Strategies for Effective Knowledge Management and Performance, 237–58. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7422-5.ch013.
Full textPatterson, Christopher B. "Posture." In Open World Empire, 157–93. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0006.
Full textKwok, Sai Ho. "DRM Technology for Mobile Multimedia." In Mobile Computing, 1117–24. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-054-7.ch092.
Full textConference papers on the topic "Video game company"
Ahmadi, Michael, Rebecca Eilert, Anne Weibert, Volker Wulf, and Nicola Marsden. "Hacking Masculine Cultures - Career Ambitions of Female Young Professionals in a Video Game Company." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347186.
Full textAhmadi, Michael, Rebecca Eilert, Anne Weibert, Volker Wulf, and Nicola Marsden. "Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company." In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376716.
Full text"How to Design Accounting Video Lectures to Recover Lost Time." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3985.
Full textR.M. Debenham, Evan, and Roberto Solis-Oba. "New Algorithms for Computing Field of Vision over 2D Grids." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101801.
Full textGallimore, Jennie J., Blake Ward, Adrian Johnson, Bobbie Leard, Jeremy Lewis, Kyle Preuss, and Julie Skipper. "Human Perceptions of Nonverbal Behavior Presented Using Synthetic Humans." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82641.
Full textSnodgrass, Sam, and Santiago Ontañón. "Player Movement Models for Video Game Level Generation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/105.
Full textAhuja, Karan, Abhishek Bose, Mohit Jain, Kuntal Dey, Anil Joshi, Krishnaveni Achary, Blessin Varkey, Chris Harrison, and Mayank Goel. "Gaze-based Screening of Autistic Traits for Adolescents and Young Adults using Prosaic Videos." In COMPASS '20: ACM SIGCAS Conference on Computing and Sustainable Societies. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3378393.3402242.
Full textYang, Hsuan-Kung, Po-Han Chiang, Min-Fong Hong, and Chun-Yi Lee. "Flow-based Intrinsic Curiosity Module." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/286.
Full textPettersen, Jostein. "Two-Phase Flow Patterns During Microchannel Vaporization of CO2 at Near-Critical Pressures." In ASME 2003 1st International Conference on Microchannels and Minichannels. ASMEDC, 2003. http://dx.doi.org/10.1115/icmm2003-1010.
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