Journal articles on the topic 'Video game industry'
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Yoshua Pramana Kawi, I Nyoman Putu Budiartha, and Ni Made Puspasutari Ujianti. "Pengaturan Industri Permainan Interaktif Elektronik di Era Industri 4.0 Video Game Industry Regulation In 4.0. Industry Era." Jurnal Preferensi Hukum 3, no. 2 (2022): 253–59. http://dx.doi.org/10.55637/jph.3.2.4925.253-259.
Full textDunlop, Janet C. "The U.S. Video Game Industry." International Journal of Technology and Human Interaction 3, no. 2 (2007): 96–109. http://dx.doi.org/10.4018/jthi.2007040106.
Full textBurwell, Catherine. "Game Changers: Making New Meanings and New Media with Video Games." English Journal 106, no. 6 (2017): 41–47. http://dx.doi.org/10.58680/ej201729180.
Full textCallens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Full textWidiandari, Arsi. "Perkembangan dan Globalisasi Video Game Jepang." KIRYOKU 3, no. 2 (2019): 71. http://dx.doi.org/10.14710/kiryoku.v3i2.71-76.
Full textUlitina, O., and Ye Yakusha. "VIDEO GAME AS A COPYRIGHT OBJECT IN THE CREATIVE INDUSTRIES: FOREIGN EXPERIENCE." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(60) (January 18, 2024): 40–46. https://doi.org/10.20535/2308-5053.2023.4(60).296977.
Full textKolek, Lukáš, Michał Mochocki, and Jakub Gemrot. "Review of Educational Benefits of Game Jams: Participant and Industry Perspective." Homo Ludens, no. 1(15) (May 29, 2023): 115–40. http://dx.doi.org/10.14746/hl.2022.15.7.
Full textMéndez González, Ramón. "Specialized Terminology in the Video Game Industry: Neologisms and their Translation." Vertimo studijos 12 (December 20, 2019): 71–86. http://dx.doi.org/10.15388/vertstud.2019.5.
Full textJYOTHIRADITYA PERI. "Video gaming industry in the US." International Journal of Science and Research Archive 11, no. 1 (2024): 1257–65. http://dx.doi.org/10.30574/ijsra.2024.11.1.0194.
Full textRykała, Piotr. "The growth of the gaming industry in the context of creative industries." Biblioteka Regionalisty 2020, no. 20 (2020): 124–36. http://dx.doi.org/10.15611/br.2020.1.10.
Full textTolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "A Qualitative Study of the Estonian Video Game Industry Expectations." Journal of Education and Learning 12, no. 2 (2023): 1. http://dx.doi.org/10.5539/jel.v12n2p1.
Full textGodin, V. V., A. E. Terekhova, D. N. Bulatov, and I. А. Zaremba. "Neural networks utilization in the video game industry." Vestnik Universiteta, no. 8 (October 4, 2024): 23–33. http://dx.doi.org/10.26425/1816-4277-2024-8-23-33.
Full textShedko, I. I. "Video Game Art Styles." Art & Culture Studies, no. 4 (December 2021): 382–95. http://dx.doi.org/10.51678/2226-0072-2021-4-382-395.
Full textCadin, Loïc, Francis Guérin, and Robert DeFillippi. "HRM Practices in the Video Game Industry:." European Management Journal 24, no. 4 (2006): 288–98. http://dx.doi.org/10.1016/j.emj.2006.05.002.
Full textZackariasson, Peter, and Timothy L. Wilson. "Paradigm shifts in the video game industry." Competitiveness Review 20, no. 2 (2010): 139–51. http://dx.doi.org/10.1108/10595421011029857.
Full textTunnel, Raimond-Hendrik, and Ulrich Norbisrath. "A Survey of Estonian Video Game Industry Needs." Journal of Education and Learning 11, no. 5 (2022): 183. http://dx.doi.org/10.5539/jel.v11n5p183.
Full textIl'ichev, Aleksei Vladimirovich. "Representation of the image of "Russia" and "Russians" in video games as an integral part of the soft power policy of Western countries." Конфликтология / nota bene, no. 4 (April 2024): 85–102. https://doi.org/10.7256/2454-0617.2024.4.72820.
Full textChiapello, Laureline. "L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo." RACAR : Revue d'art canadienne 40, no. 2 (2016): 101–14. http://dx.doi.org/10.7202/1035399ar.
Full textŽmuk, Berislav. "Performance analysis of the Croatian video game industry." Croatian review of economic, business and social statistics 10, no. 1 (2024): 13–26. http://dx.doi.org/10.62366/crebss.2024.1.002.
Full textAllen, Jonathan P., and Jeffrey Kim. "It and the Video Game Industry: Tensions and Mutual Shaping." Journal of Information Technology 20, no. 4 (2005): 234–44. http://dx.doi.org/10.1057/palgrave.jit.2000048.
Full textWIKHAMN, BJÖRN REMNELAND, ALEXANDER STYHRE, JAN LJUNGBERG, and ANNA MARIA SZCZEPANSKA. "EXPLORATION VS. EXPLOITATION AND HOW VIDEO GAME DEVELOPERS ARE ABLE TO COMBINE THE TWO." International Journal of Innovation Management 20, no. 06 (2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.
Full textMustofa, Mustofa, Jordy Lasmana Putra, and Chandra Kesuma. "Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game." Computer Science (CO-SCIENCE) 1, no. 1 (2021): 27–34. http://dx.doi.org/10.31294/coscience.v1i1.158.
Full textWu, Hongfei, Ruizhe Gao, and Yitong Yin. "The effect of short game videos on consumers' willingness to purchase virtual items in games: A moderating effect based on game experience." Journal of Asian Business Strategy 14, no. 1 (2024): 39–60. http://dx.doi.org/10.55493/5006.v14i1.5030.
Full textWerning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.
Full textInshakov, A. A., and V. G. Egorov. "THE VIDEO GAME INDUSTRY: AN ECONOMIC ANALYSIS AND A REVIEW OF MODERN RESEARCH." Post–Soviet Continent, no. 4 (December 9, 2023): 71–95. http://dx.doi.org/10.48137/23116412_2023_4_71.
Full textBabb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.
Full textWang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.
Full textFoster, Dakota D. "Protecting Video Game Gameplay Creators: A Two-Pronged Copyright Approach." Texas A&M Law Review 9, no. 3 (2022): 711–41. http://dx.doi.org/10.37419/lr.v9.i3.5.
Full textZhao, Qingchuan, and Xiaojing Wen. "Comparative Research of Chinese and American Game Mechanism Design." SHS Web of Conferences 165 (2023): 01008. http://dx.doi.org/10.1051/shsconf/202316501008.
Full textMohr, Stephen, and Syed Shawon Rahman. "It Security Issues Within the Video Game Industry." International Journal of Computer Science and Information Technology 3, no. 5 (2011): 1–16. http://dx.doi.org/10.5121/ijcsit.2011.3501.
Full textStavljanin, Velimir, Jelena Cvijovic, and Milica Kostic-Stankovic. "Research of indirect advertising in video game industry." Industrija 45, no. 4 (2017): 113–32. http://dx.doi.org/10.5937/industrija45-16065.
Full textPilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.
Full textHughes, Ian. "Video Game Currency: Clever or Currupting?" ITNOW 61, no. 4 (2019): 60–63. http://dx.doi.org/10.1093/itnow/bwz117.
Full textLiu, Zhuofan. "Analysis and Research of Action Adventure Game Design." Lecture Notes in Education Psychology and Public Media 42, no. 1 (2024): 195–99. http://dx.doi.org/10.54254/2753-7048/42/20240852.
Full textKabát, Marián. "Pár poznámok k terminológii a neologizmom v lokalizácii videohier." Nová filologická revue 14, no. 1 (2022): 28–40. http://dx.doi.org/10.24040/nfr.2022.14.1.28-40.
Full textK., Anupama, and G. K. Chithra. "Of Castration Anxiety and Hypersexualized Female Bodies: A Critical Assessment of the Objectifying Gaze in Batman: Arkham Video Game Series." Theory and Practice in Language Studies 12, no. 9 (2022): 1921–29. http://dx.doi.org/10.17507/tpls.1209.26.
Full textLi, Ningxin. "Legal and Ethical Issues of Reverse Engineering the Video Game." Global Journal of Politics and Law Research 11, no. 1 (2023): 52–65. http://dx.doi.org/10.37745/gjplr.2013/vol11n15265.
Full textJiang, Chengzhi. "Exploring Discrimination against Video Games and Strategies for Reduction: A Review of Stereotypes, Cultural Perceptions, and Media Representation." Journal of Education, Humanities and Social Sciences 45 (December 26, 2024): 285–92. https://doi.org/10.54097/2p4mfn37.
Full textValdés-Argüelles, Cristina, Aquilina Fueyo Gutiérrez, and María Verdeja. "Gender perspectives on educational contributions to the study of video-gaming: A baseline feminist genealogy." Journal of Technology and Science Education 14, no. 3 (2024): 916. http://dx.doi.org/10.3926/jotse.2621.
Full textGeslin, Erik, Laurent Jégou, and Danny Beaudoin. "How Color Properties Can Be Used to Elicit Emotions in Video Games." International Journal of Computer Games Technology 2016 (2016): 1–9. http://dx.doi.org/10.1155/2016/5182768.
Full textSoto de la Cruz, Jenniffer, Sara Cortés Gómez, and Pilar Lacasa. "The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite." Comunicación y Sociedad 2023 (May 3, 2023): 1–23. http://dx.doi.org/10.32870/cys.v2023.8455.
Full textDyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.
Full textAleksandr, Novozhenin. "Research on the Impact of Video Game Characteristics on Russian Consumers Purchase Intention." Frontiers in Business, Economics and Management 15, no. 3 (2024): 139–42. http://dx.doi.org/10.54097/4xjbdx74.
Full textLiu, Jianan. "The study of the investment value of Activision Blizzard based on SWOT analysis." BCP Business & Management 38 (March 2, 2023): 3112–16. http://dx.doi.org/10.54691/bcpbm.v38i.4242.
Full textAli, Wildan. "Evolution of the Video Game Market." Journal of Games, Game Art, and Gamification 1, no. 1 (2021): 27–34. http://dx.doi.org/10.21512/jggag.v1i1.7248.
Full textIlyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.
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 (2019): 753–64. http://dx.doi.org/10.1108/ejim-05-2019-0117.
Full textNguyen, Phuong, and Luong Nguyen. "A study on game consumer behavior." Management Science Letters 11, no. 9 (2021): 2323–30. http://dx.doi.org/10.5267/j.msl.2021.6.002.
Full textDing, Yixin. "Playing Action Video Games Affects Cognitive Ability." Journal of Education, Humanities and Social Sciences 5 (November 23, 2022): 266–71. http://dx.doi.org/10.54097/ehss.v5i.2911.
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