Journal articles on the topic 'Video game market'
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Chess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textGoaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.
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 textKirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (February 14, 2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_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 textBurdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.
Full textKrok, Ewa. "The video game market and its participants." Zeszyty Naukowe Uniwersytetu Szczecińskiego. Studia Informatica 40 (2016): 49–60. http://dx.doi.org/10.18276/si.2016.40-05.
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 (July 13, 2016): 1650045. http://dx.doi.org/10.1142/s1363919616500456.
Full textFernández-Costales, Alberto. "On the sociolinguistics of video games localisation." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 120–40. http://dx.doi.org/10.1075/jial.00001.fer.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
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 textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textPerfilov, Yu A. "COMPOSITIONAL FEATURES OF VIDEO GAME TEXTS DURING THE PERIOD OF 1970-1982." Bulletin of Udmurt University. Series History and Philology 30, no. 5 (October 27, 2020): 853–58. http://dx.doi.org/10.35634/2412-9534-2020-30-5-853-858.
Full textAbyshko, Alexander, Maria Mironova, Alfia Mutygullina, Ivan Ponomarev, German Sabirov, and Anastasiya Chuvaeva. "Restrictions on freedom of expression in the video games industry in Russia." Interactive Entertainment Law Review 2, no. 1 (June 2019): 23–34. http://dx.doi.org/10.4337/ielr.2019.01.02.
Full textSeo, Sangho. "The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market." Journal of Korea Game Society 12, no. 6 (December 20, 2012): 47–58. http://dx.doi.org/10.7583/jkgs.2012.12.6.47.
Full textZhao, Eric Yanfei, Masakazu Ishihara, and P. Devereaux Jennings. "Competing Imitation Strategies In The U.S. Video Game Market." Academy of Management Proceedings 2012, no. 1 (July 2012): 11962. http://dx.doi.org/10.5465/ambpp.2012.133.
Full textRhee, Hae Kyung, Doo Heon Song, and Jeong Hoon Kim. "Comparative analysis of first person shooter games on game modes and weapons – military-themed, overwatch, and player unknowns’ battleground." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (January 1, 2019): 116. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp116-122.
Full textDusi, Nicola, Maria Federico, and Marco Furini. "MovieRemix: Having Fun Playing with Videos." International Journal of Computer Games Technology 2011 (2011): 1–13. http://dx.doi.org/10.1155/2011/857371.
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 (September 30, 2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.
Full textRietveld, Joost, Joost van Dreunen, and Charles Baden-Fuller. "Game Changers: Business Model Innovation in the UK Market for Digital Video Games." Academy of Management Proceedings 2015, no. 1 (January 2015): 12890. http://dx.doi.org/10.5465/ambpp.2015.12890abstract.
Full textDIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (December 2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.
Full textMangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (January 26, 2021): 9. http://dx.doi.org/10.3390/arts10010009.
Full textVelasquez, Nicole F., Hannah Newman, and Scott Miller. "The Impact Of A Secondary Market On Video Game Purchase Intentions." Review of Business Information Systems (RBIS) 16, no. 3 (July 10, 2012): 103–12. http://dx.doi.org/10.19030/rbis.v16i3.7129.
Full textAygoren, Oguzhan, and Stefan Koch. "Community Support or Funding Amount: Actual Contribution of Reward-Based Crowdfunding to Market Success of Video Game Projects on Kickstarter." Sustainability 13, no. 16 (August 16, 2021): 9195. http://dx.doi.org/10.3390/su13169195.
Full textBulut, Ergin. "One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 16, no. 2 (June 4, 2018): 757–71. http://dx.doi.org/10.31269/triplec.v16i2.930.
Full textZhang, Jiahao. "Analysis on the Share Price and Forecasting Calculation Data of Activision Blizzard, Inc. Based on SWOT-Model." E3S Web of Conferences 214 (2020): 02015. http://dx.doi.org/10.1051/e3sconf/202021402015.
Full textMangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.
Full textPassalacqua, Mario, Raphaël Morin, Sylvain Sénécal, Lennart E. Nacke, and Pierre-Majorique Léger. "Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions." Multimodal Technologies and Interaction 4, no. 3 (July 11, 2020): 41. http://dx.doi.org/10.3390/mti4030041.
Full textBrown, Donald E., Anne Moenning, Stephanie Guerlain, Benton Turnbull, Daniel Abel, and Christine Meyer. "Design and evaluation of an avatar-based cultural training system." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 16, no. 2 (October 26, 2018): 159–74. http://dx.doi.org/10.1177/1548512918807593.
Full textLiu, Hongju. "Dynamics of Pricing in the Video Game Console Market: Skimming or Penetration?" Journal of Marketing Research 47, no. 3 (June 2010): 428–43. http://dx.doi.org/10.1509/jmkr.47.3.428.
Full textRydzewski, Rafał. "Assessment of the Financial Condition of Knowledge Based Economy Entities – an Example of Polish Video Game Sector." Studia Humana 10, no. 3 (June 1, 2021): 19–29. http://dx.doi.org/10.2478/sh-2021-0015.
Full textRaven, Peter, C. Patrick Fleenor, and Kristie Kucur. "Video Streaming in Southeast Asia: Blockbuster at the Edge." Asian Case Research Journal 07, no. 02 (December 2003): 195–218. http://dx.doi.org/10.1142/s0218927503000380.
Full textRydzewski, Rafał. "Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers." Economics and Culture 16, no. 1 (June 1, 2019): 137–47. http://dx.doi.org/10.2478/jec-2019-0015.
Full textIbrahim, Amer, Hamzah Alkhazaleh, Nahel Abdallah, M. A. Habli, and Tawfik Zeki. "Using Playability Heuristics to Evaluate Player Experience in Educational Video Games." GIS Business 14, no. 6 (December 12, 2019): 667–78. http://dx.doi.org/10.26643/gis.v14i6.15027.
Full textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textVvedenskaya, Anna. "Common features of video games and social networks: importance for international taxation." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 105–20. http://dx.doi.org/10.4337/ielr.2020.02.03.
Full textKoscelníková, Mária. "The localization of video games into less widely spoken languages that share a common history." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 1–25. http://dx.doi.org/10.1075/jial.20013.kos.
Full textMartín Muñoz, Diego, and Luis Miguel Pedrero Esteban. "Deporte y espectáculo en la narrativa de los 'e-sports': el caso de 'League of Legends'." INDEX COMUNICACION 11, no. 2 (July 15, 2021): 59–79. http://dx.doi.org/10.33732/ixc/11/02deport.
Full textSherrick, Brett, and Mike Schmierbach. "The Effects of Evaluative Reviews on Market Success in the Video Game Industry." Computer Games Journal 5, no. 3-4 (October 5, 2016): 185–94. http://dx.doi.org/10.1007/s40869-016-0027-y.
Full textChintagunta, Pradeep K., Harikesh S. Nair, and R. Sukumar. "Measuring marketing-mix effects in the 32/64 bit video-game console market." Journal of Applied Econometrics 24, no. 3 (March 3, 2009): 421–45. http://dx.doi.org/10.1002/jae.1056.
Full textAnisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.
Full textPuspitasari, Ira, Elzha Odie Syahputra, Indra Kharisma Raharjana, and Ferry Jie. "The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory." Journal of Information Systems Engineering and Business Intelligence 4, no. 2 (October 28, 2018): 131. http://dx.doi.org/10.20473/jisebi.4.2.131-138.
Full textMuguro, Joseph K., Pringgo Widyo Laksono, Yuta Sasatake, Kojiro Matsushita, and Minoru Sasaki. "User Monitoring in Autonomous Driving System Using Gamified Task: A Case for VR/AR In-Car Gaming." Multimodal Technologies and Interaction 5, no. 8 (July 21, 2021): 40. http://dx.doi.org/10.3390/mti5080040.
Full textInoue, Yuki. "Winner-Takes-All or Co-Evolution among Platform Ecosystems: A Look at the Competitive and Symbiotic Actions of Complementors." Sustainability 11, no. 3 (January 30, 2019): 726. http://dx.doi.org/10.3390/su11030726.
Full textLiu, Yuqi, Yao Song, and Ryoichi Tamura. "Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study." International Journal of Environmental Research and Public Health 17, no. 23 (November 26, 2020): 8794. http://dx.doi.org/10.3390/ijerph17238794.
Full textŠvelch, Jan. "Mediatization of a card game: Magic: The Gathering, esports, and streaming." Media, Culture & Society 42, no. 6 (October 16, 2019): 838–56. http://dx.doi.org/10.1177/0163443719876536.
Full textCox, Joe. "Play It Again, Sam? Versioning in the Market for Second-hand Video Game Software." Managerial and Decision Economics 38, no. 4 (April 22, 2016): 526–33. http://dx.doi.org/10.1002/mde.2800.
Full textKing, Skyler, Ismail Karabas, and Anthony Allred. "Nintendo’s next move." CASE Journal 16, no. 3 (April 29, 2020): 279–88. http://dx.doi.org/10.1108/tcj-09-2019-0082.
Full textRysman, Marc. "The Economics of Two-Sided Markets." Journal of Economic Perspectives 23, no. 3 (August 1, 2009): 125–43. http://dx.doi.org/10.1257/jep.23.3.125.
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