Academic literature on the topic 'Video game sales'
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Journal articles on the topic "Video game sales"
Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
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 textAdıgüzel, Feray. "The Effect of YouTube Reviews on Video Game Sales." Journal of Business Research - Turk 13, no. 3 (September 28, 2021): 2096–109. http://dx.doi.org/10.20491/isarder.2021.1249.
Full textGil, Ricard, and Frederic Warzynski. "Vertical Integration, Exclusivity, and Game Sales Performance in the US Video Game Industry." Journal of Law, Economics, and Organization 31, suppl 1 (April 25, 2014): i143—i168. http://dx.doi.org/10.1093/jleo/ewu006.
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 textBelinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.
Full textPayne, Matthew Thomas. "Marketing Military Realism in Call of Duty 4." Games and Culture 7, no. 4 (July 2012): 305–27. http://dx.doi.org/10.1177/1555412012454220.
Full textTrapova, Alina, and Emanuele Fava. "Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 77–93. http://dx.doi.org/10.4337/ielr.2020.02.01.
Full textTrapova, Alina, and Emanuele Fava. "Aren't we all exhausted already? EU copyright exhaustion and video game resales in the Games-as-a-Service era." Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 77–93. http://dx.doi.org/10.4337/ielr.2020.02.01.
Full textCox, Joe. "What Makes a Blockbuster Video Game? An Empirical Analysis of US Sales Data." Managerial and Decision Economics 35, no. 3 (April 15, 2013): 189–98. http://dx.doi.org/10.1002/mde.2608.
Full textDissertations / Theses on the topic "Video game sales"
Rosok, Jill C. "Diversity and Innovation: The Effects of Diverse Creator Teams on Video Game Characteristics and Sales." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1399.
Full textLiang, Yitian. "Economic design in the virtual world : the fee structure and sales mechanism in the P2P trading market in online video games." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/62074.
Full textBusiness, Sauder School of
Marketing, Division of
Graduate
Bouchot, Hélène. "Observer autrui lors de séances de simulation haute-fidélité : une activité mimétique et ludique portée par des en-jeux sérieux." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS104.
Full textThe aim of this thesis is to produce knowledge about the observation activity during a high-fidelity simulation session (HFS), as part of initial maieutic training. This activity remains a gray area both from a scientific point of view and from the point of view of training, whereas it is standard practice during initial health professions training. Observation makes it possible to respond to the constraint of training a large number of students, by using a pedagogical device that is not too time-consuming which takes advantage of the video equipment and HFS rooms, in accordance with the recommendations of the French National Authority of Health (HAS). This study falls within the empirical research program (aimed at the knowledge production) and technological research (aimed at the continued enrichment in the use of HFS ) of ‘course of action’ (Theureau, 2004, 2006) in order to analyze the observation activity of five midwife students, during a module of several HFS sessions. This epistemological framework of 'enactive cultural anthropology' makes it possible to consider the observers’ point of view in order to gain a better understanding of their activity, partly silent, as well as its transformative potential. Data analysis constructed from the videos of the observation situations and self-confrontation interviews, make emerge typical structures of different levels in the organization of the activity. The observation activity is organized cooperatively as if it were a game, with indeterminations of the situations being considered as a stake of strictly conventional order to the observers. It is accompanied by various levels of mimetic immersion, as for video-training devices, with updates-synchronizations-comparisons of concerns from observers and observed students. This allowing to gain a better understanding of the complexity of a work situation in its social, spatial and technical dimensions.Moreover, our results also highlight transformative processes emerge from this activity of observation: a) relevant to maieutic practice as resources potentially mobilizable in real future practice and promising performance in similar situations, b) specific to simulation in order to gain playability and, c) that lead to rethink debriefing accompaniment during HFS session. Thus, the activity of observation is typically updated in an activity of a ludo-utilitarian nature, reflecting an appropriation of the social-technical environment of observation, making it define this particular moment of the training device by HFS, as a fun and utilitarian video space
Caballero, Luis Alberto Mendieta. "“The impact of online ratings on video game sales”." Master's thesis, 2015. http://hdl.handle.net/10362/15686.
Full text鄭敬修. "The Study on After-Sales Service Using the Evaluation of Channels Distribution of Video Games - A Case of M Video Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/xsbmub.
Full textBooks on the topic "Video game sales"
Eve, Martin Paul. Warez: The Infrastructure and Aesthetics of Piracy. punctum books, 2021. http://dx.doi.org/10.53288/0339.1.00.
Full textBook chapters on the topic "Video game sales"
Agu, Emmanuel, Bengisu Tulu, Amorn Chokchaisiripakdee, Nuttaworn Sujumnong, and Latthapol Khachonkitkosol. "Making Exergames Appealing." In Advances in Medical Technologies and Clinical Practice, 293–311. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch014.
Full textSweeny, Robert W. "The Politics of Video Games in STEM Education." In K-12 STEM Education, 997–1007. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3832-5.ch046.
Full textSweeny, Robert W. "The Politics of Video Games in STEM Education." In Advances in Media, Entertainment, and the Arts, 331–41. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1665-1.ch019.
Full textDaCosta, Boaventura, and Soonhwa Seok. "Cybercrime in Online Gaming." In Encyclopedia of Criminal Activities and the Deep Web, 881–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9715-5.ch059.
Full textYoung, Patricia A. "Case Study of an Educational Product." In Instructional Design Frameworks and Intercultural Models, 298–315. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-426-2.ch015.
Full textLovric, Bruno. "Pokémon Fandom as a Religion." In Handbook of Research on the Impact of Fandom in Society and Consumerism, 460–79. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1048-3.ch022.
Full textMishra, Brojo Kishore, and Rekhanjali Sahoo. "Application of Opinion Mining in E-Commerce." In Improving E-Commerce Web Applications Through Business Intelligence Techniques, 271–96. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3646-8.ch012.
Full textTomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Advances in Human and Social Aspects of Technology, 84–95. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-4047-2.ch005.
Full textTomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 171–82. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch010.
Full textConference papers on the topic "Video game sales"
Farhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Full textLi, Jianbin, Yufan Zheng, Haoran Hu, Junhui Lu, and Choujun Zhan. "Predicting Video Game Sales Based on Machine Learning and Hybrid Feature Selection Method." In 2021 16th International Conference on Intelligent Systems and Knowledge Engineering (ISKE). IEEE, 2021. http://dx.doi.org/10.1109/iske54062.2021.9755343.
Full textMarcoux, Julie, and Sid-Ahmed Selouani. "A Hybrid Subspace-Connectionist Data Mining Approach for Sales Forecasting in the Video Game Industry." In 2009 WRI World Congress on Computer Science and Information Engineering. IEEE, 2009. http://dx.doi.org/10.1109/csie.2009.1001.
Full textBailey, Eric Nelson, and Kazunori Miyata. "Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates." In 10th International Conference on Knowledge Discovery and Information Retrieval. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006898201550162.
Full textLozano Muñoz, Alejandro. "Estéticas de la inconsistencia en los espacios de la imagen digital." In II Congreso Internacional Estéticas Híbridas de la Imagen en Movimiento: Identidad y Patrimonio. Valencia: Universitat Politàcnica de València, 2021. http://dx.doi.org/10.4995/eshid2021.2021.13205.
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