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Artykuły w czasopismach na temat "Gaming Industry in India"

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Dey, Kushal. "An Analysis of Gaming Industry in India." International Journal of Science and Research (IJSR) 10, no. 5 (2021): 863–72. https://doi.org/10.21275/sr21520124120.

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Singh, Sahibpreet, and Aditya Talwar. "Freewheeling Fantasy Gaming in India." International Journal for Legal Research & Analysis 2, no. 7 (2024): 1–15. https://doi.org/10.5281/zenodo.12187387.

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The paper offers an in-depth examination of the burgeoning domain of fantasy gaming in India, encompassing its multifaceted dimensions of legal, regulatory, and technological paradigms. Fantasy gaming, an online platform enabling users to assemble virtual teams of real-life athletes across diverse sports, operates on the premise of skill-based predictions of player performance, thereby diverging from traditional sports betting. Despite its meteoric rise catalyzed by increased smartphone penetration and internet accessibility, the industry contends with a fragmented legal framework due to varie
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Dubey, Ayur, and Dr Amit Kumar. "Review on the online gaming industry in India." Journal of University of Shanghai for Science and Technology 23, no. 07 (2021): 1006–13. http://dx.doi.org/10.51201/jusst/21/07252.

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The objective of this research is to determine the status of the Indian Gaming industry in India, the platform on which it prevails the most, and the factors that affect the growth of this Industry. To get answers to my objective, I carried out a sample survey with a sample size of 40. The data was collected unbiasedly from individuals of different age groups, however, on average the majority of the Indian gaming population, comprised of youth with ages between 21 to 23 years. The study also shows that the availability of smartphones at affordable price margins as well as the uproar of a massi
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Garima Dhaka. "An Ellustrative Research on Challenges and Opportunities Faced Due To Evolving Legal Landscape of Online Gaming in India." Communications on Applied Nonlinear Analysis 32, no. 4s (2024): 332–43. https://doi.org/10.52783/cana.v32.2824.

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The legal framework for online games in India is dynamic, although its evolution is still impeded by a lack of proper central or nationwide legislation. As the market introduces new games, the regulatory regime adjusts, but only at a place that lags behind the pace of growth of the industry. Online gaming in India may face the challenges of the evolving legal landscape but also offers ample opportunities. Since India is home to one of the world's largest online gaming markets, it is imperative that the current regulatory framework, which encompasses player safety and responsible gaming, be rev
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Chandrakant Morye, Pranay, and Flavia Gonsalves. "Gaming And Esports in India." Journal of Big Data Technology and Business Analytics 1, no. 2 (2022): 18–24. http://dx.doi.org/10.46610/jbdtba.2022.v01i02.003.

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E-sports are growing all over in India, with the significant help of fast broadband connection providers and large population under the age of 30. As readers we are not aware about the massive extension of E-sports worldwide, integrated with its distinctive attributes and rising Gaming industry. This paper tracks the trends, growth and issues regarding the E-sports Community in India and justifies the interest of youth in Game development or being an E-sport Athlete
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KUMAR, KHUSHI. "GROWTH TRENDS IN THE GAMING INDUSTRY OF INDIA ." International Journal of Social Science and Economic Research 6, no. 7 (2021): 2500–2510. http://dx.doi.org/10.46609/ijsser.2021.v06i07.033.

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Shandilya, Gaurav Kumar. "Exploring the Impact and Concerns of Online Gaming: A Survey-Based Study of Dhanbad, India." International Journal for Research in Applied Science and Engineering Technology 11, no. 7 (2023): 574–81. http://dx.doi.org/10.22214/ijraset.2023.54712.

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Abstract: This research paper explores the impact and concerns of online gaming, focusing on a survey based study conducted in Dhanbad, India. Online gaming has become a global phenomenon, captivating a diverse range of players and revolutionizing the entertainment industry. However, with its widespread popularity, various concerns have emerged regarding economic risks, online bullying, health issues, and ethical implications. The study conducted in Dhanbad provides insights into the involvement and addiction of the youth population in online gaming, along with the gender division within these
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Saprykin, Andrei. "Improving business process efficiency in gaming industry companies using the cmmi (capability maturity model integration) methodology." American Journal of Engineering and Technology 07, no. 01 (2025): 25–34. https://doi.org/10.37547/tajet/volume07issue01-05.

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This review article explores the potential benefits of implementing the Capability Maturity Model Integration (CMMI) methodology in gaming industry companies. The work begins by describing the role of ISACA and the CMMI Institute in developing professional process management standards. The article examines the structure of CMMI and its application in the context of game development. Key stages of the CMMI audit in gaming companies are highlighted, from the initial assessment to post-audit activities, and a strategy for improving business processes is formulated, considering the industry's spec
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Chattopadhyay, Subrata, Subhajit Bhattacharya, and Arijit Bhattacharya. "Rethinking the Business Strategy in the Gaming Industry in India: The Case of Virtual Infocom." FIIB Business Review 7, no. 3 (2018): 176–83. http://dx.doi.org/10.1177/2319714518799423.

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The case is about rethinking the business strategy in the gaming industry in India vis-à-vis the world. It discusses the start-up Virtual Infocom (Virtual Information & Communications) and how over the years it has grown into a formidable local and global player. The case is about revamping market strategy and the attributes therein, the prospects and the potential, and envisages to explore as to how the company should, if so, alter their business strategy to be a top brand reckoning in the industry. Virtual Infocom, primarily a training institute, is considering whether to develop games f
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Kalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.

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Gaming industry is a multi – million dollar industry worldwide it is growing rapidly even more then movies and music industry. Start from the Mario to the latest games in PC, Consoles or in Mobile phones there is a drastic change in graphics and animation. In this empirical research paper the researcher wants to explore the specific area of smartphones gamers and smart generation users of school & colleges due to availability of high end smartphones in different price range the gaming market is on the boom. The research paper has a series of questionnaire to find out the various aspects ab
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Rozprawy doktorskie na temat "Gaming Industry in India"

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Wingo, Rebecca Shirley. "Indian Gaming the Montana stalemate /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/wingo/WingoR0509.pdf.

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Chhina, Gagun S. "Video gaming parlours : the emergence of video gaming in India." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/video-gaming-parlours-the-emergence-of-video-gaming-in-india(75217f0f-c060-4c68-b708-ed496b3988e1).html.

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This thesis critically interrogates the role of local context in the adoption and interpretation of video technology and gaming practices in the little studied locale of India. Video gaming is a recent phenomenon in India which has been rapidly increasing in popularity, yet it has gained little academic attention in digital gaming research. The project seeks to understand the emergence of practices of consumption of video games in India from the point of view of Indians themselves through the exploration of how Indian video gamers situate, interpret and negotiate the practice of video game pla
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Jiang, Hua. "Money laundering control in Macau gaming industry." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2147560.

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Hyder, Mo T. "Wireless handheld solution for the gaming industry." [Denver, Colo.] : Regis University, 2008. http://165.236.235.140/lib/MHyder2008.pdf.

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Larsen, Christer-Andre. "Financial Aspects of the Online Gaming Service Industry." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13492.

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The goal of this thesis is to identify and analyze the dominant revenue models in the OGS industry, as well as the logic behind the choice of a specific model. Identification of the prevalent models and their characteristics would in conjunction with results from previous research in the field provide a complete overview of the financial aspects of OGS operation.The goals of this thesis was reached through an analysis of the business model of Microsoft’s Xbox LIVE (XBL) service, one of the leading console platform OGSs, in conjunction with a similar case study of Blizzard Entertainment’s Battl
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Ershov, Igor. "Blockchain gaming: An analysis of the use of blockchain technology in the video gaming industry." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20533/.

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Gaming is increasingly becoming a popular use-case for blockchain technologies. Video game development has often pushed technology to its limits, discovering optimal solutions to common problems. This study aims to determine what limitations does this application have and what are the benefits of blockchain integration, ascertaining whether gaming dApps are a topic of consequence. In this context, dApps are applications without a centralized server that are based on a blockchain. An analysis was made on the most exciting projects, identifying the advantages and limitations that come from
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Simpson, Victoria Louise. "Social change within the gaming industry : a sociological investigation." Thesis, Manchester Metropolitan University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.399854.

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Relvas, António Miguel da Silva Reis de Miranda. "The impact of cloud gaming in the videogame industry." Master's thesis, Instituto Superior de Economia e Gestão, 2021. http://hdl.handle.net/10400.5/23447.

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Mestrado Bolonha em Gestão de Sistemas de Informação<br>Cloud gaming is a concept that is becoming more and more common within the videogame industry. Through the use of cloud technology, players can enjoy their videogames through internet streaming of data from datacenters around the world without the need of owning a piece of very powerful hardware like in previous times. Not only this, but the price of entry is considerable smaller when comparing to the previous paradigm within the world of gaming. Despite these advantages, this concept has struggled to gain traction over the past few years
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Ancikevics, Zigmunds, and Nelly Chemutai Lagat. "Talent attraction in Swedish Gaming Industry : An exploratory study." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-388634.

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Researchers and practitioners have both acknowledged the importance of attracting the right employees. The study aims to explore and analyze how Swedish gaming start-ups attract talent. The authors investigated eight gaming companies based in Sweden, conducting semi-structured interviews with founding team or management team that were responsible for talent attraction in their respective companies. Study draws on theory of employer brand and examines how game development start-ups overcome their challenges in employee attraction context. Results of the research show that most gaming companies
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Lin, Guan Yn. "Globalization strategies of India pharmaceutical industry." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676654.

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Książki na temat "Gaming Industry in India"

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Meister, Alan. Indian gaming industry report. 2nd ed. Casino City Press, 2004.

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1959-, Staudenmaier Heidi McNeil, and Practising Law Institute, eds. The gaming industry on American Indian lands. Practising Law Institute, 1994.

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Office, General Accounting. Tax policy: A profile of the Indian gaming industry : report to the Chairman, Committee on Ways and Means, House of Representatives. The Office, 1997.

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Dasgupta, Lovely, and Shameek Sen. Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204.

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Group, ICC Information, ed. The Betting & gaming industry. 9th ed. ICC Information Group, 1995.

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Ltd, ICC Business Publications, and ICC Information Group, eds. The Betting & gaming industry. ICC Business Publications, 1996.

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Ltd, ICC Business Publications, ed. The Betting & gaming industry. ICC Business Publications, 1998.

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Ltd, Prospect Shop, ed. The Betting and gaming industry. Prospect Shop, 2003.

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Group, ICC Information, ed. The betting and gaming industry. 8th ed. ICC Information Group, 1994.

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Ratios, ICC Business, ed. The betting and gaming industry. 7th ed. ICC Business Ratios, 1993.

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Części książek na temat "Gaming Industry in India"

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Gigimon, V. S., and Narayana Sharma. "Dark Patterns in the Gaming Industry." In Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204-16.

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Shaw, Adrienne. "How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture." In Gaming Globally. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_13.

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Palayoor, Benyne Jos, and Sanju George. "Gambling in India: Industry, Social Issues, and Future Directions." In The Global Gambling Industry. Springer Fachmedien Wiesbaden, 2022. http://dx.doi.org/10.1007/978-3-658-35635-4_16.

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Upadhya, Ananya Giri, and Gyan Tripathi. "Regulating Online Gaming." In Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204-8.

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Sen, Shameek. "Fantasy Gaming in India." In Sport in Contemporary India. Routledge, 2025. https://doi.org/10.4324/9781003389194-7.

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Huang, Jerry, and Ken Huang. "ChatGPT in Gaming Industry." In Beyond AI. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-45282-6_9.

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Chanda, Subhrajit, and Ashiv Choudhary. "Blockchain in Online Gaming." In Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204-13.

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Srivastav, V. J. S. "Online Games in India." In Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204-2.

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McCrea, Christian. "Australian Video Games: The Collapse and Reconstruction of an Industry." In Gaming Globally. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_14.

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Shrivastava, Saloni Tyagi. "Cyber-Security and Data Privacy Challenges in Online Gaming." In Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204-12.

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Streszczenia konferencji na temat "Gaming Industry in India"

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Bhatia, Anshika, Palaniappan Sellappan, Kavitha Shanmugam, and Varun Sarda. "Decoding The Financial Dynamics of Indian Gaming Industry." In 2024 Second International Conference on Advances in Information Technology (ICAIT). IEEE, 2024. http://dx.doi.org/10.1109/icait61638.2024.10690524.

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Mokshith, P., and Phani Kumar Pullela. "Cloud Gaming: Revolutionizing the Video Gaming Industry." In 2023 IEEE International Conference on Cloud Computing in Emerging Markets (CCEM). IEEE, 2023. http://dx.doi.org/10.1109/ccem60455.2023.00033.

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Szatmáry, Kornélia Sára. "Cybersecurity of the Gaming Industry." In 2024 IEEE 22nd Jubilee International Symposium on Intelligent Systems and Informatics (SISY). IEEE, 2024. http://dx.doi.org/10.1109/sisy62279.2024.10737510.

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Ramezani, Darya, Golshid Jaferian, and Michael G. Wagner. "Metaverse potentials for the gaming industry." In 2024 6th International Conference on Blockchain Computing and Applications (BCCA). IEEE, 2024. https://doi.org/10.1109/bcca62388.2024.10844488.

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Xu, Zixuan. "Parallel Technology and Development in the Gaming Industry." In International Conference on Data Analysis and Machine Learning. SCITEPRESS - Science and Technology Publications, 2024. https://doi.org/10.5220/0013514900004619.

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Kohli, Dhruv, Devang Khurana, Barinder Singh, Amanpreet Kaur, and Paras Sachdeva. "Exploring the Capabilities of Unity 3D Gaming Software." In 2024 OPJU International Technology Conference (OTCON) on Smart Computing for Innovation and Advancement in Industry 4.0. IEEE, 2024. http://dx.doi.org/10.1109/otcon60325.2024.10687984.

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Waghale, Atharva, Nayan Potdukhe, and Rajendra Rewatkar. "AI in Gaming: From Simple Algorithms to Complex Agents." In 2024 2nd DMIHER International Conference on Artificial Intelligence in Healthcare, Education and Industry (IDICAIEI). IEEE, 2024. https://doi.org/10.1109/idicaiei61867.2024.10842756.

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Kapse, Arvind S., Santhosh Krishna B V, Shrishti Jaiswal, Sujeet Kumar, Shruti Sameer Hosur, and Sneha Verma. "IndiTranslate: Bridging Language Barriers in India." In 2024 IEEE 4th International Conference on ICT in Business Industry & Government (ICTBIG). IEEE, 2024. https://doi.org/10.1109/ictbig64922.2024.10911108.

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Blancaflor, Dr Eric, and Jan Martin Gomez San Miguel. "Analyzing Digital Game Distribution in Gaming Industry: A Case Study." In 2nd Indian International Conference on Industrial Engineering and Operations Management. IEOM Society International, 2022. http://dx.doi.org/10.46254/in02.20220232.

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Mariano, Bryce, and Simon G. M. Koo. "Is cloud gaming the future of the gaming industry?" In 2015 Seventh International Conference on Ubiquitous and Future Networks (ICUFN). IEEE, 2015. http://dx.doi.org/10.1109/icufn.2015.7182690.

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Raporty organizacyjne na temat "Gaming Industry in India"

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Liu, Tingting. China’s gaming industry comes of age. East Asia Forum, 2024. http://dx.doi.org/10.59425/eabc.1731794400.

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Anand, Harsheen, Lakshay Kumar, and Diane-Laure Arjalies. Blockchain, Cryptos and NFTs in the gaming industry: A tale of two worlds. Richard Ivey School of Business, 2023. http://dx.doi.org/10.5206/iveypub.64.2023.

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Doo, Johnny. Beyond Aviation: Embedded Gaming, Artificial Intelligence, Training, and Recruitment for the Advanced Air Mobility Industry. SAE International, 2024. https://doi.org/10.4271/epr2024028.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;Recent advancements in electric vertical take-off and landing (eVTOL) aircraft and the broader advanced air mobility (AAM) movement have generated significant interest within and beyond the traditional aviation industry. Many new applications have been identified and are under development, with considerable potential for market growth and exciting potential. However, talent resources are the most critical parameters to make or break the AAM vision, and significantly more talent is needed than the traditional aviation ind
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Allcott, Hunt, Allan Collard-Wexler, and Stephen O'Connell. How Do Electricity Shortages Affect Industry? Evidence from India. National Bureau of Economic Research, 2014. http://dx.doi.org/10.3386/w19977.

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Sathaye, Jayant, Stephane de la Rue du Can, Maithili Iyer, et al. Strategies for Low Carbon Growth In India: Industry and Non Residential Sectors. Office of Scientific and Technical Information (OSTI), 2011. http://dx.doi.org/10.2172/1016369.

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Pohl, Erik, and Killian McKenna. Planning Roadmap for DER Integration in India: Industry Best Practices and Resource Guide. Office of Scientific and Technical Information (OSTI), 2024. http://dx.doi.org/10.2172/2474838.

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Plaisier, C., F. van Rijn, H. van der Ende, and T. Koster. Towards a sustainable sugarcane industry in India : baseline results on Solidaridad’s programme: Increasing water use efficiency in sugarcane growing in India. Wageningen Economic Research, 2017. http://dx.doi.org/10.18174/413767.

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Plaisier, C., V. Janssen, and F. van Rijn. Towards a sustainable sugarcane industry in India appendices : Mid-term results on Solidaridad’s programme: Increasing water use efficiency in sugarcane growing in India. Wageningen Economic Research, 2019. http://dx.doi.org/10.18174/475710.

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Robertson, Barbara. Open Source in Entertainment: How the Academy Software Foundation Creates Shared Value. The Linux Foundation, 2022. https://doi.org/10.70828/cysw3767.

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Open Source in Entertainment: How the Academy Software Foundation Creates Value tells the story of the ASWF; how it came to be, where it came from, what it has achieved so far, and where it aims to go next. It is a story about engineers and leaders who collectively generate value by developing critical open source software that powers much of the entertainment, gaming, and media industry productions, as well as the open standards needed for growth. Filled with imagery from iconic films, the report presents a compelling narrative about industry competitors, who, by working together, have shared
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Khann, Tarun, and Krishna Palepu. The Evolution of Concentrated Ownership in India Broad patterns and a History of the Indian Software Industry. National Bureau of Economic Research, 2004. http://dx.doi.org/10.3386/w10613.

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