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Artykuły w czasopismach na temat "Gaming Industry in India"
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.
Pełny tekst źródłaSingh, 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.
Pełny tekst źródłaDubey, 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.
Pełny tekst źródłaGarima 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.
Pełny tekst źródłaChandrakant 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.
Pełny tekst źródłaKUMAR, 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.
Pełny tekst źródłaShandilya, 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.
Pełny tekst źródłaSaprykin, 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.
Pełny tekst źródłaChattopadhyay, 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.
Pełny tekst źródłaKalyani, 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.
Pełny tekst źródłaRozprawy doktorskie na temat "Gaming Industry in India"
Wingo, Rebecca Shirley. "Indian Gaming the Montana stalemate /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/wingo/WingoR0509.pdf.
Pełny tekst źródłaChhina, 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.
Pełny tekst źródłaJiang, Hua. "Money laundering control in Macau gaming industry." Thesis, University of Macau, 2010. http://umaclib3.umac.mo/record=b2147560.
Pełny tekst źródłaHyder, Mo T. "Wireless handheld solution for the gaming industry." [Denver, Colo.] : Regis University, 2008. http://165.236.235.140/lib/MHyder2008.pdf.
Pełny tekst źródłaLarsen, 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.
Pełny tekst źródłaErshov, 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/.
Pełny tekst źródłaSimpson, 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.
Pełny tekst źródłaRelvas, 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.
Pełny tekst źródłaAncikevics, 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.
Pełny tekst źródłaLin, Guan Yn. "Globalization strategies of India pharmaceutical industry." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676654.
Pełny tekst źródłaKsiążki na temat "Gaming Industry in India"
Meister, Alan. Indian gaming industry report. 2nd ed. Casino City Press, 2004.
Znajdź pełny tekst źródła1959-, Staudenmaier Heidi McNeil, and Practising Law Institute, eds. The gaming industry on American Indian lands. Practising Law Institute, 1994.
Znajdź pełny tekst źródłaOffice, 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.
Znajdź pełny tekst źródłaDasgupta, Lovely, and Shameek Sen. Online Gaming in India. Chapman and Hall/CRC, 2024. http://dx.doi.org/10.1201/9781032624204.
Pełny tekst źródłaGroup, ICC Information, ed. The Betting & gaming industry. 9th ed. ICC Information Group, 1995.
Znajdź pełny tekst źródłaLtd, ICC Business Publications, and ICC Information Group, eds. The Betting & gaming industry. ICC Business Publications, 1996.
Znajdź pełny tekst źródłaLtd, ICC Business Publications, ed. The Betting & gaming industry. ICC Business Publications, 1998.
Znajdź pełny tekst źródłaLtd, Prospect Shop, ed. The Betting and gaming industry. Prospect Shop, 2003.
Znajdź pełny tekst źródłaGroup, ICC Information, ed. The betting and gaming industry. 8th ed. ICC Information Group, 1994.
Znajdź pełny tekst źródłaRatios, ICC Business, ed. The betting and gaming industry. 7th ed. ICC Business Ratios, 1993.
Znajdź pełny tekst źródłaCzęści książek na temat "Gaming Industry in India"
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.
Pełny tekst źródłaShaw, 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.
Pełny tekst źródłaPalayoor, 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.
Pełny tekst źródłaUpadhya, 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.
Pełny tekst źródłaSen, Shameek. "Fantasy Gaming in India." In Sport in Contemporary India. Routledge, 2025. https://doi.org/10.4324/9781003389194-7.
Pełny tekst źródłaHuang, 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.
Pełny tekst źródłaChanda, 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.
Pełny tekst źródłaSrivastav, 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.
Pełny tekst źródłaMcCrea, 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.
Pełny tekst źródłaShrivastava, 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.
Pełny tekst źródłaStreszczenia konferencji na temat "Gaming Industry in India"
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.
Pełny tekst źródłaMokshith, 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.
Pełny tekst źródłaSzatmáry, 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.
Pełny tekst źródłaRamezani, 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.
Pełny tekst źródłaXu, 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.
Pełny tekst źródłaKohli, 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.
Pełny tekst źródłaWaghale, 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.
Pełny tekst źródłaKapse, 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.
Pełny tekst źródłaBlancaflor, 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.
Pełny tekst źródłaMariano, 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.
Pełny tekst źródłaRaporty organizacyjne na temat "Gaming Industry in India"
Liu, Tingting. China’s gaming industry comes of age. East Asia Forum, 2024. http://dx.doi.org/10.59425/eabc.1731794400.
Pełny tekst źródłaAnand, 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.
Pełny tekst źródłaDoo, 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.
Pełny tekst źródłaAllcott, 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.
Pełny tekst źródłaSathaye, 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.
Pełny tekst źródłaPohl, 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.
Pełny tekst źródłaPlaisier, 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.
Pełny tekst źródłaPlaisier, 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.
Pełny tekst źródłaRobertson, Barbara. Open Source in Entertainment: How the Academy Software Foundation Creates Shared Value. The Linux Foundation, 2022. https://doi.org/10.70828/cysw3767.
Pełny tekst źródłaKhann, 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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