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.
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 źródłaAkee, Randall K. Q., Katherine A. Spilde, and Jonathan B. Taylor. "The Indian Gaming Regulatory Act and Its Effects on American Indian Economic Development." Journal of Economic Perspectives 29, no. 3 (2015): 185–208. http://dx.doi.org/10.1257/jep.29.3.185.
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 źródłaSuryawanshi, Deodatt Madhav, Divya Rajaseharan, Raghuram Venugopal, Madhu Mathew, Anju Joy, and Ramchandra Goyal. "The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study." JMIR Medical Education 7, no. 3 (2021): e22235. http://dx.doi.org/10.2196/22235.
Pełny tekst źródłaBhattacharya, Sumanta, Bhavneet Kaur Sachdev, Arpan Kundu, and Khewan Bansal. "IMPACT OF CYBER LAW IN MODERN ERA WITH ADVANCEMENT IN TECHNOLOGY AND PROTECTION FROM RISING THREATS OF CYBER CRIMES IN OUR SOCIO ECONOMIC SECTOR." International Journal of Advanced Research 9, no. 09 (2021): 274–79. http://dx.doi.org/10.21474/ijar01/13404.
Pełny tekst źródłaMcClatchey, Brian. "A Whole New Game: Recognizing the Changing Complexion of Indian Gaming by Removing the "Governor's Veto" for Gaming on "After-Acquired Lands"." University of Michigan Journal of Law Reform, no. 37.4 (2004): 1227. http://dx.doi.org/10.36646/mjlr.37.4.whole.
Pełny tekst źródłaWilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.
Pełny tekst źródłaR.Manikandan and Hussain S.Mohamed. "A Study on Impact Digital Marketing in Industry in India." Shanlax International Journal of Management 6, S1 (2018): 30–35. https://doi.org/10.5281/zenodo.1461255.
Pełny tekst źródłaGawade, Udayraj Sambhaji. "Retro-Plus Portable Gaming Console." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34880.
Pełny tekst źródłaChakraborty, Sudipta. "Impact and Challenges of GST in India with Reference to Media & Entertainment Sector – An Insight." Journal of University of Shanghai for Science and Technology 23, no. 08 (2021): 366–82. http://dx.doi.org/10.51201/jusst/21/08404.
Pełny tekst źródłaDahiya, Rekha, and Gayatri. "Investigating Indian Car Buyers’ Decision to Use Digital Marketing Communication: An Empirical Application of Decomposed TPB." Vision: The Journal of Business Perspective 21, no. 4 (2017): 385–96. http://dx.doi.org/10.1177/0972262917733175.
Pełny tekst źródłaPawan, Kalyani. "5 G Communication- A Study On The Impact Of High Speed Internet Connectivity In India With Special Focus On Education And Gaming Sector." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 6 (2017): 19–26. https://doi.org/10.5281/zenodo.1134251.
Pełny tekst źródłaKumar, Alok. "Fantasy Sports Participation among Indian Youth: Trends, Drivers, and Implications." International Journal of Multidisciplinary Research and Growth Evaluation 6, no. 2 (2025): 1022–28. https://doi.org/10.54660/.ijmrge.2025.6.2.1022-1028.
Pełny tekst źródłaWashburn, Kevin. "CASINO CITY'S INDIAN GAMING INDUSTRY REPORT, 2017 EDITION BY ALAN MEISTER, PHD." Gaming Law Review 21, no. 6 (2017): 461–63. http://dx.doi.org/10.1089/glr2.2017.2164.
Pełny tekst źródłaObulesu Varikunta and Mallanagari Saikanth Reddy. "Can Indian Millennials be engaged through online customer Gamified Experience." South Asian Journal of Engineering and Technology 14, no. 4 (2024): 31–39. http://dx.doi.org/10.26524/sajet.2024.14.17.
Pełny tekst źródłaSanat Talwar. "Evaluating Passive DNS Enumeration Tools: A Comparative Study for Enhanced Cybersecurity in the Gaming Sector." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 2478–91. https://doi.org/10.32628/cseit24106119.
Pełny tekst źródłaInwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Pełny tekst źródłaShan, Wenyue. "Hazelight Studios Game Business Model and Development Research." Advances in Economics, Management and Political Sciences 199, no. 1 (2025): 132–39. https://doi.org/10.54254/2754-1169/2025.bj25124.
Pełny tekst źródłaSungkono, Adi Permana. "Wayang Kulit Shadow Puppetry as an Influence on Indonesian Video Game Character Design." Art and Society 4, no. 2 (2025): 1–7. https://doi.org/10.56397/as.2025.02.01.
Pełny tekst źródłaRamadani, Dinda Putri, Praditya Oktanza Djaduk Wibisono, Prayitno, and Muhammad Ismail. "Development of an Adventure Game Using Construct 3: The Lost: Roux's Escape." Media Journal of General Computer Science 2, no. 1 (2025): 28–47. https://doi.org/10.62205/mjgcs.v2i1.98.
Pełny tekst źródłaVelita, Sibon Lobo, and Shivshankar Bhat K. "An Analysis of Indian Entertainment Industry – Past, Present, and Future." International Journal of Management, Technology, and Social Sciences (IJMTS) 6, no. 2 (2021): 88–99. https://doi.org/10.5281/zenodo.5506217.
Pełny tekst źródłaSimon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no. 5 (2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.
Pełny tekst źródłaZhang, Wentan. "Research on the Role of AI in Overcoming Resource Constraints in the Field of Indie Game." Applied and Computational Engineering 165, no. 1 (2025): 49–55. https://doi.org/10.54254/2755-2721/2025.ld24515.
Pełny tekst źródłaMangala, Satyam. "Regulation Of Gambling in India: A Way Forward in The Direction of Responsible and Sustainable Gambling." GNLU Journal for Law and Economics VII, no. II (2024): 81–102. https://doi.org/10.69893/gjle.2024.000069.
Pełny tekst źródłaDongare, Vaibhav, and Megha Bhoagwar. "Review Paper- “COMPARATIVE STUDY OF MUTUAL FUNDS IN INDIA REGARDS TO FINSAARTHI LEARNING SOLUTIONS”." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 01 (2024): 1–10. http://dx.doi.org/10.55041/ijsrem27953.
Pełny tekst źródłaSalman, Syed Ahmed, Hafiz Majdi Ab. Rashid, and Sheila Nu Nu Htay. "The impact of internal forces on acceptance of takaful by insurance policy-holders in India." Journal of Islamic Accounting and Business Research 9, no. 5 (2018): 673–86. http://dx.doi.org/10.1108/jiabr-03-2016-0027.
Pełny tekst źródłaLapin, Daniil Andreevich, and Anastasia Alekseevna Margasova. "The Evolution of the Term «Indie Game»: From Class to Genre." Communications. Media. Design 9, no. 4 (2024): 116–33. https://doi.org/10.17323/cmd.2024.22675.
Pełny tekst źródłaYadav, Ajay Kumar. "Digital Advertising, Internet Advertising, Online Marketing, Web Advertising, Online Advertising, Internet Marketing, Web Marketing." International Journal For Academic Research and Development 3, no. 1 (2021): 21–37. https://doi.org/10.5281/zenodo.6640636.
Pełny tekst źródłaLi, Ouwen, and Ruishen Guo. "The Popularity Puzzle: A Deep Dive into Video Game Success Factors." Advances in Economics, Management and Political Sciences 81, no. 1 (2024): 105–14. http://dx.doi.org/10.54254/2754-1169/81/20241402.
Pełny tekst źródłaSuman, Mawar. "Online Gaming Regulations in India." International Journal of Academic Research 11, no. 3 (2024): 152–63. https://doi.org/10.5281/zenodo.13983038.
Pełny tekst źródłaPan, Hanting, and Meifang Zhang. "Translating for a healthier gaming industry." Culture and Society 5, no. 2 (2016): 163–80. http://dx.doi.org/10.1075/ts.5.2.01pan.
Pełny tekst źródłaTsymlyakov, Aleksei Maksimovich. "Analysis of the Impact of the System Restrictions Imposed by the Chinese Regulator on the Key Performance Indicators of the Chinese Gaming Industry." Теоретическая и прикладная экономика, no. 1 (January 2024): 39–52. http://dx.doi.org/10.25136/2409-8647.2024.1.70010.
Pełny tekst źródłaJalihal, Shreyas. "Importance of Cyber Security in Gaming Industry: A Review." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34116.
Pełny tekst źródłaYing, Yuxin. "The Impact of the Microsoft and Activision-Blizzard Merger on the Gaming Industry: A Theoretical and Analytical Examination." Advances in Economics, Management and Political Sciences 19, no. 1 (2023): 372–77. http://dx.doi.org/10.54254/2754-1169/19/20230162.
Pełny tekst źródłaZhou, Fanli, Thomas Schrier, and Tianshu Zheng. "Covid-19 And Its After-Effects On Macau’s Gaming Industry." International Journal of Business & Management Studies 03, no. 12 (2022): 44–52. http://dx.doi.org/10.56734/ijbms.v3n12a3.
Pełny tekst źródłaZhou, Fanli, Tianshu Zheng, Thomas Schrier, and John Farrish. "Examining the Impact of China’s Corruption Crackdown: A Forecast for Macau’s Tourism and Gaming Industry." Tourism and Hospitality 3, no. 3 (2022): 752–64. http://dx.doi.org/10.3390/tourhosp3030046.
Pełny tekst źródłaYuan, Victor. "Networking technologies in online gaming: Current status and future development." Applied and Computational Engineering 6, no. 1 (2023): 938–46. http://dx.doi.org/10.54254/2755-2721/6/20230962.
Pełny tekst źródłaShrivastava, Dhiraj, and Rakesh Sharma. "AR AND VR IN THE GAMING INDUSTRY." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 11, no. 1 (2020): 1085–89. http://dx.doi.org/10.61841/turcomat.v11i1.14405.
Pełny tekst źródłaHagverdiyev, Farid G. "DATA GOVERNANCE IN GAMING INDUSTRY." Problems of Information Technology 15, no. 1 (2024): 44–51. http://dx.doi.org/10.25045/jpit.v15.i1.06.
Pełny tekst źródłaGunawan, Achmad, Ahmad Hidayatullah, and Abdurrahim Hidayat. "Pengembangan E-Sport dan Industri Gaming Menggunakan Analisis SWOT." Jurnal Syntax Transformation 2, no. 4 (2021): 409–21. http://dx.doi.org/10.46799/jst.v2i4.266.
Pełny tekst źródłaSemenov, Nikolai. "LEGAL ASPECTS OF INFORMATION RELATIONS IN THE FIELD OF ESTABLISHMENT AND REGULATION OF RATINGS OF THE GAMING INDUSTRY." Alatoo Academic Studies 2021, no. 4 (2021): 229–41. http://dx.doi.org/10.17015/aas.2021.214.28.
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