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Auswahl der wissenschaftlichen Literatur zum Thema „Games monetization“
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Zeitschriftenartikel zum Thema "Games monetization"
Johnson, Mark R., und Tom Brock. „The ‘gambling turn’ in digital game monetization“. Journal of Gaming & Virtual Worlds 12, Nr. 2 (01.06.2020): 145–63. http://dx.doi.org/10.1386/jgvw_00011_1.
Der volle Inhalt der QuelleRoy, Nandita. „Applying Kant’s Ethics to Video Game Business Models“. Business and Professional Ethics Journal 40, Nr. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Der volle Inhalt der QuelleFang, Bin, Zhiqiang (Eric) Zheng, Qiang Ye und Paulo B. Goes. „Social Influence and Monetization of Freemium Social Games“. Journal of Management Information Systems 36, Nr. 3 (03.07.2019): 730–54. http://dx.doi.org/10.1080/07421222.2019.1628878.
Der volle Inhalt der QuelleBeltagui, Ahmad, Thomas Schmidt, Marina Candi und Deborah Lynn Roberts. „Overcoming the monetization challenge in freemium online games“. Industrial Management & Data Systems 119, Nr. 6 (08.07.2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.
Der volle Inhalt der QuelleJoseph, Daniel. „Battle pass capitalism“. Journal of Consumer Culture 21, Nr. 1 (Februar 2021): 68–83. http://dx.doi.org/10.1177/1469540521993930.
Der volle Inhalt der QuelleCho, Eun-Ha. „Monetization of Smartphone Games in South Korea, Japan, and China“. Journal of Korea Game Society 17, Nr. 2 (30.04.2017): 75–84. http://dx.doi.org/10.7583/jkgs.2017.17.2.75.
Der volle Inhalt der QuelleDavidovici-Nora, Myriam. „e-Sport as Leverage for Growth Strategy“. International Journal of Gaming and Computer-Mediated Simulations 9, Nr. 2 (April 2017): 33–46. http://dx.doi.org/10.4018/ijgcms.2017040103.
Der volle Inhalt der QuellePerks, Matthew E. „How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes“. Games and Culture 15, Nr. 8 (01.08.2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.
Der volle Inhalt der QuelleHarviainen, J. Tuomas, Janne Paavilainen und Elina Koskinen. „Ayn Rand’s Objectivist Ethics Applied to Video Game Business“. Journal of Business Ethics 167, Nr. 4 (16.04.2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Der volle Inhalt der QuelleSeaford, Richard. „ARISTOCRACY AND MONETIZATION: PLATO, PARMENIDES, HERAKLEITOS, AND PINDAR“. Greece and Rome 67, Nr. 1 (28.02.2020): 54–70. http://dx.doi.org/10.1017/s0017383519000226.
Der volle Inhalt der QuelleDissertationen zum Thema "Games monetization"
Gillani, Syed Muhammad Farhan. „Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)“. Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.
Der volle Inhalt der QuelleOLIVEIRA, Ruy Guilherme Silva Gomes de. „Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play“. Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1325.
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The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed.
A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
Puolakanaho, K. (Kai). „Monetization in free-to-play business model from a game designers point of view“. Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811082998.
Der volle Inhalt der QuelleWolf, Christopher Alexander. „Case Histories and Analyses of Synthetic Economies: Implications for Experiments, Game Design, Monetization, and Revenue Maximization“. Kent State University Honors College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1368095911.
Der volle Inhalt der QuelleGonçalves, Thais Souza. „Monetarização de gases poluentes de veículos do ciclo Otto no Brasil de 2000 a 2009“. Universidade Federal do Tocantins, 2015. http://hdl.handle.net/11612/581.
Der volle Inhalt der QuelleThe worsening of numerous environmental problems in recent decades - contamination of air and water, epidemics, prolonged droughts, floods, forest fires, loss of soil quality, nuclear and chemical disasters, the hole growth in the ozone layer and the current shortage water - have issued alerts to managers and society on the proper responsibility about natural resources. In this sense, the valuation or monetization of emission of key vehicle pollutants is essential for the formulation of environmental policies, transportation management and traffic that seek more effective results in controlling emissions. This paper presents a brief discussion on vehicle emissions of pollutants and major public policies adopted in the industry and emissions avoided by the use of fuel ethanol. Presented a calculation method based on the amount of the vehicle fleet, the intensity of use, emission and monetary values of carbon monoxide reference factors, nitrogen oxides, hydrocarbons and particulate matter. As a result, the analysis is presented with the respective emission values for the quantitative currency of selected gases. With increasing car with flex-fuel technology, there was a reduction of total emissions of greenhouse gases, although the fleet has increased in absolute terms. The monetary values calculated using the emissions of monetization indicators showed that carbon monoxide is primarily responsible for emissions from motor vehicles the Otto cycle in Brazil, representing 45.7% of the emissions and the monetary value was R $ 4,736 .386.753,28. Hydrocarbons are the second most gas emitted by the car fleet, accounting for 27.3% of emissions, and monetary value of R $ 2,835,304,578.20. Then come the emissions of nitrogen oxide, which had its emission reductions of 26.8% and accounted for R $ 2,785,548,815.02. While emissions of particulate matter in 2000 were R $ 705,307.57. With the reduction of 23%, accounted for R $ 545,752.13. You can also check that the environmental cost for the period 2000-2009, caused by the fleet of vehicles of the Otto cycle, dedicated or flex-fuel technology, moved to C gasoline and hydrous ethanol was R $ 10,363,277,869 40.
MOREIRA, Átila Valgueiro Malta. „Smart info: sistema inteligente para extração de informação de comentários em lojas de aplicativos móveis“. Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17927.
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CAPES
O SMART INFO é um sistema de descoberta de conhecimento em avaliações feitas por usuários de jogos móveis em lojas virtuais, tais como Google Play e iTunes, visando a detecção automática de falhas que possam prejudicar a vida útil do jogo, assim como o levantamento de sugestões feitas pelos usuários. Este sistema tem vital importância para o novo paradigma de desenvolvimento, onde jogos deixam de ser tratados como produtos e passam a ser tratados como serviços, passando a respeitar o ciclo ARM, que consiste em três pontos: Aquisição, Retenção e Monetização. Para tanto foi utilizada Descoberta de Conhecimento em Texto (DCT) por meio de uma adaptação do CRISP-DM, juntamente com o processo de DCT.
SMART INFO is a knowledge discovery system that uses reviews made by mobile game users on virtual stores, such as Google Play and iTunes, with the goals of automatically detecting flaws, which might harm the game's lifespan, and obtaining suggestions made by users. This system is of vital importance for the new paradigm of development, where games stop being treated as products and start being treated as services, needing to respect the ARM cycle, which consists of three main aspects: Acquisition, Retention and Monetization. To achieve this, Knowledge Discovery in Text (KDT) was used through an adaptation of the CRISP-DM, together with the DCT process
Maia, Dinis António Silva. „Is freemium a good revenue model for MOBAS?: analysis of sucess factors“. Master's thesis, 2015. http://hdl.handle.net/10071/11864.
Der volle Inhalt der QuelleMOBAs for the personal computer generated $2.4 billion in 2014 and the user base in the genre has been growing exponentially in the last few years. With freemium being the revenue model of the leading MOBA titles and 75% of the overall MMOs, we set to investigate whether alternative revenue models or monetization strategies and which underlying game designs would make sense for MOBAs. We considered titles for the personal computer within the Western world market. We try to determine how important user bases are to these games and how, by their never-ending, persistent nature, a sustainable approach should be preferred. We look specifically into the top four leading titles and how they monetize their offers. Furthermore, some light is shed into how current competitors and new entrants to the market can expect to achieve success: the former mainly by maintaining user bases and innovating within the boundaries of continuity whilst the latter by creating meaningful differentiation.
As MOBA para o computador pessoal geraram $2.4 biliões em 2014 e o número de utilizadores tem crescido exponencialmente nos últimos anos. Uma vez que o freemium é o modelo de receitas predominante nos MOBA e constitui 75% dos modelos de receita dos MMO em geral, foi tomado como ponto de partida para investigar da possibilidade de modelos de receita alternativos ou estratégias de monetização – bem como o game design subjacente – serem aplicáveis aos MOBA. Foram considerados apenas jogos para o computador pessoal no mercado Ocidental. Procurámos determinar o quão importantes são os utilizadores para estes jogos e como, pela sua natureza interminável e persistente, é preferível adoptar uma postura virada para a sustentabilidade. Foram tomados em consideração especificamente os quatro jogos de topo e a forma como monetizam as suas ofertas. Também foi tida em atenção a forma como os actuais ou futuros competidores poderão esperar alcançar o sucesso: os primeiros essencialmente pela manutenção dos utilizadores e pela inovação dentro das fronteiras da continuidade e os segundos através da criação de diferenciação significativa.
Bücher zum Thema "Games monetization"
Fields, Tim. Social game design: Monetization methods and mechanics. Waltham, MA: Morgan Kaufmann, 2011.
Den vollen Inhalt der Quelle findenSotamaa, Olli, und Jan Svelch, Hrsg. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Der volle Inhalt der QuelleMobile Social Game Design Monetization Methods And Mechanics. Taylor & Francis Inc, 2014.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Games monetization"
Hagos, Ted, Mario Zechner, J. F. DiMarzio und Robert Green. „Monetization“. In Beginning Android Games Development, 317–26. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_10.
Der volle Inhalt der QuelleIvanov, Martin, Helmut Wittenzellner und Marcin Wardaszko. „Video Game Monetization Mechanisms in Triple A (AAA) Video Games“. In Simulation Gaming Through Times and Disciplines, 389–404. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_33.
Der volle Inhalt der QuelleBlackman, Sue, und Adam Tuliper. „Rewards and Monetization“. In Learn Unity for Windows 10 Game Development, 423–74. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4302-6757-7_11.
Der volle Inhalt der QuelleMarkopoulos, Evangelos, Panagiotis Markopoulos, Mika Liumila, Younus Almufti und Vasu Aggarwal. „Mapping the Monetization Challenge of Gaming in Various Domains“. In Advances in Human Factors in Wearable Technologies and Game Design, 389–400. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_39.
Der volle Inhalt der QuelleZhulin, Evgeniy. „WHY DON'T LAWYERS LIKE COMPUTER GAMES?“ In LAW IN FUTURE: INTELLECTUAL PROPERTY, INNOVATION, INTERNET, 155–63. INION RAN, 2019. http://dx.doi.org/10.31249/pravbud/2019.00.16.
Der volle Inhalt der QuelleFilho, Marisardo Bezerra de Medeiros, Farley Fernandes, Felipe Matheus Calado und André Menezes Marques Neves. „An ARM Framework for F2P Mobile Games“. In Advances in Computational Intelligence and Robotics, 177–98. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9069-9.ch011.
Der volle Inhalt der QuellePerks, Matthew E. „Regulating In-Game Monetization : Implications of Regulation on Games Production“. In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch11.
Der volle Inhalt der QuellePerks, Matthew. „11. Regulating In-Game Monetization : Implications of Regulation on Games Production“. In Game Production Studies, 217–34. Amsterdam University Press, 2021. http://dx.doi.org/10.1515/9789048551736-013.
Der volle Inhalt der QuelleDavidovici-Nora, Myriam. „e-Sport as Leverage for Growth Strategy“. In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports, 462–77. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch026.
Der volle Inhalt der QuelleFields, Tim, und Brandon Cotton. „Monetization Strategies“. In Social Game Design, 151–87. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-240-81766-8.00008-7.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Games monetization"
Ketola, Tom. „Quantifying software development: Applying mobile monetization techniques to your software development process“. In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934143.
Der volle Inhalt der QuelleNumminen, Riikka, Markus Viljanen und Tapio Pahikkala. „Predicting the monetization percentage with survival analysis in free-to-play games“. In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848045.
Der volle Inhalt der QuelleAlabi, Femi Adeoye. „Offshore LNG and Gas Monetization“. In Offshore Technology Conference. OTC, 2021. http://dx.doi.org/10.4043/31136-ms.
Der volle Inhalt der QuelleLohse, Philipp Christian. „The Importance of Guru Gamers for Mobile Gaming Applications with Freemium Monetization“. In ICEBI 2019: 2019 3rd International Conference on E-Business and Internet. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3383902.3383905.
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