Zeitschriftenartikel zum Thema „Paid games“
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Costa, Liliana Vale, und Ana Isabel Veloso. „Factors Influencing the Adoption of Video Games in Late Adulthood“. International Journal of Technology and Human Interaction 12, Nr. 1 (Januar 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Der volle Inhalt der QuelleAlonso-Sanz, Ramón. „Spatial correlated games“. Royal Society Open Science 4, Nr. 11 (November 2017): 171361. http://dx.doi.org/10.1098/rsos.171361.
Der volle Inhalt der QuelleMusa, Azlina. „Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications“. Journal of Computational and Theoretical Nanoscience 17, Nr. 2 (01.02.2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.
Der volle Inhalt der QuelleTseng, Fan-Chen, und Ching-I. Teng. „An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games“. International Journal of E-Business Research 7, Nr. 4 (Oktober 2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.
Der volle Inhalt der QuelleLavenir, Gabrielle, und Nicolas Bourgeois. „Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement.“ MedieKultur: Journal of media and communication research 33, Nr. 63 (02.11.2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Der volle Inhalt der QuelleSokolov, E. S. „Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse“. Sociology of Power 32, Nr. 3 (Oktober 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Der volle Inhalt der QuelleYu, Wan-Chuan. „Game Method in Preschool English Teaching“. International Journal of English Language Education 4, Nr. 1 (10.01.2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.
Der volle Inhalt der QuelleOrlova, Lyubov K. „Intensification of the process of a foreign language communicative competence formation with the help of computer games“. Science and School, Nr. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.
Der volle Inhalt der QuelleXu, Qingbing. „Analysis of the Application of Basketball Games in College Basketball Teaching“. Lifelong Education 9, Nr. 4 (22.07.2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.
Der volle Inhalt der QuelleGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz und Muhammad Nawas Akram. „The Factors of Why the People of Pakistan Do Not Purchase Paid Apps“. International Journal of Online Marketing 10, Nr. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Der volle Inhalt der QuelleIsmailova, Shamsia. „Use Of Game Technologies In The Process Of Professional Training“. American Journal of Social Science and Education Innovations 03, Nr. 01 (31.01.2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.
Der volle Inhalt der QuelleAarseth, Espen. „Doors and Perception: Fiction vs. Simulation in Games“. Jouer, Nr. 9 (10.08.2011): 35–44. http://dx.doi.org/10.7202/1005528ar.
Der volle Inhalt der QuelleO’Hagan, Minako. „Putting Pleasure First: Localizing Japanese Video Games“. TTR 22, Nr. 1 (21.10.2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Der volle Inhalt der QuelleKlimas, Patrycja. „Current Revenue (Monetisation) Models of Video Gamę Developers“. Journal of Management and Financial Sciences, Nr. 28 (29.07.2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.
Der volle Inhalt der QuelleVidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher und Tonatiuh Barrientos-Gutierrez. „Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013“. Sexual Health 15, Nr. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.
Der volle Inhalt der QuelleКолома, Хосе, Hose Koloma, Дебора Гарсия und Debora Garsiya. „Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child“. Primary Education 7, Nr. 3 (01.07.2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.
Der volle Inhalt der QuelleСоснина, Е., und E. Sosnina. „Formation of Skills of Self-Control by a Younger School Child (Target Setting)“. Primary Education 7, Nr. 4 (10.09.2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.
Der volle Inhalt der QuelleSiegel, Ron. „Asymmetric Contests with Conditional Investments“. American Economic Review 100, Nr. 5 (01.12.2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.
Der volle Inhalt der QuelleBall, Sheryl B., und Charles A. Holt. „Classroom Games: Speculation and Bubbles in an Asset Market“. Journal of Economic Perspectives 12, Nr. 1 (01.02.1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.
Der volle Inhalt der QuelleHo, Jeffrey C. F., und Xinzhi Zhang. „Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games“. Journal of Open Innovation: Technology, Market, and Complexity 6, Nr. 1 (25.12.2019): 1. http://dx.doi.org/10.3390/joitmc6010001.
Der volle Inhalt der QuelleMiarka, Bianca, Ciro José Brito, John Amtmann, Cláudio Córdova, Fabio dal Bello und Suzi Camey. „Suggestions for Judo Training with Pacing Strategy and Decision Making by Judo Championship Phases“. Journal of Human Kinetics 64, Nr. 1 (15.10.2018): 219–32. http://dx.doi.org/10.1515/hukin-2017-0196.
Der volle Inhalt der QuelleO'Keefe, Roger. „The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR“. International and Comparative Law Quarterly 47, Nr. 4 (Oktober 1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.
Der volle Inhalt der QuelleHilgard, Joseph, Christopher R. Engelhardt und Bruce D. Bartholow. „Brief use of a specific gun in a violent game does not affect attitudes towards that gun“. Royal Society Open Science 3, Nr. 11 (November 2016): 160310. http://dx.doi.org/10.1098/rsos.160310.
Der volle Inhalt der QuellePrice, Erica. „The Sellers of Catan: The Impact of the Settlers of Catan on the United States Leisure and Business Landscape, 1995-2019“. Board Game Studies Journal 14, Nr. 1 (01.10.2020): 61–82. http://dx.doi.org/10.2478/bgs-2020-0004.
Der volle Inhalt der QuelleKoloskov, Evgenii A. „House of Flowers: An Analysis of the Image of Yugoslavia in Video Games“. Slavic World in the Third Millennium 15, Nr. 3-4 (2020): 85–101. http://dx.doi.org/10.31168/2412-6446.2020.15.3-4.06.
Der volle Inhalt der QuelleZendle, David, Rachel Meyer und Harriet Over. „Adolescents and loot boxes: links with problem gambling and motivations for purchase“. Royal Society Open Science 6, Nr. 6 (Juni 2019): 190049. http://dx.doi.org/10.1098/rsos.190049.
Der volle Inhalt der QuelleLi, Juan. „Study on Sports Games Based on Smart Materials“. Applied Mechanics and Materials 484-485 (Januar 2014): 22–25. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.22.
Der volle Inhalt der QuelleTIMMER, JUDITH, PETER BORM und STEF TIJS. „CONVEXITY IN STOCHASTIC COOPERATIVE SITUATIONS“. International Game Theory Review 07, Nr. 01 (März 2005): 25–42. http://dx.doi.org/10.1142/s0219198905000387.
Der volle Inhalt der QuelleBreuer, Johannes, Michael Scharkow und Thorsten Quandt. „Tunnel Vision or Desensitization?“ Journal of Media Psychology 26, Nr. 4 (01.01.2014): 176–88. http://dx.doi.org/10.1027/1864-1105/a000122.
Der volle Inhalt der QuelleKreps, T. V. „Business games as a component of interactive learning in a tourist college“. Scientific bulletin of the Southern Institute of Management, Nr. 4 (28.01.2020): 124–28. http://dx.doi.org/10.31775/2305-3100-2019-4-124-128.
Der volle Inhalt der QuelleSzatkowska, Weronika Zuzanna. „Enhancing Inclusion within Responsible Innovation Process through Serious Gaming“. Media - Kultura - Komunikacja Społeczna 4, Nr. 16 (18.05.2021): 13–29. http://dx.doi.org/10.31648/mkks.6742.
Der volle Inhalt der QuelleShepel, Maryna. „DEVELOPMENT OF THE FUTURE MANAGERS’ DEONTOLOGICAL CULTURE IN THE PROCESS OF TEACHING A FOREIGN LANGUAGE“. Continuing Professional Education: Theory and Practice, Nr. 2 (2020): 50–56. http://dx.doi.org/10.28925/1609-8595.2020.2.7.
Der volle Inhalt der QuelleГостев, Андрей, und Andrey Gostev. „Childhood As the Main Victim of Total Psychomanipulation: Reflections on the New Textbook“. Scientific Research and Development. Socio-Humanitarian Research and Technology 6, Nr. 3 (12.10.2017): 98–104. http://dx.doi.org/10.12737/article_59df6b86b2b7a1.94506353.
Der volle Inhalt der QuelleZakirov, Artem Iskhakovich. „Physical training of referees in hockey: analysis of the degree of development of the problem in the scientific literature“. KANT 38, Nr. 1 (März 2021): 240–43. http://dx.doi.org/10.24923/2222-243x.2021-38.49.
Der volle Inhalt der QuelleFaizullin, Rinat. „Game Reproduction of the Queuing System as an Economic Laboratory Experiment“. SHS Web of Conferences 110 (2021): 01050. http://dx.doi.org/10.1051/shsconf/202111001050.
Der volle Inhalt der QuelleHykšová, Magdalena, Anna Kalousová und †Ivan Saxl. „EARLY HISTORY OF GEOMETRIC PROBABILITY AND STEREOLOGY“. Image Analysis & Stereology 31, Nr. 1 (15.03.2012): 1. http://dx.doi.org/10.5566/ias.v31.p1-16.
Der volle Inhalt der QuelleGladkaya, E. F. „Game as a Way to Enhance Students’ Cognitive Activity“. Higher Education in Russia 27, Nr. 10 (03.12.2018): 161–67. http://dx.doi.org/10.31992/0869-3617-2018-27-10-161-167.
Der volle Inhalt der QuelleCallens, Hanna. „Kidfluencer marketing in the video game industry“. Interactive Entertainment Law Review 3, Nr. 1 (01.09.2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Der volle Inhalt der QuelleAlonso-Sanz, Ramón, und Haozhen Situ. „Quantum Fuzzy Game Simulation“. Parallel Processing Letters 29, Nr. 03 (September 2019): 1950010. http://dx.doi.org/10.1142/s0129626419500105.
Der volle Inhalt der QuelleWeibel, David, und Bartholomäus Wissmath. „Immersion in Computer Games: The Role of Spatial Presence and Flow“. International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.
Der volle Inhalt der QuelleGregersen, Andreas. „Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming“. MedieKultur: Journal of media and communication research 27, Nr. 51 (15.11.2011): 16. http://dx.doi.org/10.7146/mediekultur.v27i51.4084.
Der volle Inhalt der QuelleVasiliev, A. A., E. A. Remmikh und V. А. Borisov. „TAX PECULIARITIES OF COMPUTER GAMES’ PRODUCERS. PROSPECTS FOR ESTABLISHING A NEW “DIGITAL TAX”.“ Russian-Asian Legal Journal, Nr. 4 (23.12.2020): 13–19. http://dx.doi.org/10.14258/ralj(2020)4.3.
Der volle Inhalt der QuelleDauren, Zh, К. Abdreimova, S. Shyrshykbayev, D. Sadykova und D. Tashkeev. „Methods of teaching national games at physical education lessons of educational institutions“. Pedagogy and Psychology 43, Nr. 2 (30.06.2020): 218–23. http://dx.doi.org/10.51889/2020-2.2077-6861.29.
Der volle Inhalt der QuelleZdravkova, Katerina. „Learning computer ethics and social responsibility with tabletop role-playing games“. Journal of Information, Communication and Ethics in Society 12, Nr. 1 (04.03.2014): 60–75. http://dx.doi.org/10.1108/jices-09-2013-0038.
Der volle Inhalt der QuelleBossen, Daniël, Aline Broekema, Bart Visser, Annette Brons, Annieck Timmerman, Faridi van Etten-Jamaludin, Katja Braam und Raoul Engelbert. „Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis“. Journal of Medical Internet Research 22, Nr. 4 (01.04.2020): e14549. http://dx.doi.org/10.2196/14549.
Der volle Inhalt der QuelleJoseph, Daniel James. „The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam“. Games and Culture 13, Nr. 7 (27.02.2018): 690–707. http://dx.doi.org/10.1177/1555412018756488.
Der volle Inhalt der QuelleMendes, Cassandro, und Sabino Junior. „Corruption and Deforestation: a differential game model“. Business and Economic Research 6, Nr. 1 (23.06.2016): 481. http://dx.doi.org/10.5296/ber.v6i1.9166.
Der volle Inhalt der QuelleTatyana B., Mikheeva, und Nichiporyuk Elena A. „Psychological and Pedagogical Foundations of the Process of Teaching English to Preschoolers“. Scholarly Notes of Transbaikal State University 16, Nr. 2 (Mai 2021): 27–33. http://dx.doi.org/10.21209/2658-7114-2021-16-2-27-33.
Der volle Inhalt der QuelleMeftah, Chaimae, Asmaâ Retbi, Samir Bennani und Mohamed Khalidi Idrissi. „Mobile Serious Game Design using User Experience: Modeling of Software Product Line Variability“. International Journal of Emerging Technologies in Learning (iJET) 14, Nr. 23 (06.12.2019): 55. http://dx.doi.org/10.3991/ijet.v14i23.10899.
Der volle Inhalt der QuelleIngrassia, Christopher Michael. „Revitalizing Keno: A Call for Pattern-Based Proposition Bets“. Journal of Gambling Business and Economics 13, Nr. 2 (11.12.2020): 3–14. http://dx.doi.org/10.5750/jgbe.v13i2.1806.
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