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Auswahl der wissenschaftlichen Literatur zum Thema „Subscription model in gaming“
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Zeitschriftenartikel zum Thema "Subscription model in gaming"
Khatri, Tanya. „UNDERSTANDING ADOPTION FACTORS OF SUBSCRIPTION BASED ENTERTAINMENT SERVICES AMONG CONSUMERS IN INDIA“. INFORMATION TECHNOLOGY IN INDUSTRY 9, Nr. 1 (10.03.2021): 795–809. http://dx.doi.org/10.17762/itii.v9i1.200.
Der volle Inhalt der QuelleNevskaya, Yulia, und Paulo Albuquerque. „How Should Firms Manage Excessive Product Use? A Continuous-Time Demand Model to Test Reward Schedules, Notifications, and Time Limits“. Journal of Marketing Research 56, Nr. 3 (25.03.2019): 379–400. http://dx.doi.org/10.1177/0022243718821698.
Der volle Inhalt der QuelleBuono, Frank D., Erina Paul, Matthew E. Sprong, Emma C. Smith, Amir Garakani und Mark D. Griffiths. „Gaming and Gaming Disorder: A Mediation Model Gender, Salience, Age of Gaming Onset, and Time Spent Gaming“. Cyberpsychology, Behavior, and Social Networking 23, Nr. 9 (01.09.2020): 647–51. http://dx.doi.org/10.1089/cyber.2019.0445.
Der volle Inhalt der QuelleKiili, Kristian. „Evaluations of an Experiential Gaming Model“. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments 2, Nr. 2 (31.10.2006): 187–201. http://dx.doi.org/10.17011/ht/urn.2006518.
Der volle Inhalt der QuelleBantz, D. F., A. Mohindra und D. G. Shea. „The emerging model of subscription computing“. IT Professional 4, Nr. 4 (Juli 2002): 27–32. http://dx.doi.org/10.1109/mitp.2002.1046641.
Der volle Inhalt der QuelleVASILYEV, V. S. „MONETIZATION DECISION MAKING MODEL FOR GAMING INDUSTRY“. Scientific Works of the Free Economic Society of Russia 224, Nr. 4 (2020): 554–69. http://dx.doi.org/10.38197/2072-2060-2020-224-4-554-569.
Der volle Inhalt der QuelleShin, KwangSik, Jinhyuk Kim, Kangmin Sohn, Chang Joon Park und SangBang Choi. „Transformation Approach to Model Online Gaming Traffic“. ETRI Journal 33, Nr. 2 (07.04.2011): 219–29. http://dx.doi.org/10.4218/etrij.11.1510.0087.
Der volle Inhalt der QuelleDeterding, Sebastian. „Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming“. Media and Communication 7, Nr. 4 (20.12.2019): 226–36. http://dx.doi.org/10.17645/mac.v7i4.2366.
Der volle Inhalt der QuelleHooker, Robert, Molly Wasko, David Paradice, Robin Teigland und Charles Hofacker. „Beyond gaming“. Information Technology & People 32, Nr. 6 (02.12.2019): 1397–422. http://dx.doi.org/10.1108/itp-11-2017-0407.
Der volle Inhalt der QuelleQuandt, Richard E. „Simulation model for journal subscription by libraries“. Journal of the American Society for Information Science 47, Nr. 8 (August 1996): 610–17. http://dx.doi.org/10.1002/(sici)1097-4571(199608)47:8<610::aid-asi5>3.0.co;2-w.
Der volle Inhalt der QuelleDissertationen zum Thema "Subscription model in gaming"
Mikael, Svärd. „The Subscription Payment Model In The Games Industry“. Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292741.
Der volle Inhalt der QuelleDet här examensarbetet ämnar undersöka hur affärsmodeller används bland utvecklare i spelindustrin och hur prenumerationsliscensering mellan plattformar och utvecklare fungerar idag. Med denna grund diskuteras i examensarbetet den möjliga framtida påverkan av detta. Detta görs med hjälp av intervjuer med utvecklare samt en litteraturstudie med data från intervjuer, artiklar och rapporter. Resultaten är att affärsmodeller inom spelindustrin är spridda i spelindustrin och att de är bundna till vilken slags spel de implementeras i, vissa modeller fungerar bättre i vissa spel och plattformar. Prenumerationsmodellen mellan plattformar och utvecklare kretsar idag kring vinstgarantier och förbetalning plus vinst inuti spel. Det finns en stor osäkerhetkring hur förhållandet kommer se ut i framtiden och hur det ser ut kommer påverka utvecklare och speldesign till hög grad.
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 QuelleFjellström, William, und Vladislav Snitko. „Disruptive business model transitioning in B2B : A subscription-based approach for Industry 4.0“. Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86199.
Der volle Inhalt der QuelleHolm, Thelma, und Ebba Westin. „The effects of a subscription-based business model : A qualitative study of women who consume menstrual hygiene products and how subscription-based business models influence customer experience“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104533.
Der volle Inhalt der QuelleViertelhausen, Arne [Verfasser]. „Business Model Gaming : Entwicklung innovativer Geschäftsmodelle für die Elektromobilität / Arne Viertelhausen“. Aachen : Shaker, 2017. http://d-nb.info/1138178586/34.
Der volle Inhalt der QuelleAlexander, Roger Kirk. „A Tractable Cross-Nested Logit Model For Evaluating Two-Way Interconnection Competition With Multiple Network Subscription“. Diss., Economics, George Washington University, 2004. http://hdl.handle.net/1961/119.
Der volle Inhalt der QuelleThis research introduces a new theoretical framework for the analysis of access pricing (the prices that networks charge each other for the completion of calls) and the modeling of network interconnection competition. Prior work on two-way access by Armstrong (1998), Laffont, Rey and Tirole (1998), and Carter and Wright (1999), et al has been built on a two-network Hotelling (1929) differentiated competition model applied to network interconnection. The current research develops an alternative approach that is based on a cross-nested logit (CNL) discrete/continuous consumer choice model with a constant elasticity of substitution (CES) calling utility specification. A principal contribution of the new modeling framework is that in addition to being able to analyze interconnection competition among multiple networks, it is designed to incorporate the element of multiple network subscription where consumers may simultaneously subscribed to more than one type of access network. By introducing multiple-network subscription and usage substitution for users subscribed to multiple networks, the analysis allows more general assessments to be made of the impact of access pricing schemes on the degree of competition between interconnected networks. The model is also not restricted to assumptions of homogeneity in calling on the differentiated networks but can incorporate call differentiation according to network type. The model is applied to evaluate the effects of dual network subscription and asymmetric network competition and to assess multi-network competition in an environment served by two mobile networks and a fixed, wireline network. While confirming the results of prior single network subscription analysis, a central finding of the research based on the developed model is that while network competition is intensified when dual network subscription occurs, negotiated access charges between connected networks continue to serve as an instrument of collusion even in cases of non-linear (two-part) consumer tariffs.
Advisory Committee: John Kwoka, Christopher Snyder (Chair), Sumit Joshi
Stříbrský, Vojtěch. „Reporting tržeb společností podnikajících v e-commerce“. Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-165885.
Der volle Inhalt der QuellePhillips, WooMi Jo. „Senior casino motivation and gaming intention : an extended theory of planned behavior model“. Diss., Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1124.
Der volle Inhalt der QuelleCashin, David F. „Validation and analysis of the Enhanced Naval Warfare Gaming System release 2 cruise missile model“. Thesis, Monterey, California. Naval Postgraduate School, 1989. http://hdl.handle.net/10945/27328.
Der volle Inhalt der QuelleKing, Suzanne. „A MODEL OF TREATING HYPERFUNCTIONAL VOICE DISORDERS FOR SCHOOL AGE CHILDREN WITHIN A SERIOUS GAMING ENVIRONMENT“. Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2373.
Der volle Inhalt der QuelleM.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
Bücher zum Thema "Subscription model in gaming"
Gaming control law: The Nevada model-principles, statutes, and cases. Columbus, Ohio: Publishing Horizons, 1985.
Den vollen Inhalt der Quelle findenCashin, David F. Validation and analysis of the Enhanced Naval Warfare Gaming System release 2 cruise missile model. Monterey, Calif: Naval Postgraduate School, 1989.
Den vollen Inhalt der Quelle findenTulenko, Edward. The design and development of a Gaming interface for the System Dynamics Model of Software Project Management. Monterey, Calif: Naval Postgraduate School, 1989.
Den vollen Inhalt der Quelle findenFickle, Tara. Race Card: From Gaming Technologies to Model Minorities. New York University Press, 2019.
Den vollen Inhalt der Quelle findenMiniature Figures: From Model Soldiers to Fantasy Gaming. Crabtree Publishing Company, 2018.
Den vollen Inhalt der Quelle findenFickle, Tara. Race Card: From Gaming Technologies to Model Minorities. New York University Press, 2019.
Den vollen Inhalt der Quelle findenMiniature Figures: From Model Soldiers to Fantasy Gaming. Crabtree Publishing Company, 2018.
Den vollen Inhalt der Quelle findenLiu, Harry, Andrew Mulcahy und Adam Rose. Subscription Models for Prescription Drugs: The Motivation, Potential, and Limitations of a New Payment Model. RAND Corporation, 2020. http://dx.doi.org/10.7249/pea289-1.
Der volle Inhalt der Quelleauthor, Weisert Gabe, Hrsg. Subscribed: Why the subscription model will be your company's future--and what to do about it. Portfolio, 2018.
Den vollen Inhalt der Quelle findenBaxter, Robbie Kellman. The Forever Transaction: How to Build a Subscription Model So Compelling, Your Customers Will Never Want to Leave. McGraw-Hill Education, 2020.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Subscription model in gaming"
Ku, Yungchang, und Saurabh Gupta. „Online Gaming Perpetrators Model“. In Intelligence and Security Informatics, 428–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69304-8_44.
Der volle Inhalt der QuelleVasiliev, Vladislav, Evgeny Zaramenskikh und Elena Vasilieva. „Monetization Model for Gaming Industry“. In Lecture Notes in Information Systems and Organisation, 73–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-43993-4_7.
Der volle Inhalt der QuelleUlrich, Markus. „The UCS-Model of Corporate Sustainability“. In Frontiers in Gaming Simulation, 85–92. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_11.
Der volle Inhalt der QuelleUdo, Yoshiyuki, und Yoko Ishino. „Two-Stage Lean Startup Model for Subscription Business“. In Agents and Multi-Agent Systems: Technologies and Applications 2021, 217–29. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-2994-5_18.
Der volle Inhalt der QuelleYee, Arturo, und Matías Alvarado. „Patterns of Go Gaming by Ising Model“. In Lecture Notes in Computer Science, 3–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92198-3_1.
Der volle Inhalt der QuellePalyga, Anna, und Marcin Wardaszko. „A Management Model for Effective Team Communication in Business Simulation Games“. In Intersections in Simulation and Gaming, 43–57. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78795-4_4.
Der volle Inhalt der QuelleBuchta, Christian, David Meyer, Andreas Mild, Alexander Pfister und Alfred Taudes. „An Agent-Based Simulation Model of Disruptive Technologies“. In Agent-Based Modeling Meets Gaming Simulation, 101–17. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_11.
Der volle Inhalt der QuelleLeon Suematsu, Yutaka I., Keiki Takadama, Katsunori Shimohara, Osamu Katai und Kiyoshi Arai. „Analyzing Barnga Gaming Simulation Using an Agent-Based Model“. In Agent-Based Modeling Meets Gaming Simulation, 69–77. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_8.
Der volle Inhalt der QuelleTanimoto, Jun, und Haruyuki Fujii. „A Model for Collusive Tendering Based on a Multiagent Approach“. In Agent-Based Modeling Meets Gaming Simulation, 89–100. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_10.
Der volle Inhalt der QuelleLi, Xianli. „An Efficient Design of Publication and Subscription Model Based on WSN“. In 2012 International Conference on Information Technology and Management Science(ICITMS 2012) Proceedings, 451–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34910-2_52.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Subscription model in gaming"
Zheng, Xin, Han Lu, Nannan Wu und Kuo Jiao. „Green electricity subscription model“. In 2017 2nd International Conference on Civil, Transportation and Environmental Engineering (ICCTE 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/iccte-17.2017.97.
Der volle Inhalt der QuelleKollmann, Franz. „A Flexible Subscription Model for Broadcasted Digital Contents“. In 2007 International Conference on Computational Intelligence and Security (CIS 2007). IEEE, 2007. http://dx.doi.org/10.1109/cis.2007.155.
Der volle Inhalt der QuelleKannan, K. Kamala, und R. Baskaran. „Fault Tolerant Event Subscription Model for Smart Communities“. In ICIA-16: International Conference on Informatics and Analytics. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2980258.2980417.
Der volle Inhalt der QuelleKlein, Dominik, Michael Menth, Rastin Pries, Phuoc Tran-Gia, Michael Scharf und Michael Sollner. „A subscription model for time-scheduled data transfers“. In 2011 IFIP/IEEE International Symposium on Integrated Network Management (IM 2011). IEEE, 2011. http://dx.doi.org/10.1109/inm.2011.5990559.
Der volle Inhalt der QuelleRaafi, Engla, Muharman Lubis und Rachmadita Andreswari. „Service Design through Subscription Scheme Business Model in Foodritious Start-up“. In 2020 International Conference on Advancement in Data Science, E-learning and Information Systems (ICADEIS). IEEE, 2020. http://dx.doi.org/10.1109/icadeis49811.2020.9277059.
Der volle Inhalt der QuelleBabaei, Ebrahim, Mahmoud Reza Hashemi und Shervin Shirmohammadi. „A state-based game attention model for cloud gaming“. In 2017 15th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2017. http://dx.doi.org/10.1109/netgames.2017.7991539.
Der volle Inhalt der QuelleHariri, Behnoosh, Shervin Shirmohammadi und Mohammad Reza Pakravan. „A Hierarchical HMM Model for Online Gaming Traffic Patterns“. In 2008 IEEE Instrumentation and Measurement Technology Conference - I2MTC 2008. IEEE, 2008. http://dx.doi.org/10.1109/imtc.2008.4547412.
Der volle Inhalt der QuelleWu, Zhihui, und Gang Liu. „Choice of Business Model and Pricing Strategy with Ad-Sponsor and Subscription Fee“. In International Conference on Logistics Engineering, Management and Computer Science (LEMCS 2015). Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/lemcs-15.2015.306.
Der volle Inhalt der QuelleSchuhs, G., A. Gutzlaff, S. Cremer, J. Lammersmann und Y. Liu. „Business Model and Organization – Interdependencies for Customer-Centric Continuous Innovation in Subscription Business“. In 2020 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2020. http://dx.doi.org/10.1109/ieem45057.2020.9309897.
Der volle Inhalt der Quellede Souza, Robert, Linda William, Giuseppe Timperio und ZarAba Bin Abdul Rahim. „SIMULATION MODEL AND SIMULATION-BASED SERIOUS GAMING IN HUMANITARIAN LOGISTICS“. In 2018 Winter Simulation Conference (WSC). IEEE, 2018. http://dx.doi.org/10.1109/wsc.2018.8632497.
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