Academic literature on the topic 'Entertainment and gaming'

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Journal articles on the topic "Entertainment and gaming"

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Heubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (July 1, 2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.

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Siu Lam, Carlos, and Lynn Jamieson. "MACAO’S NONGAMING ENTERTAINMENT, CULTURE AND CITY BRANDING." ENLIGHTENING TOURISM. A PATHMAKING JOURNAL 12, no. 1 (June 6, 2022): 304–36. http://dx.doi.org/10.33776/et.v12i1.5432.

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Although entertainment can be a pull-factor to attract tourists in their trips, it can be easily duplicated in other jurisdictions. Focused on the non-gaming entertainment by the gaming concessionaires in Macao, this paper examines the entertainment development, and explores how these concessionaires identify the right entertainment for patrons and the challenges associated with such entertainment offerings. Despite Macao’s wealth of East-West culture, this study analyzes the use of such culture in Macao’s entertainment, and the creation of its unique branding. The integration of culture into such entertainment, when coupled with Macao’s smallness, may represent the essential factors to satisfy tourists’ multiple needs for entertainment products, thereby leading to Macao’s renewed branding as a center of tourism and leisure from its strong gaming image. This study is one of a few that focuses on the merger of culture and entertainment, and is exploratory and qualitative in nature. Semi-structured in-depth interviews with executives in Macao’s entertainment segment were utilized. Such interview findings were analyzed using the Miles and Huberman (1994) framework, along with the data from the annual reports of the concessionaires and the Macao Census and Statistics Service. The findings may be useful for gaming destinations planning to alter their branding.
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CHRISTIANSEN, E. "Gaming and entertainment An imperfect union?" Cornell Hotel and Restaurant Administration Quarterly 36, no. 2 (April 1995): 6. http://dx.doi.org/10.1016/0010-8804(95)93848-o.

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Wang, Qianjin, Honghong Ren, Jiang Long, Yueheng Liu, and Tieqiao Liu. "Research progress and debates on gaming disorder." General Psychiatry 32, no. 3 (July 2019): e100071. http://dx.doi.org/10.1136/gpsych-2019-100071.

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Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
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Bottino, Rosa Maria, Michela Ott, and Mauro Tavella. "Serious Gaming at School." International Journal of Game-Based Learning 4, no. 1 (January 2014): 21–36. http://dx.doi.org/10.4018/ijgbl.2014010102.

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The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2) motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects. Final considerations are drawn about the potential and the opportunity of adopting the considered games to support those reasoning skills that are widely recognized as transversal to any kind of learning and thus deeply affecting overall school performance.
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Spence, Charles. "Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming." i-Perception 12, no. 4 (July 2021): 204166952110345. http://dx.doi.org/10.1177/20416695211034538.

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There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people’s immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative review, I want to take a closer look at the use of scent in a range of both physical and digital environments, highlighting the successes (as in the case of scented theme park rides) and frequent failures (as, seemingly, in the context of scent-enabled video games). While digitally inducing meaningful olfactory sensations is likely to remain a pipe dream for the foreseeable future, the digital control of scent release/delivery provides some limited opportunities to enhance the multisensory experience of entertainment. That said, it remains uncertain whether the general public will necessarily perceive the benefit, and hence be willing to pay for the privilege.
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Austrin, Terry, and Jackie West. "Skills and surveillance in casino gaming." Work, Employment and Society 19, no. 2 (June 2005): 305–26. http://dx.doi.org/10.1177/0950017005053175.

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With gambling now part of mainstream entertainment and popular leisure, casinos have become sites of legal work, combining the technical expertise and craft skills of the croupier (dealer) in table games with increasingly deskilled machine-minding in simulated video games.There are parallels with other service work, but the significance of casino gaming lies in the manipulation of things, such as cards and money, rather than in interpersonal relations and self-embodiment. Moreover, surveillance is more specifically related to the particular conditions governing legalization of a formerly ‘pariah’ industry than to management-worker control. Drawing on fieldwork, we compare standardization in table and machine gaming and show how different forms of surveillance are crucial to the legalization of gambling as mass consumption. In highlighting the significance of materiality and regulation in service sector employment, the case of casino gaming thus takes us beyond conventional labour process paradigms. It also epitomizes a newly globalized form of work, currently promoted by industry interests but at the centre of intense public debate in the UK and elsewhere.
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M, Mrs Raju, Syed Mohamed Ibrahim Badhusha J, and Harini M. "Re-shaping the Gaming Industry after 5G." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 418–22. http://dx.doi.org/10.22214/ijraset.2022.42142.

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Abstract: The fifth generation of wireless communications (5G) is a revolutionary technology that plays a key role in the development of all sectors, including multimedia and entertainment. These systems have become an existential part of our society, industry, science, and more. On the other hand, intensive research is underway in many aspects of the 5th generation wireless communication network. This network has features with a higher mobile data volume, typical user data rate, number of connected devices, and lower end-to-end latency. There is a growing demand for the development and design of 5G multimedia and entertainment communication applications, technologies, and theories. In the context of 5G wireless communication networks, new theories and technologies support a variety of multimedia applications such as entertainment, gaming and social media, audio and video, medical imaging, surveillance videos, business transactions, and Internet-based streams of things. This paper focuses on the possibilities and outcomes of how 5G makes drastic changes in the gaming sector. Keywords: 5G, gaming, lower end-to-end latency, higher mobile data volume, typical user data rate
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Deshmukh, Omkar Ramchandra. "Virtual Reality Next-gen Gaming Experience." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (June 30, 2022): 3442–43. http://dx.doi.org/10.22214/ijraset.2022.44662.

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Abstract: Today world Video games became one of the most important forms of entertainment in the twentieth century. In the 21st century, the effect was greatly improved. With the advance of mobile phones and laptops, the gaming industry changed dramatically in these new market platforms. In twentieth century video games are most important form of entertainment. The mobile phone and laptop an console the gaming. Industry are increase an there new market platform are taking shapes. Virtual Reality (VR) last few Year are increase there growth rapidly increase. The famous company are like itech art, oculus and Htc are rapidly are growth.in the gaming industry, VR has had a important role played an impact and will continue to do so for decades to come in reality. Nowadays, people, especially the younger generation, are spending more time playing VR-enabled games than ever before. Therefore, it is becoming increasingly important to be aware of the impact on the industry and consumers
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Valaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (October 5, 2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.

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PurposeEven though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).Design/methodology/approachA total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.FindingsThis study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.Originality/valueThis study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.
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Dissertations / Theses on the topic "Entertainment and gaming"

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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One examined the type of computer games older adults would like to play relating to hobbies, dreams and interests. Qualitative and quantitative data was collected in a step-by-step approach enabling participants to design their own game idea in an informal, jargon-free environment allowing for ease of understanding and coherence. Phase Two of the investigation involved older adults playing one of two consoles (Wii and PS-2). The games chosen were from the sports genre (golf, tennis and boxing) and were required to play for 15 minutes each. Results from Phase One indicated that participants were able to devise and design a number of game genres, and having prior knowledge of gaming did not necessarily aid when trying to design a game concept. Results from Phase Two indicated participants’ playing on the Wii was easier due to the nature of the console pad, rather than the traditional game pad used on the PS-2. Qualitative and quantitative data analysis interaction mechanism was far more influential on participants’ experience of flow than content. Extensive technological developments have enabled audiences in recent years to interact with gaming platforms easier than before, using motion sensor and natural body movement during game play. Preliminary design guidelines established from this investigation stipulate a multitude of aspects relating to interaction and content to enhance the experience of gaming for older adults.
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Conduto, Ana Filipa Seno. "Market analysis of a new business opportunity in mobile-casual gaming: partnership between Nmusic and Rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11833.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
Taking in consideration its entrepreneurial culture and the huge growth of mobile gaming and digital music, Nmusic1 identified a window of opportunity for the development, in partnership with Rovio Entertainment Ltd.2, of a new game product, combining Angry Birds games with music contents. In view of that, it was necessary to perform the market analysis of this new game and, after a detailed study, it was concluded that the current environmental context supports this business opportunity and corroborates its market potential. The analysis involved the study of the evolution and competitive environment of both industries and of the impact of this new game in industry dynamics. Moreover, the drivers and trends influencing the business environment were also studied and used for the elaboration of recommendations for product development and strategic planning.
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Correia, Ana Claúdia Moreira. "Strategy definition of a new business opportunity in mobile-casual gaming: partnership between nmusic and rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11861.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global market a groundbreaking mobile casual game that revolves around music. Thus, this product will revolutionize both industries and will develop a link between them. The aim is to launch this product as soon as possible to take advantage of the first mover advantage, a key advantage in the mobile game industry. Hence, the main purpose of this Work Project was to discuss and propose the Strategy and Business Model, containing the main strategies that should be followed. Moreover, the analysis of the Porter Five Forces, the Marketing Mix and the Implementation Plan were defined. Finally, a risk analysis was performed and a contingency plan was designed to mitigate the risk and assure the success of the product in the market.
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Witt, Anelise Vieira dos Santos. "GAMEARTE: SUBVERSÃO E DIVERSÃO NA ARTE CONTEMPORÂNEA." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/5215.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The target of this research is to help the thinking about contemporary art through a new approach from the Idea of play to gaming. We try to comprehend the overthrow and entertainment concepts in the games developed and in the art and gaming field. This observation doesn‟t lay down just on the games created in this research, but also include a few aspects of art and technology in contemporary art. Between practice and theory the methodology was built, and together they tangled the proposed thought. To elucidade the thought tha we came with in this study we start with the approach of the play concept, that raises on philosophy and is adopted by the visual arts. From philosophycal play to eletronic game, and when it is found on a artistic context, it can be called as art and gamimg. In trying to understand and define what exactly art and gaming are about I show my own artistic games. This master thesis ends with a view of the contemporary art scenery and how the overthrow and entertainment concepts can integrate the contemporary art today.
O objetivo desta pesquisa, em poéticas visuais, é de contribuir para pensar a arte contemporânea atual através de uma nova abordagem que parte da ideia de jogo na arte para chegar ao game. Verificam-se os conceitos de subversão e diversão na minha produção pessoal na área da gamearte. Esta reflexão não se restringe somente sobre minha produção, mas também abrange alguns aspectos da arte e tecnologia na arte contemporânea. A metodologia utilizada na pesquisa desenvolve-se no ir e vir entre a prática artística e a teoria que, unidas, tecem o pensamento proposto. Para elucidar a proposição apresentada neste estudo, inicia-se com a abordagem do conceito de jogo, que se origina na filosofia e é adotado pela arte. Do jogo filosófico segue-se para o jogo eletrônico, chamado de game, e quando inserido em um contexto artístico assume-se como gamearte. Ao tentar compreender e delimitar, quando possível, o que seria esta produção em gamearte, exponho a minha experiência pessoal na produção de jogos artísticos. Para fechar esta dissertação apresentam-se outras produções contemporâneas em gamearte, a fim de evidenciar como a diversão e o entretenimento podem integrar a arte contemporânea recente.
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Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.

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The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gambling than with the actual practice of wagering. In an effort to more fully understand the gambling debate, whether it should be allowed or banned, I examined different types of sources. Historical sources demonstrate how ingrained in American culture risk taking, the core of gambling, has been since the formation of this nation. Sources dealing with the economic implications of gambling were also studied. Additionally, sources dealings with the political and legal aspects of gambling were essential for this thesis. Legislature has tried to reconcile distinct problems associated with gambling, including corruption. For this reason sports gambling scandals and Mafia connections to gambling have also been examined. The American government has created much needed legislature to address different concerns relating to gambling. It is apparent that statutes will continue to be passed to help regulate the gambling industry. A possible consideration is the legalization of sports wagering to better regulate that sector of the industry.
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Rožek, Jan. "Marketing of the gambling industry." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-74078.

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This thesis is studying the current global as well as Czech gambling industry with the focus on internet gambling activities. The work begins with the description of various gambling activities. The focus is taken on the internet gambling activities with description of the specifics and the current European as well as US legal frame. Next part is dedicated to the psychology of gambling together with the pathological gambling addiction. In next part the thesis studies the current situation on the Czech market - history, main official legal providers as well as main grey market providers. Second part of the work is the case study of the launch of the internet lottery games by Fortuna Entertainment Group. This case study is based on a desk research of previous successful best practices in the internet gambling industry from all around the world.
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Eibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.

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Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
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Santos, Mariana Espanha Mil-Homens. "Business concept design of an innovative product: partnership between Nmusic and Rovio Entertainment Ltd." Master's thesis, 2014. http://hdl.handle.net/10362/14960.

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Field Lab in Entrepreneurial Innovative Ventures
Nmusic and Rovio Entertainment Ltd. identified a business opportunity that will merge the digital music and games industries. The growth of digital consumption, enabled by a wide access to technological devices, supports the market potential of this new product. This Work Project focuses on the new product design and development processes, mainly supported by a) gaming literature that explores critical features and players’ motivations, and b) market research that allows complementing the existent literature and identifying customer needs and their relative importance. Those needs were interpreted and translated into product characteristics in order to generate Angry Birds Music.
NSBE - UNL
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Ruei, Jhang Shiuan, and 張軒睿. "Using business model and system dynamics model to study the development of the gaming industry-A case of Blizzard Entertainment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ab67be.

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碩士
明新科技大學
工業工程與管理系碩士班
104
This research first studies the supply chain of game industry. The collection of related papers is used to analyze the development of game industry. Business model is also applied in this research. Business model has nine build blocks to express business concept as a static point of view. Each element can be linked with factors form the casual feedback loop diagram. In this research, the results of study are shown as following: first, the sales team sell product on internet is fast and convenient, on top of that, can effect of publicize. Second, the large scale of activity can attract customer and can raise the growth of the brands. Third, customers will provide suggestions to customer service center for improving better service. Fourth, routine maintenance effect the efficiency of server and game. Fifth, brand visibility effect the consuming will of customers.
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(8237862), Steven Pace. "The development of a hypermedia document about can and filtration." Thesis, 1996. https://figshare.com/articles/thesis/The_development_of_a_hypermedia_document_about_can_and_filtration/20341395.

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 This thesis presents the results of an investigation into the process of converting existing paper -based publications into computer -based hypermedia documents. The study was conducted in cooperation with the Sugar Research Institute (SRI) on a part-time basis between March 1992 and September 1995.

 An SRI publication on the subject of cane mud filtration was converted to hypermedia form using iterative design methods which involved testing prototypes early in the course of development and making refinements based on feedback from SRI staff, information technology professionals and potential users of the system. The purpose of the exercise was to develop a set of guidelines for converting other SRI publications into hypermedia documents. These guidelines, which are presented in this thesis, focus on activities such as: 

selecting the document to be converted to hypermedia form;

selecting the development and delivery platform; selecting the authoring system;

gathering content for inclusion in the hypermedia document; defining the structure of the hypermedia document; 

creating storyboards; 

mastering development tools; designing the user interface and navigation system; 

working with the basic elements of multimedia (text, graphics, sound, video and animation);

  developing prototypes; 

and conducting useability tests. 

Recommendations are made to SRI for the adoption of hypermedia as a means of communicating the results of its research and development activities to sugar industry personnel.   

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Books on the topic "Entertainment and gaming"

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Botzakis, Stergios. Entertainment and gaming. Chicago, Ill: Raintree, 2010.

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Online gaming and entertainment. San Diego, CA: ReferencePoint Press, 2012.

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PSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. Beijing: O'Reilly, 2006.

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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Massachusetts. Executive Dept. Weld Wampanoag Tribe sign agreement for gaming and family entertainment complex: Thousands of jobs forecast for Bristol County. Boston, MA: The Dept., 1994.

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E, Biederman Donald, ed. Law and business of the entertainment industries. 5th ed. Westport, Conn: Praeger Publishers, 2007.

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Eade, Vincent H. Introduction to the casino entertainment industry. Upper Saddle River, N.J: Prentice Hall, 1997.

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Relations, United States Congress House Committee on Education and Labor Subcommittee on Labor-Management. Oversight hearing on labor relations in the entertainment and gaming industry: The Frontier Hotel strike : hearing before the Subcommittee on Labor-Management Relations of the Committee on Education and Labor, House of Representatives, One Hundred Third Congress, first session, hearing held in Las Vegas, NV, October 1, 1993. Washington: U.S. G.P.O., 1994.

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Wong, Stanford. The complete idiot's guide to gambling like a pro. 3rd ed. Indianapolis, IN: Alpha Books, 2003.

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DeAngelo, Frank. Casinos coast to coast: A guide to the best hotels, food, comps, gambling, and entertainment across the country. Secaucus, N.J: Carol Pub. Group, 1998.

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Book chapters on the topic "Entertainment and gaming"

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Brandstätter, Ulrich, and Christa Sommerer. "Productive Gaming." In Entertainment Computing - ICEC 2016, 260–65. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46100-7_27.

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Frank, Anders, and Nicklas Lundblad. "The New Role of Gaming." In Entertainment Computing, 363–69. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_44.

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Akkawi, Amjad, Sibylle Schaller, Oliver Wellnitz, and Lars Wolf. "Networked Mobile Gaming for 3G-Networks." In Entertainment Computing – ICEC 2004, 457–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_60.

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Fischer, Sebastian. "Let’s Play: Das Gaming-Entertainment-Format." In Digitale Kultur und Kommunikation, 39–57. Wiesbaden: Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-34995-0_3.

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Sargaana, Usman, Hossein S. Farahani, Jong Weon Lee, Jeha Ryu, and Woontack Woo. "Collaborative billiARds: Towards the Ultimate Gaming Experience." In Entertainment Computing - ICEC 2005, 357–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_35.

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Walther, Bo Kampmann. "Notes on the Methodology of Pervasive Gaming." In Entertainment Computing - ICEC 2005, 488–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11558651_47.

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Iqbal, Azlan. "A New Chess Variant for Gaming AI." In Entertainment Computing – ICEC 2013, 9–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41106-9_2.

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Kamal, Noreen, Sidney Fels, Michael Blackstock, and Kendall Ho. "VivoSpace: Towards Health Behavior Change Using Social Gaming." In Entertainment Computing – ICEC 2011, 319–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24500-8_35.

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Zivkovic, Zoran. "Optical-Flow-Driven Gadgets for Gaming User Interface." In Entertainment Computing – ICEC 2004, 90–100. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_12.

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Falk, Jennica, and Glorianna Davenport. "Live Role-Playing Games: Implications for Pervasive Gaming." In Entertainment Computing – ICEC 2004, 127–38. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_17.

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Conference papers on the topic "Entertainment and gaming"

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Hofmann, Alexander, and Helmut Hlavacs. "Gaming and entertainment technologies for includification." In 2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT). IEEE, 2015. http://dx.doi.org/10.1109/vaat.2015.7155402.

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Budde, Matthias, Rikard Öxler, Michael Beigl, and Jussi Holopainen. "Sensified Gaming." In ACE2016: International Conference on Advances in Computer Entertainment Technology. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3001773.3001832.

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Trowbridge, Bradley, Carol Rodriguez, Joseph Prine, Michelle Holzemer, John McCormack, and Ryan Integlia. "Gaming, fitness, and relaxation." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377244.

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"Session 5 Abstract: Entertainment and Gaming Applications." In 2008 7th International Conference on Mobile Business. IEEE, 2008. http://dx.doi.org/10.1109/icmb.2008.52.

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Emmerich, Katharina, Stefan Liszio, and Maic Masuch. "Defining second screen gaming." In ACE '14: 11th ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2663806.2663855.

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Chen, Vivian Hsueh-Hua. "Session details: Innovative gaming tools." In ACE '10: Advances in Computer Entertainment Technology Conference. New York, NY, USA: ACM, 2010. http://dx.doi.org/10.1145/3249104.

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Wang, Hao, Wen-Wen Chen, and Chun-Tsai Sun. "HOW GAMING EXPERIENCE INFLUENCES NEWGAME LEARNING." In International Conference on Game and Entertainment Technologies 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/g2019_201906c053.

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Giri, Nandhini. "Design Expertise in Gaming and Interactive Entertainment Industry Practices." In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419951.

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Bergström, Karl, Annika Waern, Daniel Rosqvist, and Lisa Månsson. "Gaming in the crucible of science." In ACE '14: 11th ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2663806.2663840.

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Pape, Dave, Sarah Bay-Cheng, Josephine Anstey, and Dave Mauzy. "WoyUbu: Experiments with video-gaming in live theatre." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377241.

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Reports on the topic "Entertainment and gaming"

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Nelson Kakulla, Brittne. Gaming — More Than Just Entertainment. AARP Research, June 2020. http://dx.doi.org/10.26419/res.00328.003.

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