Academic literature on the topic 'Entertainment and gaming'
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Journal articles on the topic "Entertainment and gaming"
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.
Full textSiu 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.
Full textCHRISTIANSEN, 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.
Full textWang, 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.
Full textBottino, 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.
Full textSpence, 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.
Full textAustrin, 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.
Full textM, 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.
Full textDeshmukh, 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.
Full textValaei, 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.
Full textDissertations / Theses on the topic "Entertainment and gaming"
Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.
Full textConduto, 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.
Full textTaking 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.
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.
Full textThe 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.
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.
Full textThe 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.
Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.
Full textRožek, Jan. "Marketing of the gambling industry." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-74078.
Full textEibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.
Full textFirst 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
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.
Full textNmusic 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
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.
Full text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.
(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.
Full textThis 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.
Books on the topic "Entertainment and gaming"
Botzakis, Stergios. Entertainment and gaming. Chicago, Ill: Raintree, 2010.
Find full textOnline gaming and entertainment. San Diego, CA: ReferencePoint Press, 2012.
Find full textPSP Hacks: Tips & Tools for Your Mobile Gaming and Entertainment Handheld. Beijing: O'Reilly, 2006.
Find full textLa 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.
Full textMassachusetts. 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.
Find full textE, Biederman Donald, ed. Law and business of the entertainment industries. 5th ed. Westport, Conn: Praeger Publishers, 2007.
Find full textEade, Vincent H. Introduction to the casino entertainment industry. Upper Saddle River, N.J: Prentice Hall, 1997.
Find full textRelations, 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.
Find full textWong, Stanford. The complete idiot's guide to gambling like a pro. 3rd ed. Indianapolis, IN: Alpha Books, 2003.
Find full textDeAngelo, 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.
Find full textBook chapters on the topic "Entertainment and gaming"
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.
Full textFrank, 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.
Full textAkkawi, 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.
Full textFischer, 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.
Full textSargaana, 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.
Full textWalther, 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.
Full textIqbal, 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.
Full textKamal, 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.
Full textZivkovic, 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.
Full textFalk, 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.
Full textConference papers on the topic "Entertainment and gaming"
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.
Full textBudde, 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.
Full textTrowbridge, 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.
Full text"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.
Full textEmmerich, 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.
Full textChen, 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.
Full textWang, 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.
Full textGiri, 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.
Full textBergström, 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.
Full textPape, 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.
Full textReports on the topic "Entertainment and gaming"
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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